COSMO ontology, Version 0.49-611.
Last edit 20080411 by Patrick Cassidy
Has 21 top-level classes under 'Thing'
Uses elements of the OpenCyc, SUMO, BFO and DOLCE ontologies,
as well as elements created specifically for COSMO.
Globally unique identifier, fromOpenCyc 0.78.
NOTE that this is a formatted string having 32 alphanumberic characters
with embedded hyphesns, though it is represented (temporarily) as a simple string
here.
Another form of 'unique identifier' has 16 characters, and is
represented in COSMO as an AbstractString which is a subtype
of Identifier. See 'UniqueIdentifier16'
Globally Unique ID
Points to a string with axioms that
include reference to the domain entity.
(UAX: SUMAX-25)
(<=>
(disjoint ?CLASS1 ?CLASS2)
(and
(instance ?CLASS1 NonNullSet)
(instance ?CLASS2 NonNullSet)
(forall (?INST)
(not
(and
(instance ?INST ?CLASS1)
(instance ?INST ?CLASS2))))))
Classes are disjoint only if they share no instances, i.e. just
in case the result of applying IntersectionFn to them is empty.
SUMO - 155
The class of Synonyms has two uses:
(1) When a synonymous term is included as a subtype of Synonym,
it allows searching for a Type by more than one term, in the case where
the alternative term(s) are also unique in the ontology. For
example, where Cyc class names (but not meanings) have been changed,
the Cyc term may also be included as a Synonym. We use
the isaSynonymOf relation to relate Synonym
classes to the class with the base name.
(2) when used with the 'hasSynonym' relation, instances
of Synonym can specify the context (such as namespace)
in which the second term is a synonym of the first, and
can indicate the overall frequency with which the term in that
context actually has the same meaning as the base term.
Since there can be multiple instances of the same synonymous
term, it is represented as a datatype String entity.
NOTE that instances of Synonym need to have unique id's as
their identifiers in the ontology, so it is recommended
that the unique ID's be generated by prefixing a namespace
to the synonymous term that is pointed to by the
'hasSynonymousTerm' property of the Synonym instance.
Thus if some term has the synonym 'process' in the PSL context,
the instance of Synonym that specifies that relation can be named,
e.g. 'PSL$process'.
The general English contexts, where words may be ambiguous,
is indicated by the namespace prefix 'engen'.
points from an instance of Synonym to a string
that is the term which is synonymous to the base concept.
The term should represent the synonym in its natural form,
whether capitalized, with spaces, apostrophes, etc.
A pointer from a concept to another concept of
which it is a synonym. This is a crude method to permit search in
Protege for synonyms of terms in the class search window.
In v0.3 these synonyms were confined to classes.
For other synoyms, use 'hasSynonym'.
hasSynonym is used to point to AbstractStrings that
can serve as a synonym for the base entity (type or instance),
in some context. This relation points to an instance of Synonym,
and that instance can specify the context in which it
is a synonym for that word.
Because a single word can be a synonym of multiple terms,
the structure of the 'Synonym' entity includes not
only the String expression of the synonymous term, but
also the context in which it is a synonym. Among the
contexts, databases and other knowledge models are included.
A superfluous relation for testing.
Objects can be Physical or Abstract or Mental only
PhysicalObjects have mass, and that is the defining characteristic
of a PhysicalObject in COSMO.
All Objects have at least one relation other than the type (isa)
relation to some other entity that is not an Object. Almost all objects
have an Attribute or AttributeValue. But the relation may be some other
relation (e.g. to have a location, a composition, or to have proper parts).
Thus a point can have Dimensionality (zero-dimensional),
and will have a location, though the location may be in a
poorly defined abstract space. For example, a character in an alphabet
is an abstract object, which has at least one representation as a
shaped physical object, and is an element of an Alphabet.
This requirement for an Object to have some relation is not
presently (v0.48) formalized in COSMO, as it is not needed
for performance, only to clarify the meaning for the human users.
'Object' is a very primitive concept that cannot be defined, but can be
comprehended only by the way this concept interacts with other concepts,
and by its subclasses and instances. This Type is useful as an
umbrella Type for various purposes,including relations on Events.
NOTE that in COSMO an 'Object' is not necessarily 3D (as in an endurantist
perspective) nor 4D (as in a perdurantist perspective. It can be
use in syntactic constructions that appear to be 3D (such as when
they are explicitly time-indexed), but when an
object is also an instance of TimeSlice,it can be used in syntactic
constructions that are typical of the 4D perspective, in which the
time of a relation is not explicitly indexed.
A Sign is something that refers to something other than itself; it
may be a single entity or a group of entities. It can be an Object,
an Event, a Process, or an Attribute. This is a very general category.
A Sign may be Physical or Abstract or Mental. 'Sign' is a very general
concept, and is used primarily through its specialized subtypes.
A physical phenomenon (smoke) can be a sign (of a smoke-producing process),
and an AbstractSymbolicObject such as the abstract string 'cat' can be a sign
that refers to some animals in the real world.
isaSignOf relates a specific Sign or SignType to something
to which it refers in some way - perhaps by providing evidence
os something, or merely
isaSymptomOf relates a Symptom (a Sign of some
abnormality) to the AbnormalCondition of which it is a sign.
A SignObject is a PhysicalObject that is a Sign of something
other than itself. It is not necessarily an Artifact..
A Trace is one or more Signs that relate to ordered states of
some Event or FunctionalProcess. A sequence of footprints in the mud
can be a Trace of the event of some animal walking on that ground;
a sequence of abstract symbols, stored in one of more
computers, can provide a Trace of some computational or reasoning process
such as one carried out in the computer.
A Symptom is a Sign that is also a SituationProcessEventOrState,
and which provides evidence of an abnormal condition..
A Record is an abstract sequence of symbols (usually linguistic)
representing a sequence of events that occurred. For example,
a sequence of abstract symbols, stored in one of more
computers, can provide a Trace of some computational or reasoning process
such as one carried out in the computer. As an Artifact, it has to have an IntelligentAgent as
creator - for traces generated by a computer, that Agent will be the programmer
or, if sufficiently autonomous, the computer itself - or both.
A ReasoningRecord is a Record of some process of Reasoning.
It will usually be a process of Reasoning used in a Computer, but
could be a record of a person's reasoning..
The most general Type for Objects whose subtypes are abstract - intangible -
things that do not have mass. Note that AbstractEntity is not a subtype
of AbstractObject - the name
'Abstract' is retained for alignment with other ontologies. NOTE in
particular that AbstractEntity is not disjoint from
MentalObject, which may be created by people in space and time, and
hae a location in space and time. The kind of abstract things that do not
have a locaiton in space and time are under 'AbstrctObject' in COSMO.
COSMO Note: the notion of 'Abstract' has historically been somewhat vague.
It is often defined by saying that it represents things 'not located in
space or time' - but then subclasses are defined which are clearly
mental constructs with a defined creation time (e.g. musical compositions) -
which means that they must indeed be located in time and space.
In this ontology we distinguish 'Abstract' things from 'MentalObjects' -
the latter are things created by IntelligentAgents (people) that have
no mass, and therefore would traditionally be categorized as 'Abstract'.
'AbstractObject' here is used mostly to categorize mathematical things
such as numbers, which arguably do not depend on intelligent entities for
their existence. But 'AbstractEntities" and 'MentalObjects' are not considered
disjoint here, so there is room for people to argue whether mathematical
concepts are created or merely discovered by mathematicians - we take no
position on that issue.
An AbstractObject is an entity which does not exist in space or time.
This is more stringnent than merely not having mass, the criterion for
belinging to 'AbstractEntity. This category is mostly for mathematical
concepts. Under 'AbstractEntity' we also have 'MentalObjects', which do
exist in space and time.
COSMO Note: the notion of 'Abstract' has historically been somewhat vague.
It is often defined by saying that it represents things 'not located in
space or time' - but then subclasses are defined which are clearly
mental constructs with a defined creation time (e.g. musical compositions) -
which means that they must indeed be located in time and space.
In this ontology we distinguish generically 'Abstract' things from 'MentalObjects' -
the latter are things created by IntelligentAgents (people) that have
no mass, and therefore would traditionally be categorized as 'Abstract'.
'AbstractObject' here is used mostly to categorize mathematical things
such as numbers, which arguably do not depend on intelligent entities for
their existence. But 'AbstractEntities" and 'MentalObjects' are not considered
disjoint here, so there is room for people to argue whether mathematical
concepts are created or merely discovered by mathematicians - we take no
position on that issue. See the note under 'AbstractEntity' to see how 'Abstract' is used in this ontology.
The current (20061027) arrangement here is provisional, keeping some of the
terminology from Cyc and SUMO for alignment - but it may be changed slightly
in the future in a way that will not affect inferencing.
Intangible_Cyc__Abstract_SUMO__abstract_object_ISO15926
ISO15926 An Abstract-object is a thing that does not exist in space-time.
(COSMO note - this is not the interpretation in COSMO - MentalObjects
are abstract, but they do 'exist' in our ordinary space and time.)
SUMO: Abstract : Properties or qualities as distinguished from any particular embodiment
of the properties/qualities in a physical medium. Instances of Abstract can be said
to exist in the same sense as mathematical objects such as sets and relations,
but they cannot exist at a particular place and time without some
physical encoding or embodiment.
#$Intangible: OPENCYC 1: MAY 23, 2002
The collection of things that are not physical - are not made of, or encoded in, matter.
Every #$Collection is an #$Intangible (even if its instances are tangible), and so
are some #$Individuals. Caution: do not confuse 'tangibility' with 'perceivability'
- humans can perceive light even though it's intangible--at least in a sense.
For more on this issue, see the relevant #$cyclistNotes.
Intangible[Cyc]%Abstract[SUMO]%abstract_object[ISO15926]
COSMO: Context is a very general class of entities that
can affect the truth of a logical sentence; within any
given Context, the factual assertions should all be
logically consistent. A Context may be relevant to the internal
states and processes of a computational system, or may more generally
describe the broad situation in which an Agent finds itself when
processing information for the purpose of making a decision. For the
latter agent context, the subtype 'SituationalContextComponent' is
relevant. A Context can be a time interval, location, belief system,
fictional world, theory, hypothetical world, counterfactual situation,
segment of text, DatabaseGroup, or the state of our own real world, among other things.
Contexts can be nested, combined, or intersected. For example,
a Context consisting of a TimeInterval can be intersected with a Context
consisting of a GeographicalArea to make a Context within with assertions
are explicitly true only in that time and place. That does not
mean, of course that the assertion cannot be true elsewhere;
it just doesn't guranteee truth elsewhere. Every assertion in
the COSMO ontology is implicitly true only in the
context of the COSMO ontology, which is itself a theory. But that
implicit qualification does not appear directly in any asertion -
it can be explicitly mentioned if and when COSMO assertions are
referenced in other ontologies.
The nesting of Contexts provides a mechanism to create a
'lattice' of theories. In a subcontext for any given
Context, all the assertions of the parent Context will be
true in the subcontext, and additional assertions may also be true.
In this respect, a Context is similar to the 'Microtheories' of
the Cyc ontology system; it also has some resemblance to
the 'Environments' discussed by Ballim and Wilks ('Artifical Believers',
Lawrence Erlbaum, 1991).
One specialized example of Context is a 'DatabaseGroup'. In a
particular Organization, its set of Databases, if intended to
represent some consistent group of facts, can be viewed and
represented as a Context within which reasoning may be performed.
holdsInContext relates a reified Proposition to a Context in which
it is asserted to be true. The Context may be as simple as a
TimeInteral or a Database, or it may be a complex context which
is a conjunction of a time interval, a location, a belief system, and
any other thing tha might affect the truth of an assertion. Context
in COSMO is used solely as a syntactic device to provide
an umbrella category that can serve as the argument restriction
on the 'holdsInContext' statement. There is no general 'theory'
of context implied in this usage. Other than its syntactical
usage, the only thing that can be asserted about 'contexts' generally
is that the principle of non-contradiction holds only in a single
context, and for assertions defined in different contexts, it cannot
be expected that they will be necessarily true in any other context.
Any set of assertions (including this ontology) will have an
implied enveloping context. If the assertions are to be reused,
it is necessary to be sure that the context of reuse is the same as that
of the original set of assertions.
Each SituationalContextComponent is one of the components of
the situation in which an IntelligentEntity finds itself, of which
it must be aware in order to act or respond appropriately so
as to fulfill its goals. Each SituationalContextComponent is
defined relative to a particular CognitiveAgent whose actions
are being represented in the ontology.
The PhysicalContext in a Situational is the set of
physical objects and attributes that exist at a particular time
an in a particular place that affect the way an Agent will make
a decision, and may affect the outcome of that decision. A simple
PhysicalContext is, for example, who is present and interacting with
the Agent. What is the location, time, temperature? Is the agent indoors
or outdoors? On land or sea, or underwater? Is anything happening
that can physcally affect the Agent?
The SocialContext in a Situational is the set of
people that an Agent is in contact with, or is acting on
behalf of, directly or indirectly, at a particular time. It also
includes prior interactions and goals that affector are affected by
agents other than the one .
A SystemContext is a SituationalContextComponent
that is specific for computational agents, whether physical
(a computer system including hardware) or merely software.
A computational system can be viewed as one agent, though it may include
within it multiple software agents. The SystemContext will include
anything affecting the ability of the agent to act, including,
among other things, the hardware resources available for use -
power sources (line or batteries) CPU, disks, RAM, terminals,
network connections, anything else connected to a system port, etc.
The NetworkContext of a computational system
consists of the number, type, and status of network connections
connected to system ports, as well as any the type and status
of software components that have the capbility of interacting
with networks. A 'netowrk' includes only those communications
links that are connected to other computers; links to
other devices such as measuring devices or non-network
output devices, are not condered as part of the 'network'.
GenericLocation is the Type representing the most
general notion of location, which can be abstract or concrete,
a region of space (including an abstract space, such as the
Internet considered as a set of nodes and links, where the nodes
can represent computers whose physical location may vary),
a point in space, or a physical object (e.g. building, ship, room).
NOTE that an Address is not a location, but a label for a location.
See 'Address'.
NOTE: although *almost* all GenericLocations are exclusively spatial
in some way, there is one 'TimeAndPlace' that is spatiotemporal,
being a region of space-time that specifies some region of space
over some interval of time. Use of an instance of 'TimeAndPlace'
as an argument of a location relation allows one to include the
important time interval qualifier in location relations, even though
one is using only binary relations. this would not be necessary
in a representation with higher-arity relations.
This is somewhat similar to the Cyc 'Location-Underspecified'
Cyc comment: The collection of locations, tangible or
otherwise, which are typically conceptualized by human
beings for purposes of common-sense reasoning as 'locations'.
This collection thus includes tangible Places such as
#$Ireland-TheIsland, as well as metaphoric locations. For
instance, many states-of-being are conceptualized as
abstract locations, such as Trouble ('he saw trouble
ahead'), Depression ('she fell into a ...'),
#$Happiness ('they found bliss together').
be14f511-9c29-11b1-9dad-c379636f7270
Synonym of GenericLocation, included here as a
pointer to the Cyc element.
A RelativeLocation is a location that is explicitly relative to
something else, which may be a region or an object. All locations
are ultimately 'relative' in the sense that they can only be understood
by reference to a distance and/or oritentation with respect to some object.
However, this Type 'RelativeLocation' is intended to represent those
locations that are explicitly relative to something else, in particular
objects or regions that are part of some other object or region.
This is the most generic generic 'location' relation,
and differs from its subProperty 'isLocatedAt' only in that
to be 'located at or on' includes the possibility that
some pile of objects may be located in some open container and
extend beyond the top of the container, but will move when that
container moves because it is held to the container by the
force of gravity or by some topological constraint. The
subproperty 'isLocatedAt' means that the thing located is
wholly locaed within the spatial region coextensie with the
convex hull of the thing or place where it is located.
Thus a pile of coal in an open railway coal car can be said to be
'contained' in the coal car even though it may extend above the
top of the coal car; it will go wherever the coal car goes,
as long as it satisfies this relation. Likewise, flowers in a
vase are located 'at or on' the vase, though they typically extend
beyond the top of the vase, and the top of the flowers may
even be above the vase by more than the height of the vase.
The 'isContainedIn' relation is a subproperty of this relation; therefore
if {?x isContainedIn ?Obj} then {?x isLocatedAtOrOn ?Obj}.
NOTE, however that 'isSupportedBy' is not a subtype of 'isLocatedAtOrOn'
because the supporting object may be flat and extensive, and the supported
object may extend well above the surface of the supporting object..
A general 'location' relation for objects and
regions (but not for Events - use 'occurredAt').
The location can be a region of space (connected or disconnected)
or an object (physical or abstract). Being 'located' at an
Object means being located within the convex hull of the Object,
But recall that a GeographicalRegion includes some space above
the surface of that region, so it is possible that ?obj isLocateAt
a GeographicalRegion even if it is in the air not far above the
surface of that region.
If a pile of objects or a large object is 'contained' in an
open-top container, and extends above the top of that container,
it cannot be said to be 'located at' thet container, in this sense.
For that case, use 'isContainedIn' or its parent 'isLocatedAtOrOn'.
The value (object) of this relation answers the question
'where is it?' (for the subject) in some sense. Somewhat
non-intuitively, this relation can be used to specify that some set of
beliefs (a BeliefSystem) is held by on or more people,
since the BeliefSystem is considered an InformationStore that
can have a physical location; that is, beliefs are located in the
heads of people, or of Groups of people. However, NOTE that
specific diseases cannot be located in people by this
relation, because a Disease is considered as an Event. Use
'occurredAt' for relating specific instances of Disease to
particular people or groups of people.
NOTE that this is an instance-level relation and describes
where an object is actually located at some particular time.
For describing where objects typically are located (e.g.
parts of the body), use 'isNormallyLocatedAt', a relation
that can take a individual Object or an ObjectType as the
subject
NOTE: 'isLocatedAt' may be used with an instance
of 'TimeAndPlace' (a four-dimensional portion of aspace-time)
in the object position of the relation, to specify the
location of some thing (but not Events) over some
interval of time, using a binary relation. Although this relation
is transitive, there are permitted range instances that cannot
bw located at some permitted domain instances: for example, a
'TimeAndPlace' will never be locatedAt an Object or region that
is not itself Four-dimensional, unless the domain instance is nominally
a TimeAndPlace, but with the Time dimension of zero length, in which case
the domain instance is effectively three-dimensional. But in general,
if the subject is a TimeAndPlace, the Object should also be a TimeAndPlace,
not a Region or Object. To avoid unintended errors, this restriction
should be encoded as a constraint.
NOTE: this relation is close in meaning to that of the OBO_REL relation
'located_in' (http://www.obofoundry.org/ro/#OBO_REL:located_in). In OBO
some relations may also be used on Types to create an implicit restriction,
but such usage is not part of COSMO, and that usage would need to be
represented as a rule.
OBO_REL: located_in (see http://www.obofoundry.org/ro/)
OBO comments for located_in: Location as a relation between instances:
The primitive instance-level relation c located_in r at t reflects the fact
that each continuant is at any given time associated with exactly one spatial
region, namely its exact location. Following we can use this relation to define
a further instance-level location relation - not between a continuant and the
region which it exactly occupies, but rather between one continuant and
another. c is located in c1, in this sense, whenever the spatial region
occupied by c is part_of the spatial region occupied by c1. Note that
this relation comprehends both the relation of exact location between one
continuant and another which obtains when r and r1 are identical
(for example, when a portion of fluid exactly fills a cavity), as well as
those sorts of inexact location relations which obtain, for example,
between brain and head or between ovum and uterus
A 'location' relation for Events. For object
or region locations, see 'isLocatedAt'.
The location is a GenericLocation: region of space
(connected or disconnected) or an object
(physical or abstract)
. The value of this relation answers the question
'where did it happen?'.
NOTE that the use of the past tense in this relation does not necessarily
mean that the Event argument occurred in the past before the assertion time;
if the relation relates a possible future Event, this relation can also
be used. The past tense merely emphasizes that we are discussing Events
that, in the given context, are viewed as completed and not ongoing.
This can also be used for types of Events, to specify
a particular location where they always occur. But
to specify types of locations where types
of Events usually occur, use 'typicallyOccursAt'.
A Type-level 'location' relation for Events,
to specify that a certain type of Event usually occurs
at a certain type of location.
For the instance-level location relation for Events,
use 'occurredAt'.
For object or region locations, see 'isLocatedAt'.
The location specified is a GenericLocation: region of space
(connected or disconnected) or an object
(physical or abstract)
. The value of this relation answers the question
'where does it usually happen?'.
.
BFO Definition: An occurrent at or in which processual entities
can be located.
COSMO note: this concept in COSMO is very generic,a nd can be used to
specify a spatiotemporal region of any shape. To specify
a spatiotemporal region of a more defined shape, use 'TimeAndPlace',
for which the spatial shape of the region will depend on the 'location'
component of the instance defined.
BFO Examples: the spatiotemporal region occupied by a human life,
the spatiotemporal region occupied by the development of a cancer tumor,
the spatiotemporal context occupied by a process of cellular meiosis
spatiotemporal_region
A TimeAndPlace is a GenericLocation during some interval
of time. It is a four-dimensional spatial region in the way
that a time-slice of a PhysicalObject is a four-dimensional
Object. These concepts are related inheriting the character of
the TimeSlice Type.
this is a SpatiotemporalRegion that has an explicit location and an explicit
time interval specified. The location is generic, therefore it can
be defined relative to some object; i.e. one can specify the
location of the heart of an individual person over some period
of time as an instance of this Type.
NOTE: That 'TimeAndPlace' is a subtype of GenericLocation,
as well as of SpatiotemporalRegion. Although *almost* all
GenericLocations are exclusively spatial,
'TimeAndPlace' is spatiotemporal, being a region of space-time
that specifies some region of space over some interval of time.
Use of an instance of 'TimeAndPlace' as an argument
of a location relation allows one to include the
important time interval qualifier in location relations, even though
one is using only binary relations. this would not be necessary
in a representation with higher-arity relations.
hasSpatialRegion specifies the spatial component
of a TimeAndPlace
(of zero to three dimensions) which is extended in time to
generate a TimeAndPlace.
hasTimeInterval specifies the time component
which extends the spatial component of a TimeAndPlace into
the time dimension, to generate the TimeAndPlace which is the
subject of this relation. The intent of this relation can
be alternatively specified by filling in the values for
the beginning and starting times inherited from 'TimeSlice'.
Any measure of length of time, with or without respect to the universal timeline.
Time unit. 1 day = 24 hours.
The Class of all calendar Days.
#$Street-Generic is a specialization of both
#$Roadway and #$UrbanArea. Each instance of
#$Street-Generic is a #$Roadway located inside a city or town.
NOTE: a modern street is typically paved, but that is not
a necessary attribute of a Street.
bd58f514-9c29-11b1-9dad-c379636f7270
A typical busy street in an urban area.
This is the physical object that is the street, not a
region of space. It would extend down to the underlying soil,
and include all materials added (such as crushed gravel) to
prepare the roadbed.
COSMO note: This 'street; Type is interpreted as the full
public right-of-way, including the sidewalks, up to the
private property line of the property bordering on the
street. A RealEstate bounded by a street will therefore be
related to the street by 'isAdjacentTo'.
bd58b4f8-9c29-11b1-9dad-c379636f7270
A #$Place or area with clustered or scattered
buildings and a permanent human population, including
cities, settlements, towns, and villages. It does not
include #$Locales.
This is a synonym for 'Settlement':
'Settlement' is a very general concept of some
area that has people residing in it, the people in it recognizing
the area as having an identity distinct from that of other areas.
It can be very small or very large. This is similar to the
notion of "Populated Place" used in geographical Databases.
OCM thesaurus: the topic of 'Settlements' is described:
General statements covering several specific aspects of the physical
configuration and material facilities of settlements ranging in size
and complexity from a temporary camp to a great metropolis.
To distinguish early-stage settlements from more established
ones, the term 'Settlement' is reserved for this general
concept, and 'EarlySettlement' for an early-stage
settlement.
acf243a4-24df-41d7-92f0-8a8fd5ad2507
A synonym for 'Settlement' used in Geographical Information
systems.
Any region on the surface of the Earth, within the
Earth's atmosphere, or on some object itself located on
the surface of the Earth (including on ships at sea), which is not inside of
an enclosed structure. See 'OutdoorsObject' for further elaboration.
The Cyc 'OutdoorLocation' is very similar - not yet (V0.2) clear
if it is different.
A specialization of #$GeographicalRegion. Each
instance of #$OutdoorLocation is a region of outdoor space;
i.e. a region that is directly subject to atmospheric
weather. Thus, the collection #$OutdoorLocation does _not_
include as instances any instances of #$UnderwaterLocation
(q.v.) or any places that are underground (see
#$Underground). Specializations of #$OutdoorLocation
include #$MountainRange, #$Stream, and #$Highway.
bd58b186-9c29-11b1-9dad-c379636f7270
A specialization of #$GeographicalRegion. Each
instance of #$HumanResidenceArea is a region in which a
number of people live semi-permanently (that is, for a
duration of at least a year or more). Examples include
#$SanFranciscoBayArea, #$ResearchTrianglePark, research
stations at the #$SouthPole, and radar posts in the Aleutians.
bd58caab-9c29-11b1-9dad-c379636f7270
A subcollection of #$HumanResidenceArea. Each
instance of #$UrbanArea is a geographical region the whole
of which (more or less) is characterized by typically urban
features (such as streets, buildings, businesses, houses,
schools, sidewalks, sewer systems, power lines, automobiles,
pedestrians, and so on). An urban area might be as small as
an inner-city street corner or as large as the New York City
Metropolitan Area. By default, urbanness is a stuff-like
property of human residence areas: (nearly) every subregion
of an #$UrbanArea is itself an #$UrbanArea. Examples
include #$UTAustinCampus, #$ResearchTrianglePark, and the
territorial extent of various cities (#$CityOfAustinTX,
#$CityOfToulouseFrance, etc.).
bd58caec-9c29-11b1-9dad-c379636f7270
A collection of urban regions. Instances of
#$CityBlock are usually roughly rectangular regions within
cities or towns that are bounded by four streets running
approximately at right angles to each other, and such that
they do not spatially subsume any other such regions. City
blocks are often divided into one or more instances of
#$LotOfLand, on which typically stand houses or other buildings.
NOTE: a Region, not a PhysicalObject. A block can be empty of
structures, so there is no necessary connection. A CityBlock may
have some thoroughfares in it - access roads, driveways,
so it is not necessarily devoid of roadways. The usage
will be conventional, that is, anything usually thought of or referred
to in the same sense as a well-demarcated city block can be
represented as an instance of CityBlock, even if it is not
neatly adjoined by urban streets on every side.
SUMO: A square-shaped area surrounded by Roadways
which is part of a City and typically contains Buildings.
bdf4b730-9c29-11b1-9dad-c379636f7270
COSMO Note: a GeopoliticalArea is the spatial region containing the
physical portion of earth controlled by a Geopolitical agent
(the government of a country or subdivision). It is not a physical object,
but contains all objects on or near the earth's surface, so that an object
'locatedAt' any region will also be 'locatedAt' any larger region containing]
the first region.
SUMO: Any GeographicArea which is associated with some sort of political structure.
This class includes Lands, Cities, districts of cities, counties, etc.
Note that the identity of a GeopoliticalArea may remain constant after a change in borders.
COSMO Note: in SUMO named 'Nation'. Here we make it unambigous that it is the
spatial region containing the physical part of the Earth that is represented, not
the objects in that region nor the governmental organization controlling that
region. A CountryArea is controlled by a Country (a GeopoliticalEntity)
SUMO: Nation: The physical area, not the organization
The broadest GeopoliticalArea, i.e. Nations are GeopoliticalAreas that are not part of any other overarching and comprehensive governance structure (excepting commonwealths and other sorts of loose international organizations).
The spatial region of the Earth's surface encompassed by the borderlines
of a City.
COSMO Note: in SUMO named 'City'. Here we make it unambigous that it is the
spatial region containing the physical part of the Earth that is represented,
not the physical objects in the region, nor the governmental organization
that controls the region..
The physical objects in that region are represented separately, and are
located at the geopolitical area
SUMO: A LandArea of relatively small size, inhabited by a community of people,
and having some sort of political structure. Note that this class includes both large cities and small settlements like towns, villages, hamlets, etc.
An area that is part of a City, not necessarily
corresponding to official political district lines.
The physical area of The city of London, the capital of the United Kingdom.
This object includes the space containing everything in the city (at any given time), including
the people.
The physical area of the United Kingdom, including everything in it.
The physical area of The city of New York.
This object includes the space containing everything in the city (at any given time), including
the people.
The physical area of the United States of America,
including the regions containing everything in it.
The squarish region in New York City on which
the two World Trade center towers were located on Sept. 10, 2001.
-1
The city block on which the two World Trade Center towers were
located, during the calendar day Sept. 11, 2001, EST (Z-5).
The calendar day from 12:00 AM to the instant before 12
midnight on Sept. 11, 2001, EST (Z-5) New York City time.
9-11.
isSomethingElseThan is a relation that specifies
that the subject entity of the relation is **not** the
object entity of the relation. This is a crude way of
saying that one knows what something **is not**, even when
one cannot be more specific about what something **is**.
The subject and object should have a common Type, but that
Type can be any Type.
An unspecified location that is somewhere other than
some reference location, for some interval of time. This 'location'
category serves as the base element for the pointer to the location where
something (person, vehicle) is known **not to be** (at some
particular time). Being able to assert absence in a particular location
does not necessarily mean that the true location of the individual thing
is actually known - one may simply look around a room and say 'he's
not here'.
Usage: {?X isLocatedAt ?ALIBI} means that ?X was someplace other
than the TimeAndPlace pointed to by the isSomethingOtherThan
relation on the instance of TimeAndPlace that is the ?ALIBI.
This Type allows one to express notions such as 'NN wasn't at the
(meeting/party/scene of the crime/etc)'
Every Alibi must specify exactly where and when an entity was absent,
using the relation 'isSomethingOtherThan' and pointing to a
TimeAndPlace.
A synonym for 'Alibi'..
A synonym for 'Alibi'..
A TimeAndPlace that is disjoint from a
particular country at a particular time. This is one
sense of the English word 'abroad'.
A TimeAndPlace that an object is not at,
and is disjoint from some other TimeAndPlace.
Very similar to 'Alibi', but can be used for
convenience with the linguistic 'absent'. Can be
used for inanimate objects, not just people. See also 'Absence' for the Event.
Usage: {?X isLocatedAt ?ABSENT} means that ?X was someplace other
than the TimeAndPlace pointed to by the isSomethingOtherThan
relation on the instance of TimeAndPlace that is the ?ABSENT.
Absence is an Event that consists of
some object being absent, and takes place in an
Absent (a TimeAndPlace where something is not present.).
For each instance, the Object absent and place of absence must
be specified.
Linguistically the phrase 'J wasn't at work on Monday'
can be expressed as an Absence Event.
An Event when some specified thing didn't happen.
Similar to a PersistentState, but used differently.
Someplace other than the US territory during the
24 hours of 7/15/2007, New York Time.
points from one entity in the COSMO ontology
to another entity in some named Context within which
the entity in the Context has a direct equivalance to the ontology entity
is the subject of the triple. This permits the ad hoc
definition of a Context within which reasoning can occur.
This relation is inherently ternary, and should be elaborated
when Ternary relations are represented. See also the
relations on Databases - such as 'correspondsToTable'
Together with the relation 'isDefinedInContext' it is
possible to create ad hoc (or map) a set of terms that are synonymous
with entities in the COSMO (or an extension) and perform
reasoning only on terms within that Context. This contemplates
at least two scenarios:
(1) some previous conceptual classification is imported, and
because of name clashes, is given its own namespace, which
is defined as a Context. For those names that clash,
the entity in the imported Context is given a namespace
prefix to keep it unique within the overall ontology.
The reasoning engine should then reason only within
a given Context.
(2) To make a subset of the overall ontology for efficiency
purposes, a Context can be defined and each entity in the
overall ontology that is needed in the new dcontext will be
related to that Context by this relation
('correspondsToEntityInContext'). The reasoning engine will then
be able to recognize a Context within which reasoning and inference
can be confined.
isNearTo specifies that some GenericLocation (an
Object or a Region) is 'near' to another, but (usually) not touching the
other. 'near' is relative to the size of the things being related.
To be 'near' another region or object, the distance from one Object or
Region to the other must be within two diameters of the larger object or region.
NOTE that 'isSupportedBy' is a subproperty of 'isNearTo'.
If two objects are touching, that can be represented as a 'TouchingState'.
In SUMO treated as an attribute:
SUMO: (Near) The relation of common sense adjacency. Note that, if
an object is Near another object, then the objects are not connected..
isAdjacentTo specifies that some GenericLocation (an
Object or a Region) is 'adjacent' to another. This means that it might
be touching, with nothing in between, or might be separated by
some thin space, which might have a name, as in a 'crack' or a
sulcus in the brain. If there is a solid object separating them, two
GenericLocations can be 'near' but not 'adjacent'.
NOTE that this relation makes intuitive sense only when the
adjacent objects are of comparable size. We do not usually
say that a bacterium on the skin is 'adjacent to' the skin.
A different (perhaps more general) relation should be defined for
such cases, because the gap that exists in non-touching cases
can be large relative to one object and small relative to the other.
NOTE: this is similar to the instance-level OBO_REL relation 'adjacent_to',
except that this COSMO relation is solely an instance relation and
is not used at the Type level. For specifying the typical
relations of Types (as in the OBO definition below), a
separate class-level relation and inference axioms will be required.
OBO_REL: relation adjacent_to: (only the instance-level relation
is similar to COSMO 'isAdjacentTo'.
Definition: C adjacent to C' if and only if: given any
instance c that instantiates C at a time t, there is some c'
such that: c' instantiates C' at time t and c and c' are in
spatial proximity.
OBO Comments: Note that adjacent_to as thus defined is not
a symmetric relation, in contrast to its instance-level counterpart.
For it can be the case that Cs are in general such as to be adjacent
to instances of C1 while no analogous statement holds for C1s in general
in relation to instances of C. Examples are:
nuclear membrane adjacent_to cytoplasm;
seminal vesicle adjacent_to urinary bladder;
ovary adjacent_to parietal pelvic peritoneum
Specifies the context in which the synonymous term
is synonymous with the base domain argument term.
Specifies the frequency with which the synonymous
term, when encountered in the specified context, actually
labels the meaning represented by the base entity which
is synonymous.
Each Attribute is an entity that has an AttributeType
and some form of AttributeValue; it can serve as the value of a
'hasAttribute' relation. There are three subtypes of Attribute:
QuantitativeAttribute, QualitativeAttribute, and IntensiveAttribute.
In COSMO, the representation of 'attributes' (properties in informal
terms) includes two or three aspects, depending on whether the
Attribute is qualitative or quantitative, respectiely:
(1) the AttributeType (Color, Length, Flexibility). The AttributeType
specifies the kind of attribute that is being represented
(2) the AttributeValue (Color -Red; Length - 10 feet; Flexibility - high)
for quantitative attributes (10 feet, 30 pounds) the AttributeValue
is composed of both a number and a UnitOfMeasure. The UnitOfMeasure
values include 'Dimensionless', a pure number (e.g. as an attribute of
'Cardinality' for a Group)
In the case of quantitative attributes, rather than pointing
from an instance of Attribute to a QuantitativeAttributeValue,
the relations 'hasUnit' and 'hasQuantifier'can point directly
to the UnitOfMeasure and the Quantifier. An instance of
QuantitativeAttributeValue can be represented as the UnitOfMeasure
and the quantifier, separately, specified by relations
'hasUnit' and 'hasQuantifier'. If the implementation allows
use of functions, a QuantitativeAttributeValue can be
represented as a functin term such as {25.6 feet}.
For QualitativeAttributes the AttributeValue may be
directly represented. For IntensiveAttributes, the AttributeValue
can have interal-type intensity values such as 'Low', 'Medium',
'High'. The type of an Attribute is specified as the value of
the 'hasType' relation.
AttributeTypeType is a metatype which is a specialization
of the Protege owl:Class that can serve as type for AttributeTypes
(length, mass), and an argument restriction for various relations on
AttributeType types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
takesValue relates an AttributeType to the
AttributeValues that instantiate the AttributeType.
For example, the AttribugeType Length will be instantiated by
an the type 'LengthMeasure'. This relation is similar to the
'instance' relation, but is specific to the relationship between
AttributeTypes and AttributeValues, used to implement the
specfici method of representing attributes that is adopted for COSMO..
QuantitativeAttributeType is a metatype which is a specialization
of the Protege owl:Class that can serve as type for QuantitativeAttributes
(length, mass), and an argument restriction for various relations on
AttributeType types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
An IntensiveAttribute is an Attribute that
consists of an AttributeType and an Intensity.
The values of an IntensiveAttribute will cover broad ranges
and will not in general be mutually exclusive, as the
ranges may overlap, and may depend on subjective
judgments.
Each instance of Intensity is a value
(high, low, medium, VeryHigh, etc.) which specifies the
value of an IntensiveAttribute. The values
of an IntensiveAttribute will cover broad ranges and
will not in general be mutually exclusive, as the
ranges may overlap, and may depend on subjective
judgments.
As with a QualitativeAttributeValue, an Intensity does
not contain a Quantifier. But its verbally expressed
vallues do contain some aspects of quantity, but not expressed
in numbers.
hasIntensity relates an IntensiveAttribute to the
Value of the attribute (high, medium, low). This is a
subproperty of hasAttributeValue.
hasAttributeType relates an Attribute to the Type of the
attribute.
hasValue relates an Attribute to the Value of the
attribute. The value may be qualitative (Flexible) or
quantitative (10 feet).
hasUnit relates an Attribute or
QuantitativeAttributeValue to the UnitOfMeasure in which
the value is expressed. For a length, for example,
this might be meters, feet, miles, etc..
This relation may be used to relate quantitativeAttributes
directly to their UnitOfMeasure (if they are quantiative
attributes), or to relate the QuantitativeAttributeValue
to its UnitOfMeasure. The direct relations allows one
to specify QuantitativeAttributeValues without reifying
the AttributeValue in addition to the Attribute.
hasQuantifier relates a QuantitativeAttributeValue
to the quantifier that indicates how many units large
the value is.
hasMeasure relates a QuantitativeAttributeValue to
the AttributeType that the QuantitativeAttributeValue is a measure of.
A LengthMeasure, for example, could be a measure of a distance,
a diameter, a girth, oany other property or relation expressed
in units of distance.
hasAttributeValue relates an Object or Substance to some AttributeValue
which the Object may have. Each AttributeValue will be a value for at least one AttributeType, but this relation
does not specify the AttributeType. For cases where an AttributeValue may measure
more than one AttributeType, using this relation may leave ambiguity as to its precise
meaning.
COSMO Note: AttributeValues may be either classes (instances of
AttributeValueType), or instances of AttributeValue. This
allows one to express an attribute as a region (e.g. colors will
bw classes, not instances, to permit subclassing), or for
quantitative measures as instances (e.g. '25 feet'). For quantitative
measures, the representation of measurements as classes would be
conceptually permissible (the class representing the set of possible
values, determined by the measured value and possible error),
or as instances of measure to which an uncertainty value has been
attached. The specific subrelations (subproperties, in OWL)
of 'hasAttributeValue' will in some cases have their range restricted
to AttributeValueType of AttributeValue.
hasAttribute relates an Object or Substance to some Attribute
which the Object may have. Each Attribute will explictly include an
AttributeType and an AttributeValue. For cases where an AttributeValue may measure
more than one AttributeType, using this relation may leave ambiguity as to its precise
meaning. This may be used where it is desirable or necessary to
explicitly specify the AttributeType as well as the value. Thus a
Length will have 'Length' as its AttributeType and some length measure
as the value.
In COSMO the formalism is adopted that an instance of Attribute can also be
an instance of TimeSlice. If hasAttribute points to an instance of
Attribute that is an instance of TimeSLice, that is equivalent to
specifying that the Attribute applies at all points in the duration
of the TimeSlice, i.e. remains constant during that time interval.
NOTE That if an Object is specified as having some Attribute during
some interval of time, that is equivalent to specifying the existence of a
PersistentState for that Object during that interval.
hasQualitativeAttribute relates individual Objects or substances
to some qualitative attribute (a subclass of QualitativeAttributeValue)
that the object has.
The accurate use of this property for substances is difficult to express
in OWL. Since Substances are classes, to describe a qualitative
attribute of a substance, in OWL one would need a metatype specifically for
each substance, which multiplies reified entities unnecessarily.
A FOL rule would be easy to construct to correctly relate the
substances to their properties, but for COSMO version 0.2 a work-around
for such a rule is not yet on hand. The restrictions on substances
should be interpreted as meaning necessary conditions on all subclasses
of the substances.
An AttributeValue is the actual value of some AttributeType possessed by some object,
such as six feet for a length, or red for a color. Individual AttributeValues are
represented as Types (classes) in COSMO, not as instances.
IMPORTANT NOTE: the values represented by each of these AttributeValue Types are
here viewed as a region ('Quality Space') in which the actual particular value
(see Type 'Quality') is located. Thus one may say an object has a 'Red' color,
but later refine the description to say it has a 'Fire Red' color. The 'Fire Red'
is also a color region, contained within the 'Red' color region.
For quantitative measures, representing attributes as classes allows approximate
measures to be built in to the ontology itself. One may specify a range
for a measure, and any other measure within or overlapping that range can
be considered as 'indistinguishable from' (not 'equal to') the other measure.
NOTE: under consideration - the possibility of expressing the possession of
an attribute for some interval of time by creating instances of AttributeValue
or of Attribute that are also TimeSlices, with the time interval of the TimeSlice
representing the time interval during which the Attribute was had. This has an
advantage over using timeSlice to creat 4D TimeSllices of an object, and
then attributing an Attribute to it - in that one need not create new instances
of an Object, which may not be easily associated with the 3D object.
A QualitativeAttributeValue is the value of
some AttributeType which is not expressed in quantitative measures.
It can be an attribute of an abstract thing or of a
concrete physical object.
A QuantitativeAttributeValue is a value for
some AttributeType which is expressed in quantitative measures.
Examples are {10 feet} and {32 degreesF}.
An instance of QuantitativeAttributeValue can be represented
by creating a reified instance, and then using the relations
'hasUnit' and 'hasQuantifier' to specify the UnitOfMeasure
and the quantifier, respectively.
. If the implementation allows use of functions,
a QuantitativeAttributeValue can be represented, without
reification in the ontology, as a function term
such as {25.6 feet}.
An EvaluativeAttribute is a QualitativeAttributeValue
for some entity, concrete or abstract, that reflects the judgment
of an IntelligentAgent regarding that entity. the judgment may be
objective or subjective, but will be relative to some purpose.
An Attribute having some
percent intensity, such as percent unemployed (same
as UnemploymentRate). It is a type of Attribute
in which the quantitative element is a PercentageAttributeValue
(represented in COSMO by a number, followed by 'percent',
as in {25 percent}.
A PercentageAttribute should have an AttributeType that
specifies what the percentage is about. The AttributeValue
will be an instance of PercentageAttributeValue'. Thus
the instance of PercentageAttribute named 'Unemployment5.9pct'
might have relations
(hasAttributeType Unemployment5.9pct UnemploymentRate)
(hasValue Unemployment5.9pct {5.9 percent}).
AssertionConfidence is an AttributeType that
applies to assertions, and expresses a quantitative
measuer of belief by the person making the assertion
that the assertion is true.
A ConfidenceLevel is an Attribute of an assertion
that quantitatively expresses the belief of the person making
the assertion that the assertion is true. The value of the
confidence level is a percentage, expressed as real number
from 0 to 1 with the units 'percent'.
A QuantitativeAttributeValue consisting of
having percentage of some attribute. Each
PercentageAttributeValue points to a Percentage, and
may have other characteristics, such as specifying
how the Percentage was measured.
'hasConfidenceLevel' relates an assertion
(which can be a data record in a database) to the numerical
confidence (expressed as a percent) that the assertion
is true.
In COSMO 'TruthValue' is considered an Attribute
of either an Abstract Proposition or a linguistic Assertion.
See also the subtype 'YesOrNo'.
Cyc: #$TruthValue is a collection of mathematical
objects; it contains the abstract, logical objects #$True
and #$False.
SUMO: The Class of truth values, e.g. True and
False. These are Attributes of Sentences and Propositions.
bd58e3ba-9c29-11b1-9dad-c379636f7270
The prefix used in front of truth codes that are
expressed as 'true' 'false' or 'yes' or 'no' or some abbreviation
or variant spelling of those.
Y
YES
y
Yes
yes
True
true
N
T
F
NO
n
no
No
False
false
f
Each instance of YesOrNo is a TruthValue that
represents either a 'yes' or a 'no' answer to a question. Single chars ('Y')
or full words ('YES') are included as instances. Together with
the question, it represents a truth value for an assertion
which is the answer to the question.
NOTE;the word 'no' can serve as a determiner or quantifier:
'Yes, we have no bananas'. But the word 'no' would be represented
by an entity labeled with the CodeListPrefix 'WORD_'. So this
instance is not the word 'no' and is not a Determiner.
NOTE;the word 'no' can serve as a determiner or quantifier:
'Yes, we have no bananas'. But the word 'no' would be represented
by an entity labeled with the CodeListPrefix 'WORD_'. So this
instance is not the word 'no' and is not a Determiner.
NOTE;the word 'no' can serve as a determiner or quantifier:
'Yes, we have no bananas'. But the word 'no' would be represented
by an entity labeled with the CodeListPrefix 'WORD_'. So this
instance is not the word 'no' and is not a Determiner.
An AssertionalAttribute is an AttributeType
That points to an Assertion or a Question.
The value of Attributes of this type will
be in the form 'true' or 'false' for assertions,
and 'yes' or 'no' for questions.
A CaptivityAttribute is the AttributeType
That points to the question of whether a person
or animal is or is not in captivity.
All domestic animals would have the status
of being in captivity (even if they prefer to stay
at home) (@ToDO should be differentiated. At r603
just starting)
An alternative way of expressing the
relation 'hasCaptivityStatus' - here as a pointer
to the method used in COSMO to express the
notion of being 'captured'.
A TruthAttribute is an expression equivalent
to the answer 'yes' or 'no' to some question, or
to the values 'true' or 'false' to some assertion.
For 'ye' or 'no' answers to questions, the
question will be represented by the AttributeType.
The value is qualitative.
CaptivityStatus is an Attribute of a
person (not an animal) indicating whether that person is in captivity,
i.e. is in the custody of someone else. The values 'yes'
or 'no' are the answer to the question: is this person
in captivity?
This is a general captivity status, not discriminating between
captivity by police, armed forces, rogue militias,
or other individuals. Subtypes can be more specific.
(@ToDo: or a relation 'isHeldBy' on this Attribute could
be used. Not done r603)
hasCaptivityStatus relates a Person to
that's person's status of either being in captivity or
not. At this point (r603) no distinctions are
made as to type or location of captivity, or
duration.
A Measurement is an OrderedPair representing the
result of a MeasurementEvent. It is an abstract representation of
a MeasurableQuantity.
Each instance of Measurement is an OrderedPair in
which the first element is a UnitOfMeasure or other Quantifiable
AttributeValue, and the second element is a quantity expressing some kind of magnitude
associated with that UnitOfMeasure. The magnitude will
typically be a number indicating, for example, how
many individuals have that attribute, or a percentage
indicating what fraction of a group have that Attribute.
A Prevalence will typically be one element of a Distribution.
NOTE that a Measurement does not have to use actual numbers in
the 'Quantifier' field - a Measurement may be approximate, using
quantities like 'High', 'Low', etc. qualifying an AttributValue,
but it does hae to modify a unit of measure.
A Prevalence is a Measurement expressing the
intensity of some one AttributeValue out of set of attribute
values that are related in some way. This is a general
type of Measurement that might be included in a Distribution.
A Distribution is a Group of quantitative
measures of the prevalence (often a percentage) of some
AttributeValue. It may be relevant to an Individual, but is usually
of relevance to a Group of entities. For distributions
of characteristics among a GroupOfPeople, use
'PopulationCharacteristicDistribution'.
A group of numbers expressing the fraction of
some population that has a particular value for some category
of population attribute. This is not a simple number,
but a group of numbers.
hasDefaultVariance can be set differently by each
application, but for most precise interoperability, it should be
the same for all applications. The default variance
for a measure can be absolute or relative. One might specify that
all temperature measures are accurate to plus or minus one degree
Fahrenheit - which might make sense in some applications. A relative
value can be of several types: one might say that any measure
is accurate only to within 1% of the nominal value, or might say
that every measure is accurate to within plus or minus one digit in the last
significant digit of the measure. The 'plus or minus' range by default is
the conventional variance, within which any measure has a 67% likelihood
of being found. The default variance will be used only if an
explicit variance is not specified.
The default variance can be set for each type of quantitative
measure, or may be set for any tree of quantitative measures by
a restriction on the value for the root of that tree.
A salient and distinguishing AttributeValue.
An AttributeType is a general category of attribute, i.e.
some property that adheres in an object, such as length or mass or
color or shape for physical objects. More abstract objects such as
sets or groups may have more abstract attributes such as cardinality.
The distinction between attributes and relations between entities is not
absolute.
COSMO note: The use of two distinct trees of attribute-related types
(AttributeType and AttributeValue) is intended to enable assertions with
a linguistic form such as:
{Jack has Height {6 feet})
where the second argument 'Height' specifies the general type of attribute,
and the value '{6 feet}' specifies the specific attribute value, where
'feet' is a function returning a distance measure. This generic attribute
assertion can then be used with other types of attributes, such as:
{Jack has Weight {60 kilograms}) and
{Car037 has Color RedColor).
HearingAttribute is an AttributeType of animals
specifying the ability to hear sounds, relative to the
abilities of the average animal of that species.
Its values are intensive values, which are instances
of 'HearingAcuity' such as 'excellent'
'very good', 'average' 'poor' and 'deaf'.
A HearingAcuity is an AttributeValue of animals,
of the type 'HearingAttribute' specifying the ability
to hear sounds, relative to the
abilities of the average animal of that species.
Its values are intensive values, which are instances
of 'HearingAcuity' such as 'excellent'
'very good', 'average' 'poor' and 'deaf'.
hasHearingAcuity relates an Animal
to some qualitative or semi-quantitative
brief characterization of its level of hearing
ability. As of r603, the actual values of
the 'HearingAcuity' attribute have not been
A PopulationAttribute is any type of attribute
that can be asserted about a group of people. It also is used
to characterize geographical regions, in which case it
in fact characterizes the group of people who live in that region.
It will be time-sensitive, potentially varying rapidly.
NOTE that this is a subclass of AttributeType, which categorizes
general types of population attributes, and each PopulationAttribute
The values for each PopulationAttribute will be a subtype of
PopulationCharacteristic.
This AttributeType is mostly of interest for aggregate characteristics,
such as 'RacialComposition'.
The individual elements making up that composition would
be instances of 'PopulationCharacteristic' such as
'PercentageAsianAncestry'.
An attribute of a 'Population' that is of interest to
some group for some purpose. Examples are: unemployment rate,
dostribution of religious affiliations, racial distribution.
The Population is usually human, but may be animal. Plant
groups are not included. It may be quantitative or
qualitative. Quantitative characteristics will be instances of
subtypes of 'PopulationAttributeValue'.
A PopulationCharacteristic may also be used
to characterize geographical regions, in which case it is interpreted
as characterizing the group of people who live in that region.
It will be time-sensitive, potentially varying rapidly.
The characteristic is often some percentage of the given
population having a particular attribute, or some distribution of
attribute values for one type of attribute. Thus an
unemployment rate is a simple percentage under 100; a racial distribution is a
group of fractions that add up to no more than 100% (if incomplete,
it may add up to less than 100%).
For qualitative attributes, one might characterize a population
without reference to the fractions that actually have that attribute,
for example 'an Asian group'.
A PopulationAttribute is a quantitative measure
describing some characteristic of some population, which is a type of attribute
that can be asserted about a group of people.
Examples of PopulationAttributes are: infant mortality rate,
AverageIncome, UnemploymentRate, high school graduation rate, etc..
The percentage of members of a population capable
of working who are not employed. The method for calculating this
number varies by country. Each differently calculated rate
can be represented as a subtype of this Type.
An attribute of a 'Population' that consists of
the performance of certain characteristic behaviors.
The characteristic behaviors may be routine (going to Mass
on Sunday for observant Catholics) or sporadic,
possible triggered by eents (characreistic reactions to Events).
To fit into this category the evidence of such characteristic
behavior should be more than anecdotal.
An attribute of a 'Population' that consists of
the performance of certain characteristic routine behaviors.
The RoutineBehavior itself should be represented as
an instance of 'RoutineAction'. Intances of 'RoutineActivityCharacteistic'
should specify the type of routine activity and the typical frequency.
###ToDo: relations have not yet been defined to relate this
Type to 'RoutineAction'.
A type of PopulationAttribute that describes
some attribute of a population related to a traditional measure
of economic activity: unemployment rate, GNP per capita, exports,
imports, average work week, etc. Each of those specific
measures will be a subclass of 'PopulationCharacteristic'..
Each subtype of 'PersonalityTraitValue' is a
PersonalityTrait that may be assigned to some individual
animal, usually used for people. Examples are kindness,
thriftiness, gregariousness. The Types are categorized
by nouns, but the equivalent assignments of such
traits to people in linguistic statements will typically
use adjectives such as 'a kind person'.
Nature is the sum of all essential attribute values
of an individual, forming a recognizable pattern. This can be
used generally for any kind of entity, though linguistically
it often refers to behavioral patterns.
Personality is the sum of all PersonalityTraits of an
individual. This AttributeType can be used for animals as well as
people, for example a particular animal may be characterized as
'aggressive'.
Trait is some characteristic, usually of an animal's personality
that is considered as a part of its total character or nature. Examples are
kindness, ambitiousness, aggressiveness, friendliness.
PersonalityTrait is some trait of personality that is
considered as a part of a total personality. Examples are
kindness, ambitiousness, aggressiveness. These triats will be classified
under 'PersonalAttribute'
A PersonalAttribute is any of a broad range of values for
the general attribute type of 'PersonalityTrait'. the PersonalAttribute
may be inherent (such as kindness, ambitiousness, aggressiveness),
or may be a result of the attitudes of others, such as being 'untouchable'
or having a particular social status.
SocialStatus is an Attribute that a person has as a result of
other people having an opinion of that person. It is not an inherent
trait, though it may be strongly influenced by a person's inherent traits.
Instances may also apply to groups of people, such as women
or young people in a particular culture.
There are aspects of status, such as within-group and out-of-group
attitudes that are not represented by a simple attribute. This
needs to be elaborated considerably.
The collection of attributes that describe a
person's social power, `clout,' the ability to
influence people and achieve one's social goals through
some combination of privilege, position, personal contacts,
skill, hard work, and intelligence. Money (income, wealth)
and esteem/prestige may both contribute to attaining social
power and may be necessary to hold on to it, but they cannot
be equated with it. This is basically Max Weber's schema.
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Each AttributeValue of the Stability Type is a
Tendency (which see) to participate in some Event or FunctionalProcess,
under certain conditions. The Stability of some Objects, such
as organic tissues from organisms, can depend in a sensitive manner
on temperature (frozen? boiled?), on the presence of potentially degrading
microorganisms (irradiated? pasteurized?) and on the method of
preparation (germ-free to start with?). Other things, like mountains,
may be assumed to be stable in the sense of staying put for very long periods of time,
regardless of the activities of animals, wind, and weather.
Large building are of intermediate stability, tending to be in the
same place from year to year but occasionally being torn down by
people, tornadoes, or earthquakes.
This AttributeType will be important for resolving issues related
to the Frame Problem, i.e. if a condition exists now, is it
likely to exist ten minutes, one day, or one month from now?
In practical reasoning this issue is critically important, but becasue
of its complexity has been often ignored in small reasoning systems.
This generic AttributeType and its associated AttribugteValues
can be used to address the problem of
predicting the relations of situations across time interval.
.
wasRealizedByAction relates a CapabilityType,
who instances are attributes of Objects that can
enable or perform funcitons, to the ActionType(s)
that they can anable or perform. This relation answers the
questions 'what was it designed for?'. The 'dsign'
can be either artificial, as the design of an artifact,
or natural, as the design of an evolved System or System
component.
*Note* that the CapabilityType that is the subject of
this relation in turn can be pointed to by the relation
'hasDesignFunction'. This creates a triangle of
Object-Capability-Action.
'Individual' is a Cyc concept used to distinguish abstract sets
and collections (classes) from things that are individuals. Interestingly,
groups of things can be individuals - if they are defined as distinct
from sets (see 'Group'). This class may be superfluous, but in COSMO
is a convenient catch-all for some aggregate Types that would merely
serve to clutter the top level and obscure the structure of the ontology
if exposed at the top level directly under 'Thing'.
Conversely, Some of the subtypes of the Cyc 'individual' have also been
subclassed directly to 'owl:Thing' to expose those common concepts at the highest level,
to make the structure of the ontology easier to see.
NOTE that some of the concepts mentioned in the Cyc documnentation differ
significantly in COSMO from related concepts in Cyc. But the Cyc documentation is
given here to describe how the similar Cyc notion of Group is described in
that ontology.
From OpenCyc: OPENCYC 1: MAY 23, 2002
#$Individual is the collection of all individuals: things that are _not_ sets
or collections. Individuals might be concrete or abstract, and include
(among other things) physical objects, events, numbers, relations, and groups.
An instance of #$Individual might have parts or structure (including discontinuous parts);
but _no_ individual has elements or subsets (see #$elementOf and #$subsetOf).
Thus, an individual that has parts (e.g. #$physicalParts or #$groupMembers)
is _not_ the same thing as either the set or the collection containing those
same parts. For example, your car is an individual, but the collection of all
the parts of your car is not an individual but an instance of #$Collection.
This collection (unlike the car itself) is abstract: it doesn't have a location,
mass, or a top speed; but it does have instances, subcollections, and supercollections.
In partial contrast, the #$Group (q.v.) of parts of your car (while also not
the same thing as the car itself) _is_ an individual that has location and
mass. Another example: A given company, the group consisting of all the
company's employees, the collection of those employees, and the set of those
employees are four distinct things, and only the first two are individuals.
Any Attribute of an Entity that is an internal property
of the Entity, e.g. its shape, its color, its fragility, etc.
Attributes that apply specifically
to instances of Organism.
Attributes that indicate the sex of an Organism.
Attribute Values that indicate the sex of an Organism.
As of rev 599, only MaleSex and FemaleSex
The gender AttributeValue of biologically male organisms (plants or animals).
This is a genetic trait, phenotypic or social maleness is a different attribute.
The gender AttributeValue of biologically female organisms
(plants or animals). This is a genetic trait, phenotypic or social femaleness
is a different attribute.
HeterogeneousCategory is a catch-all of classes
that subsume other classes of varied basic types. Among
other things, it is a mechanism for assigning qualitative
adjectives that may apply to more than one basic type (like
'dangerous'), and to provide a parent aggregate
Type for some relations. Thes subtypes may also be defined
functionally,and may include entities of different innate
character.
An attribute of things - events, properties, or objects -
that are worthy of paying attention to because they are
often (but not always) important to intelligent agents.
This is an attribute that can be used to mark things that
an agent should keep in mind.
An attribute of things - events, processes, or objects -
that in normal circumstances can be expected to give pleasure
to people who experience it (Events) or possess it (things).
This provides one method to mark those Assets that are
especially worthy of attention.
An attribute of things - events, processes, or objects -
that in normal circumstances can be expected to produce a
reaction of dislike in most people who experience it (Events)
or 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.
NOTE that being undesirable is not necessarily to be unpleasant.
A GoodThing is a generic class that can be used
to label certain types of objects or situations as desirable,
and therefore something to pay attention to, and perhaps to
try to otain or try to do or get done.
A PleasantThing is an Event, Process, Substance, or Object that
will typically (or is intended to) give pleasure to a person who
experences it (an Event) or who has possession of it (an object).
This is a very broad category, necessarily vague because
many things can give pleasure in many ways and in many
degrees, yet it is usefult to be able to predict whether
a person can be expected to be pleased by something.
To be more precise insuch prediction will require a great deal of information
about the circumstances and inclinations of individual people.
NOTE that OpenCyc spatialThing does not necessarily have to be in our Space-Time;
it can be in an abstract space. So this is not identical to
DOLCE 'spatio-temporal-particular', which is a subclass.
OPENCYC 1: MAY 23, 2002
The collection of all things that have a spatial extent or location relative
to some other #$SpatialThing or in some embedding space. Note that to say that
an entity is a member of this collection is to remain
agnostic about two issues. First, a #$SpatialThing may be #$PartiallyTangible
(e.g. #$Texas-State) or wholly #$Intangible (e.g. #$ArcticCircle or a line mentioned
in a geometric theorem). Second, although we do insist on location relative
to another spatial thing or in some embedding space, a #$SpatialThing might or might
not be located in the actual physical universe. It is far from clear that
all #$SpatialThings are so located: an ideal platonic circle or a trajectory
through the phase space of some physical system (e.g.) might not be. If the
intent is to imply location in the empirically observable cosmos, the user should
employ this collection's specialization, #$SpatialThing-Localized.
A subcollection of #$SpatialThing. Each instance
of #$GeometricallyDescribableThing is a spatially-connected
spatial thing (of 0, 1, 2, or 3 dimensions) that either (i)
has or approximates a simple geometric shape (e.g. it is a
#$Line or a #$Hemisphere) or (ii) consists of a number of
(connected) parts in a relatively stable geometric
configuration, where each such part has or approximates a
simple geometric shape (e.g. a table consisting of a
3-D-disc-shaped top and four cylindrical legs). A
#$GeometricallyDescribableThing might be tangible (see
#$PhysicalObject) or intangible (see
#$GeometricallyDescribableThing-Intangible). Note that what
counts as approximating a given simple geometric shape --
and thus what spatial things count as
#$GeometricallyDescribableThings - varies with context. In
a context that was so fine-grained shape-wise that even the
shapes of the individual molecules on the surface of an
object were considered relevant to the object's shape,
perhaps nearly every (connected, solid) tangible object
would be geometrically-describable. In more everyday
contexts, on the other hand, an unopened can of soup would
be geometrically-describable (as a cylinder), while a
telephone or an animal's body would probably not.
bd58c42e-9c29-11b1-9dad-c379636f7270
isSpatiallyDisjointWith relates one.SpatialThing
(a region, object, or event) with another SpatialThing that has
no regions in common with the first. This relation can be used to
express the fact that anything wholly located in one SpatialThing
cannot have any part located in another SpatialThing that is
disjoint with the first in this sense.
NOTE that when first-order rules are associated with this
ontology, it will be possible to infer that any part of a region1
that isSpatiallyDisjointWith a region2 is also disjoint with
any part of that region2.
crossesOver relates one physicalObject to another PhysicalObject
over which the first spans. This is one sense of 'across' and this specific
sense requires that the object crossing over (above in the graviational field)
the second object is in touch with the second object at most points. This does
not include the 'spanning' sense of a bridge (use crossesAbove), nor the action sense
of an object moving over another (e.g. crossing a road).
crossesAbove relates one physicalObject to another PhysicalObject
over which the first spans. This is one sense of 'across' and this specific
sense requires that the object crossing over (above in the gravitational field)
the second object is *not* in touch with the second object at most points. This is
the 'spanning' sense of a bridge over a river. For the sense of something
crossing over and touching anotehr object,use 'crossesOver'.
This does **not** include the motion sense of something moving over a thing,
like an airplane over a region..
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'. In Cyc
a Group must consist of Temporal Objects, but in COSMO it is more general. The
Group membership relation also differs.)
OPENCYC 1: MAY 23, 2002
A collection of temporal objects. Each instance of #$Group is a composite object
made up of one or more individual objects or events. A group is related to each
of its members by the predicate #$groupMembers (q.v.) [COSMO: 'hasComponentElement']
Note that instances of #$Group are _not_ collections.
A group has temporal extent [COSMO: a Group may be abstract] and might have spatial
location, while a collection is timeless and nonspatial. It is of course possible
to define a collection parallel to any given group, so that the instances of the
collection are exactly the group-members of that group; e.g. each toe on my left
foot (and nothing else) is both an instance of the collection of my left toes and
a member of the group of toes on my left foot. But that group (of my left toes)
is a spatiotemporal thing while the correlated collection (of my left toes) is not.
Similarly, if a certain flock of pigeons is considered as having a location, a spatial
extent, and a time of existence, then the flock is being considered a _group_ and not
a collection. Finally, unlike a collection, a group cannot be empty, but must
have _at_least_one_ group-member. As a default, a group whose group-members all
are instances of #$SomethingExisting is itself an instance of #$SomethingExisting,
and a group whose group-members all are #$Events is itself an #$Event. Instances
of #$Group include #$QueensGuard, #$ThreeWiseMen, #$SantasReindeer, and
#$InternationalCommunity.
A property type of a Set, Group, or List specifying
the number of elements contained in that aggregate. Note that
this is the attribute type, and the attribute values
are represented as instances of CardinalityValue.
A property of a Group or Set:
A nonnegative whole number, together with the UnitOfMeasure
'elements'.
NOTE that 'Cardinality' and 'Dimensionality' are often
expressed as pure numbers, but in COSMO as AttributeValues actually
have a 'UnitOfMeasure' associated with the number. For convenience,
the datatyoe properties
A property type of an Object, Region, or Space.
NOTE: some objects such as abstract or mental objects may
not have a meaningful dimensionality. Note that
this is the attribute type, and the attribute values
are represented as instances of DimensionalityValue.
A property of an Object, Region, or Space.
As with Cardinalities, it is often represented as a simple
nonnegative integer, but in COSMO, being an AttributeValue, it
is represented as an integer together with the 'UnitOfMeasure' 'dimensional'.
Hence:
(Every Point hasAttributeValue {0 dimensional})
hasDimensionalityNumber relates an Object or region to the
number of othogonal dimensions that it occupies, expressed as
a DimensionalityValue. This relation is complementary to 'hasDimensionalityNumber',
which allows one to use a simple datatype integer as the value of the relation.
CardinalityValues Are QuantitativeAttributeValues having the dimension 'dimensional'.
A PhysicalObject would have its dimenionality specified (in ESKIF),
using this relation, thus:
(Every PhysicalObject hasDimensionality {3 dimensional}).
For objects whose specification has dimensions that are non-orthogonal,
the Dimensionality should be the number of orthogonal
dimensions to which the non-orthogonal dimensions can be reduced.
PhysicalObjects will always be 3-dimensional. they may have
surfaces that are 2-Dimensional, edges that are 1-Dimensional, and
representations that are 2D and also '2-1/2 dimensional'.
hasCardinalityNumber relates a Set, Group, or List to the
number of othogonal dimensions that it occupies, expressed as
a DimensionalityValue. This relation is complementary to 'hasCardinalityNumber',
which allows one to use a simple datatype integer as the value of the relation.
CardinalityValues Are QuantitativeAttributeValues having the dimension 'elements'.
A Pair would have its Cardinality specified using this relation thus:
(Every Pair hasCardinality {2 elements}).
hasDimensionalityNumber relates an Object or region to the
number of othogonal dimensions that it occupies.
For objects whose specification has dimensions that are non-orthogonal,
the Dimensionality should be the number of orthogonal
dimensions to which the non-orthogonal dimensions can be reduced.
PhysicalObjects will always be 3-dimensional. they may have
surfaces that are 2-Dimensional, edges that are 1-Dimensional, and
representations that are 2D and also '2-1/2 dimensional'.
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.
A OrderedPair is a Group containing exactly two
elements.
2
The collection of all groups of animals of the
same type living in the same location. For any instance
of this Type, it is necessary
to specify the location to satisfy the restriction.
NOTE that a population is only those animals (or people)
located in a particualr location at a particular time.
it is therefore time-sensitive. The location is
generic; therfore, one can use this to describe the
people who are on the liner Queen Mary, wherever
it happens to be at that time.
bde046c0-9c29-11b1-9dad-c379636f7270
The collection of all people living in the
same location. This corresponds to the 'population'
of some geographical area. Inclusion in the population
is determined by location, not by citizenship.
A population may be said to have certain characteristics,
provided that those characteristics are stable for some
period of time in a given area.
hasComponentElement relates a Group to the individual
elements of which the group consists.
Any entity can be aggregated with another entity to form
a conceptual Group.
NOTE: this 'element' is not the chemical 'element'!
See also the specializations of this relation, for
OrderedGroups, indicating the location in the
OrderedGroup of a particular element.
See 'hasFirstElement' and 'hasSecondElement'.
isaComponentElementOf relates some entity to a Group of which it is a member.
It is the inverse of 'hasComponentElement'. Since Groups
are not defined arbitrarily, and seldom defined automatically, this relation
will typically be used only when it makes sense to do so. For example, one
may define a Group of 'attendees' of some particular meeting. Then to say
that a Person is a member of that Group would allow inference that that
Person was in a particular place at a particular time..
hasSubgroup relates a Group to some
other definable Group, all of whose component elements are
also component elements of the larger Group..
Every PluralThing is a Group consisting of at least two or more entities,
considered as one entity, and is related to the component entities by the
relation 'hasComponentElement'.
NOTE: in COSMO, Group is restricted to groupings of at least
one entity, as in OpenCyc. In this manner PluralThing stays closer to the
linguistic intuition of a plural. A more generic Group that is not a
TemporalThing could be defined, but is left out at this point.
NOTE: BFO has the notion of an 'ObjectAggregate' which is similar
to a 'PluralThing'; but in BFO the requirements are more stringent
than for COSMO 'Group', since a COSMO 'Group' can be composed of arbitarily
defined components, whereas in BFO each 'Object' of the aggregate
must be an object with perceptible boundaries. Since BFO 'Object'
is disjoint from 'fiat object part' and from ObjectAggregate,
we need to make 'ObjectAggregate' a subtype of 'PluralThing',
and to specify that each component of an 'ObjectAggregate' is a
'WholeObject'.
An OrderedGroup is a Group that has some ordering relation between
component elements. It must have more than one component element,
Therefore it is a PluralThing and can never be a singleton.
An OrderedGroup may be physical, whereas a List is an AbstractInformationStore.
Therefore not all OrderedGroups are Lists. One may define an OrderedGroup
that is a List, if one is careful that the OrderedGroup is also an
AbstractInformationStore.
To define a type of OrderedGroup that may have as few as one element,
define a type that is a subtype of both Group and List.
A Queue is a group of people lined up to do something in
sequence - a waiting list. This is a PhysicalObject - the Group of People,
not something abstract.
hasFirstElement is a specialization of the
relation 'hasComponentElement' applying to OrderedGroups,
specifying the first component element of an OrderedGroup.
hasSecondElement is a specialization of the
relation 'hasComponentElement' applying to OrderedGroups,
specifying the Second component element of an OrderedGroup.
A OrderedPair is a Tuple containing two
elements.
2
COSMO note: we make a series a subtype of
OrderedGroup: specifically, the ordering relation is
that the component elements are arranged in a linear
fashion. It can be concrete or abstract. A series must
have at least two component elements.
Cyc: A specialization of #$Group (q.v.). Each instance
of #$Series is a complex temporal thing in which two or more
other things are ordered in a linear fashion. Examples
include a line of people at a ticket booth (an instance of
the specialization #$PhysicalSeries) and a series of pitches
in a baseball game (an instance of the specialization
#$EventSeries). In each instance of #$Series, there is some
relation by which its members are ordered (see the related
predicate #$seriesOrderedBy); this relation often varies
from series to series.
be8e694c-9c29-11b1-9dad-c379636f7270
A #$SeriesWithoutRepetition is a #$Series in which
each member occurs only once.
bf7c353a-9c29-11b1-9dad-c379636f7270
A CompositeConcept is a Group that consists of component elements of
different basic types, such as a System (which see). The notion of a CompositeConcept
provides a way to represent things like situations that have essential elements
of different type (such as States and FunctionalProcesses).
An Entity that has a beginning point in time and an ending point in time.
The usage of this term in COSMO differs from the usage in OpenCyc, in that it
does **not** include PhysicalObject as a subtype, though the two categories are
not disjoint. The purpose of the cyc concept
appears to be to permit relating both PhysicalObjects and Events
to their time location. In COSMO, that purpose is served by the relation
'hasTemporalLocation' (which see) which has as its domain the union of
Events and PhysicalObjects.and 'wasCreatedDuring' and 'wasDestroyedDuring',
There is, however, a subtle issue in that the beginning and ending
time of a 'TemporalThing' may be the same time, i.e. the
instance may be an instantaneous time slice of a time-extended
entity. Since in COSMO zero-interval extended entities
are indistinguishable from point entities, this means that
a '3-D' endurantist object can be an instance of 'TemporalThing'
just as a HumanRole, a '4-D' perdurantist object can be an
instance of the typically '3-D' Person.
In Opencyc a 'TemporalThing' is very generic, it is anything that has
a beginning point in time (and presumably an ending point, though it
may not be known for existing things). Thus physical objects, which
must come into existence at some time (perhaps the beginning of time), as well
as events, are 'TemporalThings'. In COSMO, TemporalThing is reserved
for TimeIntervals and Events, and PhysicalObjects are not classified as
subtypes of TemporalThing. The creation and destruction time of
PhysicalObjects will use different relations.
OPENCYC 1: MAY 23, 2002
The collection of all things that have temporal extent or location, i.e. things
about which one might sensibly ask When? . #$TemporalThing thus contains many kinds
of things, including events, physical objects, agreements, and abstract pieces of time.
Note that #$TimePoint is a specialization of #$TemporalThing, since time points
have temporal location, although they arguably lack temporal extent.
Abstract things that are timeless - such as mathematical sets, attributes,
and numbers - are of course _not_ instances of #$TemporalThing.
NOTE that although every TemporalThing must have a starting and ending
TimePont, that notion is not represented as an existential
restriction so that it will not be necessary to explicitly
represent the starting and ending times of intervals whose
starting and ending times can be calculated from the name.
This is a pragmatic and implementational, not a theoretical
consideration.
A TimeSlice is a temporal part of some entity - a PhysicalObject
Role, or GenericLocation. In a four-dimensional (perdurantism) treatment of objects,
this would be a part of a four-dimensional object. Every TimeSlice has
a time at which it begins and a time at which it ends, specified by
'hasStartingTimePoint' and 'hasEndingTimePoint'. Because a TimeSlice
is not disjoint with anything else, this allows one to create
four-dimensional time slices of physical objects (or phycial locations)
by creating an instance of an object that is also an instance of a
TimeSlice, and spcifying the beginning and ending time points. Such an
object could be used as an argument in a binary relation, thereby including
the intended time interval in the relation.
This usage creates an interpretation of entities in this ontology
that may seem at variance with both the traditional 'endurantist'
and 'perdurantist' interpretations. It is closer to the
'perdurantist' in that the object without specification of
its time slice may be interpreted as the whole-life object, but there
is a major difference: the COSMO leaves open the possibility of
specifying that a relation on an object holds during some interval
of time - and that is not consistent with traditional four-dimensionalist
usage. The COSMO usage permits more flexibility in the way relations
can be specified within temporal boundaries.
COSMO use of TimeSlice can also be applied to Attributes, as an
alternative means of specifying the time interval during which
an Attribute applies to an Object. Specifying the TimeSlice on
the Attribute is equivalent specifying the TimeSlice on the
Object. So:
(hasAttribute FireEngine21 RedColor_DTI_20080101_20080130)
. . . means that FireEngine21 was red from Jan_01_2008 to Jan_30_2008,
This is equivalent to:
(hasAttribute FireEngine21_DTI_20080101_20080130 RedColor)
. . . and also to (in ESKIF):
{FireEngine21 was Red, from Jan_01_2008 to Jan_30_2008}.
The latter usage raises an important point. Since, in COSMO, a
PersistentState represents an Attribute or set of Attributes that
remains constant over some interval of Time. To represent an
Object as having some Attribute remain constant over some interval
of Time (either explicitly, or as a TimeSlice) is logically equivalent
to specifying the existence of a PersistentState for that Object
over that time interval. The different ways of representing
that situation are different views, and could be translated if
there was a reason to do so.
COSMO: SituationProcessEventOrState is a broad category that
includes Events, FunctionalProcesses, and PersistentStates,all of which are
different aspects of the same fundamental conceptual entity, commonly
called an 'Event'. Each Event is a Group containing the component elements:
(1) InstantaneousState at the starting time
(2) InstantaneousState at the Ending time
(3) The FunctionalProcess that describes the intermediate states between the starting and ending times.
**Informally**, a state,process, or event is interpreted as the set of
*values* of some 'fluents' (attributes or relations that may change over time),
but the actual *formal* representation is a Group in which the group elements
are the *LinguisticAssertions* specifying the values of the fluents
pertaining to some Group of Objects. Each LinguisticAssertion specifies
the value at some time point (or time interval). The differences in
State, Process,and Event are:
State: The Group of Assertions that hold at one time point (InstantaneousState),
or persist without change of value over some contiguous interval
of time (PersistentState). No value can chage within a State.
FunctionalProcess: The full set of LinguisticAssertions specifying the values of
fluents at each time point or smaller TimeInterval
within a TimeInterval in which the Process is defined. The set of
LinguisticAssertions relate times to values,and in that respect is
analogous to a mathematical function. In analogy to a mathematical
function, one can derive a 'rate' for a Process (in cases where
the values are quantified) by taking the ratio of (difference in
value) to (difference in time) for any TimeInterval in which a change
of value is specified. This rate may change from time to time
during a FunctionalProcess.
Event: focuses on the values of the fluents at the beginning and ending of some
TimeInterval, but also includes the FunctionalProcess that specifies
the fluent values at times between the beginning and ending. Since the
focus of an Event is on the change from one time point to the next,
one cannot specify a 'rate' in the same sense as for a FunctionalProcess,
where the rate may change many times during the FunctionalProcess.
For an Event, one can derive a single 'rate' value that specifies the overall
ratio of change of fluent value to time, between the beginning
and ending points, and for an Event, only one such 'rate' can be
defined.
NOTE: In COSMO a Situation is classified as a CompositeConcept because
it is considered as a composite of the InstantaneousStates at the beginning
and ending times of the Situation (which can be the same time), plus the
FunctionalProcess that describes the states intermediate between the
beginning and ending times.
Called: Situation-Temporal(Cyc) perdurant(DOLCE)
***** Special COSMO NOTE on BFO 'ProcessualEntity' *****************************
In BFO the Type 'ProcessualEntity' appears to be most closely similar to
COSMO 'SituationProcessEventOrState'. However, the division of the BFO
Type into 'FiatProcessPart' and 'Process' has no corresponding
division in Cyc or SUMO. In COSMO we include a FiatProcessPart for
compatibility, but do not use it (no subtypes), and do not use the BFO partition
of 'ProcessualEntity'.
BFO Definition: An occurrent that exists in time by occurring or happening,
has temporal parts and always involves and depends on some SNAP entity.
Examples: the life of an organism, the process of meiosis, the course of a disease,
the flight of a bird
***** End Special NOTE on BFO 'ProcessualEntity' *****************************
Cyc 'Situation' is indistinguishable from 'Situation-Temporal' except
for the possible inclusion in 'Situation' of abstract situations
not enclosed in a time interval. The term 'Situation' has been
interpreted in COSMO as strictly temporal, and the more abstract things that
resenble situations have been aggregated under 'AbstractEvent'.
Cyc ('Situtation') A subcollection of both #$IntangibleIndividual and
#$TemporalThing. #$Situation subsumes #$Event and
#$StaticSituation. Each instance of #$Situation is a state
or event consisting of one or more objects having certain
properties, or bearing certain relations to each other.
OPENCYC 1: (Situation-Temporal) MAY 23, 2002
A subcollection of both #$Situation and #$TemporalThing. #$Situation-Temporal
is the collection of all instances of #$Situation that have duration or other temporal
properties . Thus, #$Situation-Temporal subsumes #$Event and #$StaticSituation,
as well as some other specializations of #$Situation. It does _not_ subsume any
specializations of #$Situation that have atemporal instances.
DOLCE: Perdurants (AKA occurrences) comprise what are variously called events,
processes, phenomena, activities and states. They can have temporal parts or
spatial parts. For instance, the first movement of (an execution of) a symphony
is a temporal part of the symphony. On the other hand, the play performed by
the left side of the orchestra is a spatial part. In both cases, these parts
are occurrences themselves. We assume that objects cannot be parts of
occurrences, but rather they participate in them. Perdurants extend in time
by accumulating different temporal parts, so that, at any time they are present,
they are only partially present, in the sense that some of their proper
temporal parts (e.g., their previous or future phases) may be not present.
E.g., the piece of paper you are reading now is wholly present, while some
temporal parts of your reading are not present yet, or any more. Philosophers
say that endurants are entities that are in time, while lacking temporal parts
(so to speak, all their parts flow with them in time). Perdurants, on the contrary,
are entities that happen in time, and can have temporal parts (all their parts
are fixed in time).
A synonym of 'SituationProcessEventOrState'.
COSMO Note: Situation is included for compatibility with OpenCyc. It is
indistinguishable from 'SituationProcessEventOrState', i.e. it
subsumes all things that happen, or states that exist, whether
completed or ongoing.
Situation is deprecated in COSMO because of a history of use
in different senses. See the different categories under
'SituationProcessEventOrState'.
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Each Event in COSMO is a Group representing the changes to the
properties (attributes and relations) of one or more objects over some
interval of time, and containing the component elements:
(1) InstantaneousState at the starting time
(2) InstantaneousState at the Ending time
(3) The FunctionalProcess that describes the intermediate states
between the starting and ending times.
**Informally**, a state,process, or event in COSMO is interpreted as the set of
*values* of some 'fluents' (attributes or relations that may change over time),
but the actual *formal* representation is a Group in which the group elements
are the *LinguisticAssertions* specifying the values of the fluents
pertaining to some Group of Objects. Each LinguisticAssertion specifies
the value at some time point (or time interval). The differences in
State, Process,and Event are:
State: The Group of Assertions that hold at one time point (InstantaneousState),
or persist without change of value over some contiguous interval
of time (PersistentState). No value can chage within a State.
FunctionalProcess: The full set of LinguisticAssertions specifying the values of
fluents at each time point or smaller TimeInterval
within a TimeInterval in which the Process is defined. The set of
LinguisticAssertions relate times to values,and in that respect is
analogous to a mathematical function. In analogy to a mathematical
function, one can derive a 'rate' for a Process (in cases where
the values are quantified) by taking the ratio of (difference in
value) to (difference in time) for any TimeInterval in which a change
of value is specified. This rate may change from time to time
during a FunctionalProcess.
Event: focuses on the values of the fluents at the beginning and ending of some
TimeInterval, but also includes the FunctionalProcess that specifies
the fluent values at times between the beginning and ending. Since the
focus of an Event is on the change from one time point to the next,
one cannot specify a 'rate' in the same sense as for a FunctionalProcess,
where the rate may change many times during the FunctionalProcess.
For an Event, one can derive a single 'rate' value that specifies the overall
ratio of change of fluent value to time, between the beginning
and ending points, and for an Event, only one such 'rate' can be
defined.
Although logically included in each Event are the starting and ending times,
(see relations hasStartingTimePoint and hasEndingTimePoint), these may not be
known, and creating an instance of Event does not require specifying those
times if not known.
NOTE that the FunctionalProcess which is a component of the Event *contains*
all of the elements contained in the Event, in that it contains itself,
and also contains the states at the beginning and end. While *containing* all of
those elements, however, it is nevertheless a distinctly different concept,
since the 'Event' specifically selects out of the FunctionalProcess the
beginning and ending states as characteristic of the Event. The Event
is not a FunctionalProcess, but *contains* a FunctionalProcess as a
component element. A FunctionalProcess can be derived from an Event, and
an Event can be derived from a FunctionalProcess that is defined over
some interval of time. A 'FunctionalProcess' that has only one time point
in it also represents a special kind of Event, the limiting case
of an InstantaneousState. NOTE also that an instance of FunctionalProcess
that is defined by a mathematical function relating properties to time
must have associated with it some time interval during which it is asserted to
be valid, in order to be an instance.
NOTE also that this representation of Event does not resemble a
perdurantist 'history' which focuses on some region of space-time.
Regions of space-time are represented as 'SpatiotemporalRegion' in
COSMO, but the only spatial regions of relevance to an Event are those
that can be derived from the locations of the Objects that participate
in an Event. The significant conceptual components of an Event are the
properties ('fluents') of the Objects that participate in the Event,
and insofar as the locations of the Objects may be, but are not necessarily,
represented in the Event, those locations may be significant, but except in
Events solely depicting motion, the locations are incidental rather than central
to the changes represented by the Event.
Each Event represents one or more changes that occur to
the attributes or relations ('fluents') of one or more objects during
some defined interval of time (or for abstract Events, within some
interval on the dimension of causality); the net changes are
represented by the state at the beginning of the event and the state at the
end of the Event. In the physical world, real Events typically
have multiple intermediate stages, and nothing occurs instantaneously,
but some non-physical Events such as a change of title for a Person may
occur at a precise moment by prior arrangement.
The representation of intermediate stages of an Event can be explicit, with the
included events related to the whole event by the 'hasSubEvent' relation or
'hasTemporalPart' relation. The first can be more specific about one
of serveral fluents that vary during an event. The temporal part relation
between Events must relate a subevent that includes alll of the fluents
represented in the whole Event.
Each Event includes implicitly a Process that specifies the course of each
fluent between the start and end times. At this point (v0.39) there is
no explicit representation of the included Process, but each FunctionalProcess
will, if represented explicitly, have an associate time granularity indicating
the minimal intervals over which the change in the fluents are represented.
The ize of the granularity intervals during which FunctionalProcess states
are represented will depends on the discretion of the ontologist for the
pruposes of the representation.
COSMO note: note that in some ontologies (and situation logics) , 'Event'
is used to refer to a change in state that is considered instantaneous.
In COSMO, suchan 'Event' is a subtype of the more general event, which is a
change in state that occurs over some interval of time (which,
for instantaneous changes would be a zero-length time interval).
NOTE also that for some Events, such as cyclic Events, merely representing
the starting and ending states - which may be identical - loses the
whole meaning of the Event; so intermediate states must also be
represented in some manner to provide meaning to the Event.
Called: Event(Cyc); Process(SUMO); event(DOLCE); Processual(SPAN-BFO)
************ NOTE on BFO 'Process' ******************************
COSMO: BFO the Type most closely representing COSMO 'Event'
is 'Process', so that BFO type is made synonymous with
''Event'. BFO makes teh distinction between 'Fiat' events
(FiatProcessPart = parts of events) and complete events. This Type
represents the complete Event with well-defined beginnings and ends. The
FiatProcessPart event is included for compatibility, though not yet used.
BFO ('Process') Definition: A processual entity that is a maximally
connected spatio-temporal whole and has bona fide beginnings and endings
corresponding to real discontinuities.
BFO Examples: the life of an organism, the process of sleeping,
the process of cell-division
************ NOTE on BFO 'Process' ******************************
Cyc comment: An important specialization of #$Situation and
thus also of #$IntangibleIndividual and
#$TemporallyExistingThing (qq.v). Each instance of #$Event
is a dynamic situation in which the state of the world
changes; each instance is something one would say happens .
Events are intangible because they are changes per se, not
tangible objects that effect and undergo changes. Notable
specializations of #$Event include #$Event-Localized,
#$PhysicalEvent, #$Action, and #$GeneralizedTransfer.
#$Events should not be confused with #$TimeIntervals (q.v.).
The temporal bounds of events are delineated by time
intervals, but in contrast to many events time intervals
have no spatial location or extent.
COSMO note: 'Event' was merged with Cyc 'PhysicalEvent' and
Cyc 'Event-Localized'
The Cyc 'StrictlyMentalEvent' is classified as a PhysicalEvent
in COSMO.
Cyc: (PhysicalEvent') A specialization of #$Event-Localized. Each
instance of #$PhysicalEvent is a spatially localized event
involving one or more physical objects or stuffs.
#$PhysicalEvents typically involve interaction among
#$PartiallyTangibles. But note that a physical event might
consist in the creation, destruction, movement, or a change
in some physical feature of a single salient physical
object. (See #$PhysicalCreationEvent,
#$PhysicalDestructionEvent, #$MovementEvent, and
#$IntrinsicStateChangeEvent.) For a contrasting (though not
necessarily disjoint) collection, see #$StrictlyMentalEvent.
For events that have both physical and mental components,
see the collection #$CompositePhysicalAndMentalEvent.
Cyc ('Event-Localized'): A specialization of #$Event.
#$Event-Localized is
the collection of all events that occur at a specific
location in space. Notable specializations of
#$Event-Localized include #$PhysicalEvent and #$AnimalActivity.
bd58800d-9c29-11b1-9dad-c379636f7270
hadParticipant relates an Event to the
Objects whose properties and relations ('fluents') are affected
by the Event, or who participate as causative agents. This
is the most general 'case' relation that is conceptual rather
than strictly grammatical. It is in the past tense to emphaisze
that it is a complete Event, not a Process, that is being
related to its participants.
Participants include the inputs and outputs of Events that
are creation or destruction events. See, for example,
'produced'.
COSMO note: Objects may 'participate' in an Event without being a
'patient', for example in a BeliefState the Belief
involved is a participant in the Event, but the
properties of the belief involved are not among the
fluents that ate affected by the Event. Rather, in that
case, the relationship between the Agent and the belief is the
fluent.
hadMainParticipant relates an Event to the
Object whose properties and relations ('fluents') are the
primary things begin represented by the specific type of Event.
This relatikon is used for Events for which a single participant
is the dominant theme.
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.
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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.
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NOTE: name changed in COSMO. In Cyc this is
'AtLeastPartiallyMentalEvent'.
Cyc: A collection of events. Each instance of
#$AtLeastPartiallyMentalEvent is an event involving the
mental functions of a participant or group of participants
(see #$actors) in that event. The collection includes such
things as dreaming, perceiving, sensing, theorizing about
something, having a realization, making a decision, building
something, designing something, and consciously carrying out
a task. Note that the above list includes both purposeful
events and non-purposeful events that involve mental
functions. Note also that any event that has a mental
component is also an instance of this collection, so that
events like preparing lunch would be classified as instances
of #$AtLeastPartiallyMentalEvent. In entering knowledge, it
is almost always possible and preferable to use one of the
specializations of #$AtLeastPartiallyMentalEvent. If an
event seems mostly mental in nature, modulo neurons firing
and related brain activity, use #$StrictlyMentalEvent or one
of its specializations. If it essentially involves both
mental and physical activity, see
#$CompositePhysicalAndMentalEvent or
#$PurposefulPhysicalAction. For mental events that are
intentionally and purposefully performed, see the
specialization #$PurposefulMentalActivity.
COSMO note: this appears to be similar to SUMO 'PsychologicalProcess',
which is a subtype of Event.
SUMO: A BiologicalProcess which takes place in
the mind or brain of an Organism and which may be manifested in the behavior
of the Organism.
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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 InstantaneousState, for which
the time interval is of zero duration.
NOTE That if an Object is specified as having some Attribute during
some interval of time, that is equivalent to specifying the existence of a
PersistentState for that Object during that interval.
COSMO note: DOLCE has a convoluted description of
what a 'State' is. For COSMO, a PersistentState (what appears to be
a 'State' in DOLCE) it is very simply an Event
in which nothing changes over some interval of time
- - i.e. nothing changes that the knowledge
enterer considers significant for her/his purposes. This can be
viewed as the limiting case of an Event, in which so little
of significance happens that it is not worth mentioning.
DOLCE: Within stative occurrences, we distinguish between
states and processes according to homeomericity: sitting is
classified as a state but running is classified as a process,
since there are (very short) temporal parts of a running that
are not themselves runnings.In general, states differ from situations
because they are not assumed to have a description from which they depend.
They can be sequenced by some course, but they do not require a
description as a unifying criterion.On the other hand, at any time,
one can conceive a description that asserts the constraints by which
a state of a certian type is such, and in this case, it becomes
a situation.Since the decision of designing an explicit description
that unifies a perdurant depends on context, task, interest,
application, etc., when aligning an ontology to DLP, there can be
indecision on where to align a state-oriented class.
For example, in the WordNet alignment, we have decided to put only
some physical states under 'state', e.g. 'turgor', in order to
stress the social orientedness of DLP. But whereas we need
to talk explicitly of the criteria by which we conceive turgor states,
these will be put under 'situation'.Similar considerations are made for
the other types of perdurants in DOLCE.A different notion of event
(dealing with change) is currently investigated for further developments:
being 'achievement', 'accomplishment', 'state', 'event', etc. can
be also considered 'aspects' of processes or of parts of them. For example, the same process 'rock erosion in the Sinni valley' can be conceptualized as an accomplishment (what has brought the current state that e.g. we are trying to explain), as an achievement (the erosion process as the result of a previous accomplishment), as a state (if we collapse the time interval of the erosion into a time point), or as an event (what has changed our focus from a state to another).In the erosion case, we could have good motivations to shift from one aspect to another: a) causation focus, b) effectual focus, c) condensation d) transition (causality).If we want to consider all the aspects of a process together, we need to postulate a unifying descriptive set of criteria (i.e. a 'description'), according to which that process is circumstantiated in a 'situation'. The different aspects will arise as a parts of a same situation.
'State' is an ambiguous term with at least two frequently used
but different meanings; it is synonymous with two terms:
(1) PersistentState: A state of affairs that persists over some period
of time is what is most commonly referred to as a 'state',
if one includes the special case where the interval is zero,
i.e. the 'state' is the state at a particular moment.
(2) A Nation, or the first administrative subdivision of a Nation..
Therefore 'State' is a potentially onfusing and deprecated term in COSMO and
appears only in the list of Synonyms.
COSMO note: This concept is similar to
DOLCE 'Stative' but we make it temporarily (v0.2) a
parent class of the DOLCE concept.
Cyc: A specialization of #$Situation. Each instance of
#$StaticSituation is a state of affairs between two or more
things, persisting statically over some time interval.
Instances of #$StaticSituation always have a temporal
extent, and they usually have a tangible and spatial extent.
As an example, consider the situation of Bill Clinton
sitting in his easy chair on the evening of 7/4/96. There
are participant objects such as Bill and the chair, there
are relationships such as the seat of the chair supporting
his bottom and his weight being off his feet, etc. In any
#$StaticSituation, for the participants in that situation,
there is some significant or focal relationship between them
which does not change. In the most typical cases, there is
no important change whatsoever, e.g. someone sitting would
be such a #$StaticSituation. But some things represented as
#$StaticSituations can alternatively be represented as
#$Events. For example, a situation in which geese were
flying in a flock would be static (the flock-like spatial
relationship between the geese would be retained) but it
would also be dynamic in that the geese were moving, so
either representation could be chosen depending on the context.
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The class of reified relationships between two
agents. Such relationships exist in time and change over
time, so #$SomethingExisting is an allgenls.
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Called 'DualObjectProcess' in SUMO.
SUMO: Any Process that requires two, nonidentical
patients.
A very general concept, aggregating all
the FunctionalProcesses that can be described as
'Development'. This is the actual process of
something developing, not a procedure or plan or protocol
for development of something. Development can be
natural, as in development of an embryo, or a human
actiity, such as development of a language or
culture.
A FunctionalProcess corresponds to the linguistic intuition
of something happening at some point in time, rather than something that
has happened in some interval of time, which is an Event. Intuitively,
it may be considered as the time derivative of an Event: a Process
occurring over some interval of time gives rise to an Event, which
is a change (or series of changes) in the properties of some
Objects during some interval of Time. Every FunctionalProcess is
intimately associated with some Event as one of the comonents of that
Event (see 'Event').
Formally, a FunctionalProcess is a Group consisting of ordered pairs,
each ordered pair having one element which is an InstantaneousState at
some time point and the second element being the TimePoint at which that state
holds. Each InstantaneousState contains the Group of values of the Fluents that
hold at that TimePoint.
Thus if, at some point in time, someone is Running, one can say that
a Running process exists at that point, and that person is a participant in the process.
The 'existence' of an instance of Process at some time point implies that
some Event has taken place (or is taking place) in the time interval
including that time point, and vice-versa, each Event implies existence
of some corresponding FunctionalProcess at every time point during the
interval between the beginning and end of the Event (**but see next paragraph**).
But for linguistic purposes, it may be more convenient to represent
just the Event or just the FunctionalProcess, and not explicitly represent the
corresponding entity, which is nevertheless implied.
The list of States over time has some similarity to a
ValueTimeEntry, though the former relates the state
assertions themselves, rather than the values.
**It is possible for a FunctionalProcess to be discontinuous, such as an 'eating'
process during which one is not actually ingesting anything - perhaps reading
a paper in the intervals between taking bites of a meal; or a 'going to school'
process during which one sleeps, watches television, etc., other than actually being
in the school or studying. One may formally say that the process continues
int the intervals when the relevant fluents are not changing, but that
the intervals between actual progression of the process each consists of
a null process which is part of the whole process, and give rise to null events which
are parts of the whole event.**
The term 'process' has been often used to refer to Procedures,
(see 'Procedure') which are specifications for some sequence of actions
that accomplish a goal. That is a distinct, though somewhat related
concept.
In some ontologies, (such as Cyc) a 'process' is a type of Event which has
some uniform character throughout the Event. Because of the variant usage,
the bare term 'process' is not used in this ontology to avoid confusion.
Thus this base Type is called 'FunctionalProcess' to specifically refer to
its similarity to a mathematical function. It resembles a mathematical
function in certain respects: a FunctionalProcess can be said to describe
the state of some system as a function of time. Like a function,
a FunctionalProcess can have properties, and one important property will
be the Rate at which the represented change is occurring.
Most ontologies deal with Events, and ignore Processes of this type.
For representing certain linguistic phrases, however, this type is better
suited than the Event type. Most FunctionalProcesses are not
represented explicitly in COSMO at version 0.3, but when needed
may be generated by a function (not yet defined) that takes an
Event and returns the Process that is operating to generate that Event.
One issue not yet dealt with in COSMO v0.3 is whether a function that can
generate a Process from the corresponding Event can handle Events
whose definition specifies more than one Fluent as changing during the
Event. In such cases, to have a clear relation, the multiple fluents
must be ordered similarly in the representation of the Event
and its corresponding FunctionalProcess.
hasCorrespondingProcess relates an Event (or eventType) to
the FunctionalProcess (or ProcessType) which gives rise to the Event
over some interval of time (or more abstractly, some interval
on the dimension of causality). NOTE that this relation can
be used at either the instance or Type level, and can be used in
a mixed mode, to specify that a particular Event was produced by
a particular Type of Process. This relation is not
yet elaborated in COSMO v0.3, and serves mostly as a placeholder
to clarify (somewhat) the relation between Event and FunctionalProcess..
OccupationType is a metaclass used
as the Type restriction on certain relations that
pertain to Occupations, such as
'isTheOccupationOfa' and 'practicesOccupation'.
NOTE that this must not be used as the Type of people
who have ocupations. For that, use 'OccupationalRoleType'.
OccupationalRoleType is a metaclass used
as the Type restriction on certain relations that
pertain to Types describing people in occupational roles,
such as 'Nurse', 'Firefighter'..
An Occupation is a type of activity that a person
does, typically to earn money or something of equivalent value.
People who don't need the money and do the activity for the satisfaction still
are practicing an occupation. This is the Type whose subtpes
will correspond to the various occupations that people do, such
as 'Nursing' or 'Accounting'. Because some occupations are
in common speech named in the same manner as the term describing the person who
has that occupation (Electrician), the names used here may
seem unusual, so as to avoid confusion with the person having the
occupation.
An Occupation is related to the PersonWithOccupation
practicesOccupation relates a Person with
and Occupation - or its Type - to an occupation, which is
a Type.
An Event in which someone provides Nursing
care to another person. The provider is not necessarily
a licensed RN, but this represents someone working in a
professional capacity, for some compensation.
cyc: The field and occupation of #$Nursing,
encompassing all the skills and tasks that #$Nurses do at work.
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The field and occupation of #$Nursing,
encompassing all the skills and tasks that #$Nurses do at work.
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EconomicDevelopment is the process that gives rise to
an EconomicImprovementEvent.
A PhysicalProcess is a FunctionalProcess
(not an Event) in which at least one PhysicalObject is a
participant.
A DiseaseProcess is a PhysicalProcess (not an Event)
which, over some period of time, results in an AilmentCondition
(i.e. illness, sickness, disease), which is a PersistentState that has
a starting and ending point in time.
An Event in which some Agent plays a causative role.
NOTE that an Agent may cause an action indirectly and with a
time delay, via some device - and that action, controlled largely
by the device, is still considered as an Action of that Agent in COSMO.
This means that the 'action' set in motion by an Agent may continue
even after the death of the Agent. Thus, the fire in an oil burner,
being controlled by the Agent that controls the oil burner, is considered
as an Action here, even though the burner continues for a long time automatically.
The Action in such cases of indirect and delayed effects extends from the
time at which the Agent started the action until the end of the time
when the predictable immediate consequences occur.
At some point it will probably be worthwhile distinguishing
the Action of setting a Device from the Events controlled by the
device, but as of v0.43 that distinction is not encoded.
For Actions directly including only the immediate motion of an animal
and its direct, almost simultaneous consequences, use 'AnimalActivity'.
NOTE that a MentalEvent such as a feeling or Emotion is also
considered an Action,as it is performed by a CognitiveAgent.
In different ontologies, the same notion has different names:
Action(Cyc) IntentionalProcess (SUMO) action(DOLCE) Activity(ISO15926).
NOTE: in COSMO we classify an 'Experience' as a subtype of
'Action' to indicate that the focus of the subject is an
Agent, even though no Events external to the Agent may
be caused by the Experience.
Cyc comment: The collection of #$Events (q.v.) that are carried
out by some doer (see #$doneBy). Instances of #$Action
include any event in which one or more actors effect some
change in the (tangible or intangible) state of the world,
typically by an expenditure of effort or energy. Note that
it is not required that any tangible object be moved,
changed, produced, or destroyed for an action to occur; the
effects of an action might be intangible (such as a change
in a bank balance or the intimidation of a subordinate).
Note also that the doer of an action, though typically an
#$Agent (q.v.), need not be (e.g. a falling rock that dents
a car's roof). Depending upon the context, doers of
actions might be animate or inanimate, conscious or
nonconscious. For actions that are intentional, see
#$PurposefulAction and #$performedBy.
SUMO: A 'Process' that has a specific purpose for
the 'CognitiveAgent' who performs it.
DOLCE: A Perdurant that exemplifies the intentionality of an agent.
Could it be aborted, incomplete, mislead, while remaining a (potential)
accomplishment ... The point here is that having a result depends on a method,
then an action remains an action under incomplete results. As a matter of fact,
if we neutralize intentionality, a purely topological, post-hoc view is
at odds with the notion of incomplete accomplishments.
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A common term, also used in ISO15926, for
'Action'.
This is the collection of all activities which are
performed in a state of consciousness, that is, the animal
performing the action is not sleeping, in a coma, or
otherwise unconscious.
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A specialization of both #$Action and
#$AtLeastPartiallyMentalEvent. Each instance of
#$PurposefulAction is an action consciously, volitionally,
and purposefully done by (see #$performedBy) at least one actor.
In SUMO, equivalent to 'IntentionalProcess'.
SUMO: A Process (Event) that has a specific purpose for
the CognitiveAgent who performs it.
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SUMO: Processes which involve altering an internal property of an Object, e.g. the shape of the Object, its coloring, its structure, etc. Processes that are not instances of this class include
changes that only affect the relationship to other objects, e.g. changes in spatial or temporal location.
hadTransferredItem relates a GeneralizedTransfer event to
the thing transferred during the Event. Note that
more than one thing may be transferred in an
Event, and in particular each Transaction has
at least two things transferred.
This is a Case role for the GeneralizedTransfer event, which includes
specializations such as Communication or property transfer.
A specialization of #$Event. Each instance of
#$GeneralizedTransfer is an event in which something
(tangible or intangible) is transferred from one
'place' to another. #$GeneralizedTransfer includes
changes in physical location, in ownership or possession,
transfer of information, and propagation of wave phenomena
through space. See also the related predicate
#$transferredThing, and the specializations of this collection.
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A specialization of #$GeneralizedTransfer. Each
instance of #$InformationTransferEvent is an event in which
information is transferred from a source
(#$informationOrigin) to one or more destinations
(#$informationDestination), where the source and the various
destinations are either intelligent agents or
#$InformationBearingThings (IBTs). Examples include reading
a book (transfer of information from the book to the
reader), saying something to someone (transfer of
information from the speaker to the listener), machine
translation (transfer of information from an encoded IBT in
the source language to an encoded IBT in the target
language), OCR scanning (transfer of information from a
visual information source to another IBT in a different
format), carving initials in a tree (transfer of information
from an agent to an IBT), and making a speech (transfer of
information from an agent to other agents). See also the
specialization #$InformationTransferPhysicalEvent.
NOTE that information can be transferred from a person's mind
to a piece of paper, so the destination of the transfer
does not have to be an IntelligentAgent, and an InformationTransfer
does not have to be a 'Communication'.
COSMO note; why is information transfer not always a PhysicalEvent
in Cyc see 'InformationTransferPhysicalEvent'?
Perhaps so that spirit communication can be included?
In SUMO the appproximate equivalent of 'ContentBearingProcess'.
SUMO: ('ContentBearingProcess') Any Process, for example
ManualHumanLanguage, which may contain a Proposition.
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An ImageCaptureEvent.is an InformationTransferEvent
in which shape information about some physical object(s) is
transferred from the object(s) to a recording medium, under
the control of a CognitiveAgent. The result of an
ImageCaptureEvent is to create both a CapturedImage (an
abstract image) and also its physical representation. Although
the abstract CapturedImage may be the created object of
greatest interest (reproduced many times), its representation
must exist on some physical recording medium.
An Action in which one IntelligentAgent
accepts an offer made by another IntelligentAgent.
The acceptance creates an Agrement, which is not necessarily
formal and not necessarily a legal contract.
Linguistically this Action may be realized by phrases like:
'X agreed to do A'
'X accepted Tom's offer'
'X told Tom he would do what he suggested'.
In Cyc named 'Accept'.
Cyc: This is the illocutionary force associated with
communication acts of acceptance.
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A specialization of both
#$AtLeastPartiallyMentalEvent and
#$IntentionalMentalSituation (qq.v.). This is the
collection of (at least partially) mental events whose
instances are characterized by intentionality: they are of
or about some thing external to themselves. Thoughts and
acts of perception are two common types of intentional
mental events. Thus, a particular act of thinking about the
Eiffel Tower and a particular act of seeing the Eiffel Tower
are both intentional mental events, each having (at least)
the Eiffel Tower as their object. Any thing whatsoever can
in principle be the object of an intentional mental event: I
can think about a certain physical object, an #$Event, a
#$Relation, an attribute, a #$Proposition, a mental state
(my own or another's), a set, a #$Collection, or
anything else. Mental events that are _not_ intentional,
and thus not in this collection, include non-localized pain
experiences, and at least some instances of
#$ExperiencingEmotion (q.v.). Note that, although they are
indirectly related (see e.g. #$PurposefulMentalActivity),
the sense of intentional described above is not to be
confused with its other sense as an antonym of accidental .
Nor is it to be confused with the logico-semantic concept of
_intensional_ meaning. See also #$IntentionalMentalState,
#$objectOfMentalSituation, and #$thinksAbout.
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The intersection of #$StrictlyMentalEvent and
#$PurposefulAction, and also a specialization of
#$IntentionalMentalEvent. Each instance of this collection
is an event involving intentional mental activity on the
part of at least one performer (see #$performedBy).
Solving a math problem (cf. #$DoingMath), planning an attack
and performing a thought experiment (cf.
#$ThoughtExperimenting) are all examples of
#$PurposefulMentalActivity. However, daydreaming or having
undesired obsessive thoughts are not examples. A borderline
example might be arriving at the solution to a math problem
in one's sleep after intentionally working on the
problem during the previous day.
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The action consisting of composing (creating) an
AbstractText, which may or may not consist of creating a
symbolic text on some medium; the composition may be purely
mental. For the physcal text creation, see 'Writing'. See
also Thinking..
A specialization of both #$SingleDoerAction and
#$InformationTransferPhysicalEvent. Each instance of
#$Perceiving is an event in which an agent (an instance of
#$PerceptualAgent) acquires information through the exercise
of its senses.
In SUMO called 'Perception'
SUMO Sensing some aspect of the material world.
Note that the agent of this sensing is assumed to be an Animal.
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The SUMO term for the Cyc 'Perceiving'.
The collection of
#$CompositePhysicalAndMentalEvents that are performed
purposively (see #$performedBy). This collection is the
collection-intersection of #$PurposefulAction and
#$CompositePhysicalAndMentalEvent. Since each instance of
#$PurposefulPhysicalAction is also an instance of
#$CompositePhysicalAndMentalEvent, each instance has both a
mental and a physical component. Driving a car would be an
instance of #$PurposefulPhysicalAction since it involves
mental and physical functioning on the part of the
performing agent and is done purposively. Crashing a car,
conversely, would not normally be an instance (unless the
driver purposefully caused the crash).
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A specialization of both #$Action (q.v.) and
#$Event-Localized. Every instance of #$AnimateActivity is a
spatially-localized action, each of whose doers (see
#$doneBy and #$animateDoers) is either a
#$BiologicalLivingObject or a group of BLOs (i.e. a #$Group
all of whose members are BLOs). Specializations of this
collection include #$AnimalActivity, #$BiologicalEvent,
and #$PhysiologicalProcess.
SUMO A normal process of an Organism
or part of an Organism.
31d87aae-5580-41d7-8025-c8e9f7c3ffca
A specialization of #$Action. Each instance of
#$AnimalActivity is a spatially-localized action, each of
whose doers (see #$doneBy) is either an #$Animal or a
group of animals (i.e. a #$Group all of whose members are #$Animals).
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The act of gaining knowledge or awareness of a
particular action.
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A collection of instances of
#$LawEnforcementEvent: specifically, the collection of all
formal criminal investigations carried out by a law
enforcement agency of some type. All include as a
#$subEvents some instance of #$CrimeDetectionActivity. The
scope of an instance of #$CriminalInvestigation is broader
than just the activities carried out to detect the crime,
however: it also includes the effort to identify and
prosecute the perpetrator, the bureacratic procedures that
accompany the investigation, and the actual arrest of the
perpetrator, in cases where the investigation culminates in such.
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Enforcing or monitoring a proposition to be true.
If it is violated, the performer should perform some action.
This task is performed by #$FlightAttendant, LifeGuard, and
#$SecurityGuard. This unit may have a slot to specify what
proposition is enforced. But we are not creating it at this stage.
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The collection of all events performed with the
purpose of enforcing laws, that are performed by people
officially charged with this this duty. Includes most
activities of law enforcement officials (such as police)
including detection of crime, identification of offenders,
and arrests.
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The collection of all instances of
#$TakingAPersonPrisoner which constitute legally sanctioned
arrests by law enforcement officers.
6d7f1286-20cd-11d6-8000-0090279a5907
An instance of #$PersonTypeByOccupation, and a
specialization of #$PersonWithOccupation. Each instance of
#$LawEnforcementOfficer is a person whose job is to detect,
stop, and/or punish people engaged in illegal activities.
The collection #$LawEnforcementOfficer includes members of
local, state, and special police (e.g., transit police)
forces, as well as federal agents (e.g., members of border
patrols, national security agents). Consequently, a given
instance of #$LawEnforcementOfficer typically also belongs
to one of the following collections: #$StateEmployee,
#$LocalGovernmentEmployee, or #$NationalGovernmentEmployee
(see #$PublicSectorEmployee).
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A Behavior is a type of AnimalActivity that
may be repeated at more or less frequent intervals, and
has a pattern sufficiently characteristic of the
animal to be called a 'behavior' in normal speech.
A single isolated action would not be a 'Behavior',
but a Behavior does not hae to be performed frequently.
A Practice is a Behavior that occurs
with sufficient frequency to constitute a distinguishing
characteristic for a person or group of people. It should
be more frequent than other actions considered as
'Behavior', but the frequency criterion is vague.
'Pactice' differs from 'GroupPractice' in that a
'Practice' can be performed by an individual, even
though it is not a 'Habit'.
A Habit is a Behavior of an individual
person that is an acquired pattern of actions, and is
repeated often enough to distinguish that behavior
from the more common forms of behavior in that culture
at that time. A repeated action that is common among
a community (even if not common worldwide) due to social
norms, rather than for individual preference, would be
a 'Custom', not a 'Habit'.
A GroupPractice is a type of Practice
practiced commonly by or within a Group. It may be a
behavior of an individual, distinctive to a particular
group, or it may be a social behavior involving more
than one person in a group. If it is frequent and distinctive
of a particular Group, it would be a 'Custom', a subtype
of this Type.
A Custom is a GroupPractice that is
practiced frequently or at certain intervals within a
GroupOfPeople. It may be performed by an Individual person or
by more than one person. A Custom does not have to be practiced
frequently by an individual - for example, the Custom
of having a big celebration at one's 60th birthday will
only be observed once for an individual, though it may occur
frequently within a GroupOfPeople. The Custom of bedtime
prayers may be preacticed alone by an individual within
certain religious groups.
A CulturalPractice is a Custom that
involves more than one person in the activity, and
is therefore a 'SocialOccurrence', and is to some
extent distinctive for a Culture.
COSMO note: Culture is an aggregate of beliefs and
practices. This concept represents the 'practices' part of a culture.
Each CulturalPractice should be an Action representative of
the behaviors distinctive to some Culture.
CulturalPractices can be complex and include attitudes. But
this Type will represent the practice, assuming that it reflects
an attitude characteristic of the Culture.
In Cyc called 'Culture-Practice':
Cyc: A specialization of #$Action and
#$SocialOccurrence each instance of which is a very
extended, multi-doer event involving material and/or social
modifications by #$IntelligentAgents to their environment,
as well as a set of learned shared practices which are
transmitted amongst all members of any given culture. A
notable specialization of this collection is #$HumanCulture,
but it also includes any nonhuman animal (e.g. chimpanzee)
cultures, cultures created by #$Extraterrestrials and/or
AIs. See also #$CulturalEvent.
be16623e-9c29-11b1-9dad-c379636f7270
Any sexual behavior by animals. Copulation (the
specific intercourse act) is a spec.
c10c1d39-9c29-11b1-9dad-c379636f7270
A specialization of both #$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.
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In the #$BaseKB, this refers to the act of two
animals engaged in sexual copulation. See
#$HumanActivitiesMt (and related Mts) for assertions about
this activity by #$Persons.
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A specialization of #$AnimalActivity. Each
instance of #$HumanActivity is a spatially-localized action
each of whose doers (see #$doneBy) is either a
#$HomoSapiens or a group of humans (i.e. a #$Group all of
whose members are #$HomoSapiens or groups of humans).
bd588deb-9c29-11b1-9dad-c379636f7270
The Action of enrolling of a student in an educational
institution.
COSMO note: This Action includes actions on both sides - that of
the student and that of the school representative doing the
enrolling.
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A specialization of #$HumanActivity. Each
instance of #$TakingCareOfSomething is a purposeful action
in which an agent acts to maintain, preserve, or promote the
health or good condition of someone or something (the thing
taken care of is related to the action via the predicate
#$objectTakenCareOf (q.v.)). Notable specializations of
#$TakingCareOfSomething include #$Exercising,
#$MedicalTreatmentEvent, and #$TeethCleaning.
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.
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COSMO note: an ImprovementEvent is clasified as
such from the point of view of anyone who considers
his/her situation to have improved. This differes form the
Cyc defnition. Improvements can occur without the
participation of the beneficiary, such as EconomicImprovement
Cyc: The collection of actions in which something is
improved by being changed. The improvement is from the
point of view of the performer.
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An ImprovementEvent in which some aspect of the
economic situation of a population has
improved. Each EconomicImprovementEvent is the
result of some EconomicDevelopment process, however,
CoSMO does not require that the EconomicDevelopment process
be reified in order to reference an EconomicImprovementEvent.
The collection of all events, brief or extended,
in which an agent is acquiring information or know-how.
This applies to all reading events, with the
interpretation that reading means to learn (to some extent)
what was written in the written material, even if that material
is fictional or useless information, or the information
content was already known.
NOTE: intentional attempts at learning,such as searching and
investigation, even if unsuccessful, are categorized as
'Learning' in COSMO because information is obtained,
even in unsuccessful search, where the searcher learns that
what is sought is not present where it was sought.
SUMO: The Class of Processes which relate to the
acquisition of information.
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COSMO note: Cyc considers all experience to be learning,
which may be problematic for bad experiences. We leave it
as Cyc has it, but need to remove' TakingCareOfSomething' from
the parents, to allow non-deliberate learning.
Cyc: An Event in which a CognitiveAgent participates
in some PhysicalEvent, and through sense impressions learns
something. The Learning in an Experience is a result
not merely of interpreting the content of a Communication,
but from sense impressions or invoked responses other than
the sense impressions required to interpret a communication.
As a borderline included case, it is possible to say
that a person has an 'Experience' in reading a book,
because the book evoked emotions; in this case the
'Experience' includes the evoking of the emotions, not
merely the interpretation of the content. A person may
also have an 'Experience' in a conversation by observig
how the others in the conversation react to events in
the conversation.
An Experience will include a Perceiving event and
a Reaction event.
From Random House Webster:
'the process or fact of personally observing, encountering,
or undergoing something: [e.g.] business experience.'
NOTE: in COSMO we classify an 'Experience' as a subtype of
'Action' to indicate that the focus of the subject is an
Agent, even though no Events external to the Agent may
be caused by the Experience.
A specialization of #$Action. Each instance of
#$SingleDoerAction is an action which can have only one
doer (see the predicate #$doneBy). Such actions may be
intentional, but they need not be. Most bodily functions
(e.g., the instances of #$Heartbeating or
#$Bleeding-TheAction) belong to specializations of
#$SingleDoerAction, because the only doer of a normal bodily
function is the body of a single agent. In order for a type
of action (i.e., a specialization of #$Action) to be a
specialization of #$SingleDoerAction, it must be
inconsistent to assert, for any instance
ACT; of that type of action, both
(#$doneBy ACT; X;) and
(#$doneBy ACT; Y;),
where X; and Y; are
different. Notable specializations of #$SingleDoerAction
include #$Sleeping, #$Dying, #$AnimalWalkingProcess, and #$WritingByHand.
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phenomenon[DOLCE?no_actor_involved]
A phenomenon is basically an Event that does not include
any intentional active participation. Therefore it is disjoint with 'Action'.
Natural events that are not caused by the action of an animal
will be subtypes of this category.
DOLCE (phenomenon)
Therefore, it cannot be sequenced by a task. It can be seen as an
accomplishment when some intentionality puts boundaries on it
(although it is not claimed to be inherently intentional).
On the other hand, a purely physical phenomenon does not seem
to have inherent boundaries either ... and also for biological
processes as well as economic processes this seems to be disputable.
If the boundary hypothesis is discarded, phenomenon should
migrate under process.
OPENCYC 1: MAY 23, 2002
The collection of wholly intangible individuals, a specialization of both
#$Intangible and #$Individual. Instances of #$IntangibleIndividual are immaterial,
and thus do not have mass, color, or other tangible qualities. Examples include
mathematical objects (such as numbers, functions, and relations), attributes,
time intervals, space regions, and events. Excluded are sets and collections because,
although intangible, they are not individuals.
IntangibleIndividual*
A MentalObject is an Object that does not have mass and was created
by an IntelligentAgent (usually a Person.or Organization). This is a very
broad and primitive category comprehensible mostly by inspection of
a list of subtypes. Since this is not physical, instances of this
Type are not observable, but physical representations of instances
of this Type (such as a specific copy of 'Gone With the Wind') can
be weighed and felt.
Abstract texts, musical compositions, propositions, theories, plays, poems,
speeches, rights - all are MentalObjects. They will invariably have a physical
representation in some PhysicalObject (including brains, light waves and sound waves).
But the MentalObject itself has no physical (material) component. This corresponds
closely to what in some systems (e.g. the Ontology Works top ontology) is called an
'AbstractArtifact' - something created by a Person that is not a PhysicalObject.
We adopt the convention that an individual MentalObject exists only so long as there
is some PhysicalObject that represents it. That PhysicalObject could be the brain
of a Person, some sound or electromagnetic waves encoding that MentalObject, or
some piece of paper with markings on it. When the last physical object representing
that MentalObject ceases to exist, that MentalObject also ceases to exist. A new
MentalObject indistinguishable from a previously existing one can always be created
(even by the original creator), but it would be a different individual with a
different identity.
NOTE that a MentalObject is a subtype of 'AbstractEntity', but we adopt the convention that
it can hava a location in space-time, being the collection of locations where its physical
representations are located. Thus a Belief or a Proposition may be located in the brain of
one or more IntelligentAgents, or in physical documents describing the belief symbolically.
This 'location' differs from the location of any individual physical object, because
the location is the collection of all physical objects containing representations of
the Mental Object. This notion of 'abstract' is not the same as the traditional 'abstract' which cannot be
located in space-time. Other subtypes of 'AbstractEntity' such as MathemaitcalObjects
will be more traditionally abstract in that way. An idiosyncratic 'location' for a
MentalObject is the location of a GeopoliticalEntity, which is located in the region
controlled by the GeopoliticalEntity.
Equivalent to the Cyc #$Artifact-Intangible
OPENCYC 1: MAY 23, 2002: A specialization of both #$IntangibleIndividual and #$Artifact-Generic. Each instance
of #$Artifact-Intangible is an intangible thing intentionally created by an agent or agents.
Important specializations of #$Artifact-Intangible include #$ComputerLanguage,
#$ConceptualWork, and #$Agreement.
Cyc: The collection of all instances of matters of
discussion, debate, or public concern.
Synonyms: consideration, factor (for planning purposes)
Similar to sense 2 of 'consideration' in WOrdNet
WordNet 2.1 circumstance, condition, consideration --
(information that should be kept in mind when making a decision;
'another consideration is the time it would take')
WordNet Sense 4 is closer to COSMO 'Topic', the parent of
COSMO 'Issue':.
Wordnet 4. topic, subject, issue, matter -- (some situation or
event that is thought about; 'he kept drifting off the topic';
'he had been thinking about the subject for several years';
'it is a matter for the police')
Sense 1 of 'issue' in WordNet (a matter in dispute) is treated
in COSMO as the more specific subtype of 'PublicIssue'
Wordnet sense 1. issue -- (an important question that is in dispute
and must be settled;
'the issue could be settled by requiring public education
for everyone'; 'politicians never discuss the real issues'
COSMO note: this is a very broad category, which
can include any topic that may need discussion for
cooperative decision-making. Thus something labeled
as an 'issue' may be a state, attribute, object, action -
any category of thing that can affect a person.
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An Issue that forms a topic of discussion
that is widely believed to need resolution as a matterfor pubic
(usually government) action.
Sinilar to Sense 1 of 'issue' in WordNet (a matter in dispute):
Wordnet sense 1. issue -- (an important question that is in dispute
and must be settled;
'the issue could be settled by requiring public education
for everyone'; 'politicians never discuss the real issues'
COSMO note: this is a very broad category, which
can include any topic that may need discussion for
cooperative decision-making. Thus something labeled
as an 'issue' may be a state, attribute, object, action -
any category of thing that can affect a person.
bf7ab027-9c29-11b1-9dad-c379636f7270
COSMO note: called 'AwardPractice' in Cyc.
Each instance of this type is an abstract object
conveyed from some Authority (some person or organization
who created the type of award conferred) to an individual,
organization, animal (first prize at a competition) or
to some object (building, art work)
The abstract award is often symbolized by presentation
of a plaque, medal, trophy, or document. An academic degree
is an HonorAward. An HonorAward is often, but does not
have to be, in recognition of some distinguished
action. Military medals (abstract version) are
HonorAwards. Each HonorAward is considered in COSMO
by convention as being created on the day it is
formally presented.
Cyc: A collection of intangibles. Each instance of
#$AwardPractice is a distinction bestowed upon someone or
something by an appropriately authorized agent, generally in
recognition of some accomplishment and often as a result of
a competitive process. Awards may be given to people,
books, buildings, cities, etc. Note that this collection
represents the awards themselves rather than tangible
symbols of awards, such as medals or Oscar statuettes. Nor
do its instances represent any money that might accompany an
award. See also #$SymbolicObject, #$Token-Physical.
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A MilitaryAward is an HonorAward (abstract)
assigned by some authority for actions performed while
in a MilitaryOrganization. The award may be assigned by
a MilitaryOrganization or a Government (e.g. the
Congressional Medal of Honor).
An AppearanceAttribute is an attribute of a Person
that can be observed by looking at the person. Marks on
the skin, even though they may be hidden when normal
clothing is worn, are appearance attributes (e.g. tatoos
on the buttocks).
hasFeature relates an Object (abstract or physical) to
some Feature possessed by the Object. A Feature is an
Object, but not necessarily a PhysicalObject, and
not necessrily a part.
hasPhysiologicalFeature relates an Organism to
some observalbe external Feature possessed by the Organism.
A Feature is an Object, but not necessarily a PhysicalObject,
it cold be a dimple or wrinkle on the face.
A PhysicalObject that symbolizes that some
person, organization, or thing has been awarded an
HonorAward by some Authority. Trophies awarded for sports
competitions, Military medals and the Oscar (Academy Award)
are examples.
A MilitaryDecoration is an AwardSymbol (e.g.
medal, ribbon, or both) that symbolizes that some person,
has been awarded a MilitaryAward by some MilitaryOrganization
or Government.
hasMilitaryDecoration relates a Person
to some MilitaryAward that was conferred on that Person.
The award is the abstract honor, not the physical symobl,
which may have been lost or given away. Once the award
is conferred, the Person always 'has' it, even if the
person rejects or refuses to accept it. This relation
indicates the act of conferring the award.
Creates and awards AcademyAwards (the Oscar).
A specialization of #$AwardPractice. Each
instance of #$AcademyAward is given by the
#$AcademyOfMotionPictureArtsAndSciences. Note that the
award is an intangible. Multiple Oscar statuettes may be
given for one award, when there are collaborators, or on the
rare occasions of a tie.
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A MentalObject that relates two or more IntelligentAgents in such a
way that the Agent that has the Right may do something that affects the other Agent,
without creating a right for the other Agent. This is a primitive concept.
The Right refers to some future Sitation (action, event, state) that the
Agent having the Right may cause to occur.
The Random House Webster describes this sense of 'right' as:
'that which is due to anyone by just claim, legal guarantees, moral principles, etc.'
A Right is in some sense an inverse of Obligation, in that failure to perform an
Obligation can incur negative consequences for an Agent with an Obligation,
whereas in theory having a Right should allow an Agent to perform an act
without direct negative social consequences from the Agent against whom a Right
is held. For certain types of Right, not having a Right implies an Obligation
not to do the action that is the subject of the Right.
Whereas an Obligation is created by an Authority, a Right can
be created by simple unilateral permission, negotiation, payment, or by dint of a
situation such as being born in a particular place. Nevertheless, a Right always
involves some other Agent (which can be as abstract as God or one's own conscience),
otherwise the alternative of not having a Right would incur no negative consequence on
performing the action.
The Right to ownership of private property. This 'Right' is
not universally acknowledged (as in Communist countries), and is restricgted
by other rights like eminent domain.
'Property' in Yale OCM (420) appears to be similar in meaning::
OCM: General statements dealing with several of the specific aspects
of the property system. Material concerning the property system as a whole
will be filed in Category 421. The term 'property' is to be distinguished
from wealth, material possessions, or any object of ownership. It is
to be understood only in the strict technical sense of the jural relations
of people with regard to some subject matter and governing the use and enjoyment
of the latter. In precise usage, a 'right' is correlated with a 'duty' (if A has a
right against B, B is under a corresponding duty toward A); a 'privilege' is
correlated with 'no right' (if A has a privilege as against B, B has no right
against A, instead of a duty); a 'power' is correlated with 'liability' (if A
has a power as against B, B is under a liability that his jural relations may
be changed by a voluntary act on the past of A). A 'title' is a
distinct constellation of rights, privileges, and powers with respect to some
subject matter. A 'type of ownership' refers to the social composition of the
holders of a title, e.g., an individual, a partnership, a clan, a corporation,
a state. A 'property transaction' is an act which transfers a title
to a new owner. A "property system" consists of every type of title, ownership,
and property transaction recognized by a society with respect to all culturally
defined classes of subject matter, and is not dependent upon the statistical
frequency with which its constituent elements manifest themselves..
The Right to purchase or sell a specific quantity of a financial security
.at a fixed price within some period of time. This Right relates to
some specific Agent with whom the transaction will be made. Options almost
always have an expiration date, but do not have to expire.
GenericSubstance[COSMO-added:_not_an_object,_includes_chemicals]
List name: GenericSubstance_COSMO-added__not_an_object__includes_chemicals_
COSMO: GenericSubstance is an abstract notion of Substance as the stuff of
which objects are composed. It is not an object, even though 'Substance'
in OpenCyc and SUMO are actually objects of some particular (homogeneous)
composition. In COSMO, we make this provision, among other reasons,
to allow abstract 'substances' to compose abstract objects.
In COSMO 'Subtance' is a concept that is analogous to the derivative
of an object with respect to volume, i.e. it acts like an abstract density
(of some substance type). For COSMO version 0.01 (COSMOtopOWL03: 2006-01-01)
the required axioms for a proper definition have not been added.
For more discussion see:
http://colab.cim3.net/file/work/SICoP/ontac/reference/DimensionsOfProcessAndEvent.doc
A PhysicalSubstance includes any of the common 'substances' we encounter every day:
water, air, sugar, salt, coffee (ground or as a drink), beer, meat, steel, plastic, etc.
This concept must not be construed as a physical object made of some substance.
PhysicalObjects which are relatively homogeneous (the atmosphere, the ocean) can be
construed as consisting of one or more PhysicalSubstances.
IMPORTANT NOTE: PhysicalSubstances are categorized by the main consitutent.
Therefore 'SeaWater' is considered as a subtype of 'Water'. The pure chemical substances
can be represented when desirable by creating a 'Pure' category under the general heading.
Thus we have a Type called 'PureWater'. Steel might be considered as a subtype of 'Iron',
except that some steels do not have iron as the main consitutent.
COSMO note: Because substances are represented in COSMO as Types (classes) rather than
instances, the specification of properties of substances gets involved,
and the intended meanings cannot be specified fully without the use of FOL.
As placeholders, some relations between substances are specified, and in OWL these
will be interprted as applying only to those specific Substances (Type that are
instances of SubstanceType), while the intended meaning is that the relation
applies not only to the particular Type but to all subtypes as well.
THe translation of the OWL ontology to FOL should carefully handle these
placeholder relations to be sure hey are translated properly.
.
The restriction on hasGrainDiameter for SubstanceTypes (which see) should require
subclasses rather than instances
of LengthMeasure - instances may have to be created as a workaround.
(still not decided, v0.43).
NOTE that a substance at some particular concentration is a subtype of that
substance. To expresss that an object contains a particular concentration of
a substance, one can create a subclass of that substance having the
appropriate concentration attribute, and relate the object to that
concentration of substance by the relation 'hasConstituentSubstance'.
This representation solves some logical problems, but creates implementation
problems in restricted logics such as OWL.
We are using a relation: 'hasQualitativeAttribute', with specific substances
as the domain 'instance', with a restriction on the range value,
to indicate that substances necessarily have some particular property.
However, OWL will interpret the restriction as applying to the instances of the
substance Type (of which there are none) rather than on the substance Type itself,
or its subtype. This restriction will have to be
interpreted by applications as meaning that the substance represented by the
class has those properties. the easy way to solve the problem is to create
a metatype for each substance Type (i.e. for each of millions of substances),
and have the restriction apply to the metatype - but this duplicates Types
as metatypes. Leave the proper implementation to the application
A collection of collections, and a specialization
of #$TemporalStuffType. Each instance of
#$ExistingStuffType is a collection of things (including
portions of things) which are both temporally and spatially
stufflike. Division in time or space does not destroy the
stufflike quality of the object (down to a certain
granularity). (#$isa STUFFTYPE #$ExistingStuffType)
implies both (i) for most instances STUFF of STUFFTYPE, for
any proper physical part (see #$physicalParts) PART of
STUFF, PART is also an instance of STUFFTYPE and (ii) for
all instances STUFF of STUFFTYPE, for most proper physical
parts PART of STUFF, PART is also an instance of STUFFTYPE.
For example, every piece of wood is temporally stufflike: if
W-168 is a piece of wood during 1996, then it's also a
piece of wood for the one-minute time-slice 9:05am 7/7/96.
It's also spatially stufflike: if we take that piece of
wood W-168 and cut it in half, we have two things which are
both pieces of wood. Since every piece of wood is both
temporally and spatially stufflike, #$Wood is an instance of
#$ExistingStuffType. Other instances of #$ExistingStuffType
include the collections #$AppleJuice, #$IceCream, #$Diamond,
#$WaxedPaper, and #$StriatedMuscle. See the comment for
#$StuffType to learn more about the distinctions between,
and the need for, these four collections: #$StuffType,
#$ObjectType, #$ExistingStuffType, and #$ExistingObjectType.
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A #$SecondOrderCollection and a specialization of
#$ExistingStuffType (q.v.). Each instance of
#$TangibleStuffStateType is a collection of pieces of
tangible stuff that are all in the same distinct physical
state, where the notion of physical state is a naive (as
in #$NaivePhysicsMt) concept of a distinctive physical
structure and/or texture. Some instances of
#$TangibleStuffStateType have distinctive chemical
compositions, such as #$Diamond; but for collections that
are distinguished _solely_ on the basis of chemical
composition, see #$TangibleStuffCompositionType.
#$TangibleStuffStateType includes both (i) collections of
substances that can exist only in one distinct physical
state (e.g. #$Diamond again) and (ii) collections of pieces
of stuff that by definition are in a certain distinct state
(e.g. ice). Instances of #$TangibleStuffStateType include
#$Foam, #$Rubble, and (#$LiquidFn #$Water). Note that
#$Water per se is _not_ an instance of
#$TangibleStuffStateType, since some water is in a gaseous
state or a solid state. See also (the somewhat orthogonal) #$PhysicalStructuralAttribute.
be00c400-9c29-11b1-9dad-c379636f7270
isTheProductOf relates an Object (abstract or physical) to
the PhysicalEvent in which it was created.
A FractionalComponentSubstance is a PhysicalSubstance
that is a component part of some other PhysicalSubstance, and has
an attribute value that indicates what percentage of the
whole substance consists of this FractionalComponentSubstance.
The percentage composition (which can be mass percent or volume percent)
is a necessary part of the definition of each instance of this Type.
Every subtype of this type must be an instance of SubstanceType.
This odd Type is included as a way to represent fractional substance
composition, which more naturally would be representdd by a
ternary relation [e.g., (hasFractionalComponent Air Oxygen 20%).
But to accommodate the OWL binary relation restrictions,
this Type is added.
Oxygen at 20% weight fraction.
0.20
isWeightFraction is a very specialized relation for the
Type 'FractionalComponentSubstance', which specifies the farction of
the domain argument that is represented by the specific instance
of 'FractionalComponentSubstance'. In English,
this might be expressed as (20% Oxygen) for a substance whose
parent is Oxygen, and whose percentage (by weight) is 20.
For the rationale requiring this relation, see 'FractionalComponentSubstance'.
hasParentSubstance is a specialized relation for use
in specifying the meaning of an instance of 'FractionalComponentSubstance'.
For the rationale behind the use of this relation, see
'FractionalComponentSubstance'
The collection of all #$Resources consists in
things that are useful, i.e. things that are either needed or
helpful for carrying out a task or running a system.
Resources include financial resources, energy resources, raw
materials, information, infra-structure and so on.
Certain types of people may qualify as 'Resource' - employees,
slaves, contractors, etc. But 'Resource' is a Role, and
not all people are Resources - it depends on the situation.
Important NOTE: A Resource does not necessarily have to
have a net positive value, it merely needs to be useful in
some situation. Some things that may count as
resources may be, depending on the situation, a
'white elephant', i.e. the cost of ownership may exceed the
monetary value of its practical utility. For resources
that have a net positive value, the subtype 'Asset' is used.
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 a subtype
of Sign as one of their arguments..
a metatype that can be used
as an argument restriction for relations that take a subtype
of SystemCondition as one of their arguments..
a metatype that can be used
as an argument restriction for relations that take a subtype
of 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 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 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 (e.g. 'ToDanceTheTango'); a company
that can make a particular product would have that capability specified
(e.g. 'ToManufactureWidgets'). For people, Capabilities to do specific
actions often come in a wide range of degrees of expertise. Another important
'Capability' is categorized under the subtype 'Tendency', which specifies the way
that an object is likely to behave; the tendency of non-living organic
material to decompose when not frozen is an example of such a tendency.
See 'Tendency' for additional discussion of that subtype. NOTE that
to have a Capability does not mean that it is possible for the
agent to perform that action at any time, or even that the agent has
performed that action. There may be motivational inhibitions or
blocking conditions that prevent an agent from exercising a Capability
at any given time and place.
@ToDO: do computer programs have Capabilities or only the computer that runs the
program? If the program itself has capability, then this attribute would not
be a property only of PhysicalObjects. How to specify that a ComputerProgram
enables a computer to do things? Not resolved as of v0.48. Similar to a learned capability?
Is a ComputerProgram a form of learning - at least when installed?
To dissect individual capabilities, it is necessary to create instances of
the subtypes of this Type (InstrumentCapability or AgentCapability),
and each of those instances should specify exactly what type of
Action the role (Agent or Instrument) is effective in. A Capability
will usually be labeled with an infinitive verbal form, with or without an object,
such as 'ToDance' or 'ToEnableTelecommunication'.
Each subtype of Capability is a role in some type of action that some
Object can perform or assist in performing. One subtype of this
is 'Function', specifically a type of action for which an object
has been designed, either by some IntelligentAgent or by Evolution.
Capbilities generally have more than one degree - as in 'Intelligence'.
In CYC, classes representing types of capability are signaled by
making them instances of a metaclass of 'capabilities'. COSMO
avoids metaclasses except where necessary to serve as the type restriction
on a relation's argument. Thus 'CapabilityType' is defined for
that purpose.
To squeeze this notion into an OWL binary relation format,
specialized relations are used:
canServeAsAgentInActionType
canServeAsInstrumentInActionType
. . . but the logical relations between these relations and
the attibution of a Capability to some Object or Agent must
depend on rules not definable in a simple OWL format.
Extensions may use SWRL for this.
The relation between a 'Capability' and the actual instance of
physical action is 'wasRealizedByAction'.
@ToDo: more elaboration needed (v0.45). Higher-arity relations
would be useful here:
{{?x hasCapability ?y} impliesThat
{?x canPerformRole ?ROLE inEventType ?EVENTTYPE}}
NOTE the triangular relation:
an Artifact hasDesignFunction which is
an ActionType, A Capability or Function wasRealizedByAction which is an
*instance* of an Event or Action Type.
see also 'ableToAffect'
A common term synonymous (in one sense) with
COSMO 'Capability'.
The Capability to act as an Agent in some Action.
NOTE that an AgentCapability is a subtype of 'Resource',
because the term 'resource' is sometimes used to refer to
a person's abilities. 'She has resources she has not
yet shown.' This conforms to sense 6 of 'resource' in
Random House Webster:
'6. capability in dealing with a situation or
in meeting difficulties: a woman of resource.'
The Capability to learn, understand, and think. This
category includes the low levels of intelligence found in some of
the more intelligent animals such as apes and dolphins.
The ability to perform a DancingEvent. This
Capbility has many variations and degrees of expertise..
The ability to perform a DancingEvent in the manner
of a Waltz. There are variations fo the Waltz and different
degrees of expertise..
The ability to add, subtract, multiply,
or divide numbers. This covers the full range of arithmetic
ability from simple addition to root extraction.
A low level of intelligence - inadequate to support
use of a human language, but enabling some manipulation of symbols.
It is found in some primates and dolphins,
and perhaps other animals.
The Capability to act as an Instrument in some Action.
canServeInActionType relates an AgentCapability
or an InstrumnentCapability to a type of action that
the Agent can perform or the Instrument can facilitate.
To determine the type of capability, it will benecessary to
determine the Type of the subject of this relation.
canServeAsAgentInActionType relates an Agent
to a type of action that the Agent can perform.
canServeAsInstrumentInActionType relates an Object
to a type of Action that the Object can facilitate
when wielded by an Agent.
ActionType is a metaclass used as the Type restriction on certain relations
that take subclasses of Action as their argument.
The function that an artifact is designed to perfrom,
when it is designed to perform a function..
TopicType is a metaclass used as the Type restriction on fields of knowledge,
whether formal or informal. This type allows assertions about a whole field,
as in the relation 'isKnowledgeableAbout'.
CapabilityType is a metaclass used as the Type restriction on certain relations
that take subclasses of Capability as their argument.
OrganizationType is a metaclass used as the Type restriction on certain relations
that take subclasses of Organization as their argument.
VolumeType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for volume attributes.
This is a primitive mechanism to accommodate OWL limitations.
VitalityAttributeType is a metatype which is a specialization of
the Protege owl:Class that can serve as type for attributes specifyuing
vitality (alive, dead) and an argument restriction for some relations
on QualitativeAttributes.
This is a primitive mechanism to accommodate OWL limitations.
An attribute that specifies whether an animal is alive,
dead, conscious, or unconscious - meaningful only when asserted at a
particular time.
The SUMO 'AnimacyAttribute' is restricted to being alive or dead:
SUMO: Attributes that indicate whether an Organism is alive or not.
The SUMO term approximately equivalent to 'VitalityAttribute'.
An attribute that specifies that an animal is alive, - meaningful only when asserted at a
particular time.
An attribute that specifies that either it is
unknown whether an animal is dead or alive, or it doesn't matter
for the context whether the animal is dead or alive.
An attribute that specifies that an animal is dead, - meaningful only when asserted at a
particular time. Disjoint with 'alive'. Note that a person can be dead and still be
a person.
NOTE that an animal that is dead in this sense can never again be alive. For the
situation where an animal has no vital signs, but then revives, see the
attribute 'ClinicallyDead'.
The attribute of being healthy, which means not
having any identifiable illnesses that would cause one to say
taht a person is ill or sick.
Cyc: The state of being healthy, i.e., not suffering
from any type of #$AilmentCondition.
19b8d7d4-74bc-11d6-8000-00a0c99cc5ae
An attribute that specifies that an animal (usually
applied to people) is 'clinically dead', i.e. has no vital signs.
This is not the same as being truly dead, as people who are
clinically dead may come back to life. This category is
ambiguous, implying neither that a person is dead nor that the
person is alive. It is likely to be used in situations where a person
who was clinically dead revived, and should only be used to
indicate that a person was recently alive but now appears dead.
An attribute that specifies that an animal has been conceived, but is not yet born, -
covering all stages from conception to birth. Meaningful only when asserted at a
particular time.
An attribute that specifies that an animal that is mentioned
has not yet been conceived, which means that it is a hypothetical
animal (or person) that may exists in the future. This provides a referent to
refer to anticipated future people as in statements such as
'My children will be well schooled' when such children do not yet
exist physically. Such referents might also be attributed to a
hypothetical world, to achieve a similar logical effect, but the
use of NotYetAlive suggests an expectation (at the time the assertion
is made) that such individuals
will in fact exist at some point in the future, and are not
being postulated for argument's sake.
An attribute that specifies that a person is conscious, - meaningful only when asserted at a
particular time.
An attribute that specifies that an animal is awake, not sleeping or unconscious,
- meaningful only when asserted at a particular time.
An attribute that specifies that an animal is sleeping,
which implies that the animal is conscious (unconscious is considered
here as qualitatively different from sleeping), - meaningful only when asserted at a
particular time.
An attribute that specifies that an animal is unconscious,
which implies that the animal is alive. - meaningful only when asserted at a
particular time.
An attribute that specifies that an animal is vegetative,
which is categorized here as a more profound state of being
unconscious, which also implies that the animal is alive, but not
likely to regain consciousness. Meaningful only when asserted at a
particular time.
A Difference is an AttributeValue of a pair of entities,
or of the diachronically same entity at different times. The AttributeValue
consists of a group of paired AttributeValues, one pair for each type
of AttributeValue or Relation for which the value differs. If there
are no attribute values or relations that differ, the two
entities might be identical - but if they have different locations,
they will not be identical even if the locations are not specified
in the description of the entities. The problem in deciding identity from
a list of differences is that one never knows that *all* properties of two
entities are known to be compared. Quantum mechanical issues
create additional complications in comparisons at the subatomic level.
A difference is one or more pairs of Attributes, qualitative or
quantitative, that is derived as the result of a comparison process between
one or more attributes of two entities, or between that attribute of a single
entity after some period of time, as after an Event. A comparison process
may also result in a partially complementary list of similarities (see 'Similarity').
There is no exact WordNet concept that expressses this meaning, but this is
closest to WordNet sense 1 of 'difference:
WN: the quality of being unlike or dissimilar;
'there are many differences between jazz and rock'
WN-N04692996: sense 1 of 'difference' in WN 2.1.
In the case of wordnet sense 1, it appears that this is intended to
represent an overall difference, which could be a set of differences
between two entities.There is, however, no other sense of 'difference'
in WordNet that is more general, so this sense is assigned the
most general 'difference'
A common-sense problem arises when we classify a difference as
merely an attribute which expresses the result of 'subtracting' one
attribute value from another. If there is no difference, this
result constitutes both a difference (value = 0) and a
similarity (i.e. no difference). This is counterintuitive, from a
linguistic point of view. Accordingly, though logically a 'similarity'
could be classified as merely a 'small difference', the term
'similarity' will not be arranged as a subtype of 'Difference', but directly
under 'AttributeValue', as is 'Difference'.
To 'compare and contrast' two entities, both the similarities
and the differences might be listed.
A Similarity is an AttributeValue of a pair of entities,
or of the diachronically same entity at different times. The AttributeValue
consists of a group of paired properties, one pair for each type
of AttributeValue or Relation for which the value is identical
or negligibly small. (see also 'Difference' for a related
concept).
The common-sense notion of 'similarity' implies that the
things that are 'similar' are not in fact the same thing.
When asked to describe similarities, the list should include
those properties (attributes or relations) that are little
different between nonidentical entities. There may also be
many ifferences, but the differences
are not part of the 'similarity' attribute.
causes specifies that one EventType usually or
often has as a result some other EventType; the resulting EventType may be
a PersistentState (persistent for some period of time after it is
caused); the probability of the resulting event ensuing is not
specified,but can be specified by subrelations.
NOTE: This relation is for direct physical causation,
not the kind of causation that is mediated by mental processes,
such as 'Jack's action caused me to leave the room'. The
relations specifying mental causation are discussed under 'causesMentalEvent'.
NOTE: to specify that one event inevitably causes another use the
relation 'alwaysCauses'.
To specify that an instance of an Event was caused by another instance of
an Event, use 'hadEffect'.
COSMO note: causality is a very primitive concept, about which there is
no broad consensus. For COSMO, the main inference is the contrafactual
assertion that 'if A caused B, B would not have occurred without A'.
This by itself does not distinguish 'cause' from enabling conditions.
The causal Event A should also be specified as effecting a change such that
the state before A would not have permitted B, while the state after A
did permit B. But processes can also have causal relations. The causality
of processes is not yet elaborated in COSMO. More logical
elaboration is needed.
hadEffect Specifies one of the effects that are the result of an
Event. Not every Event needs to have an 'effect'. A stative event
merely represents the continuation of some attributes at their initial value
for some interval of time, and no changes occur to be worthy of representing as
an 'effect'.
NOTE that this is an instance-level relation, and cannot be used
to state that some type of Event typically or always causes some
type of Effect. For the type-level relation use 'causes' or
'alwaysCauses'.
NOTE that the use of the past tense in this relation does not necessarily
mean that the Event argument occurred in the past before the assertion time;
this relation can also be used to relate possible future Events.
The past tense merely emphasizes that we are discussing arg1 Events
that, in the given context, are viewed as completed and not ongoing.
In Cyc the relation '#$causes-EventEvent' (guid = bfa7c0e3-9c29-11b1-9dad-c379636f7270)
has a similar meaning.
Cyc: (#$causes-EventEvent CAUSE EFFECT) means that the
event CAUSE was sufficient to cause the event EFFECT.
#$causes-EventEvent is the predicate to use for token-token
event causation, i.e., causation between individual events.
See #$NoteAboutCausationPredicates for a map of related predicates.
'caused' is a relation between instances of Events, specifying that
one Event resulted by some direct mechanism in the occurrence of some other Event.
It is a subproperty of 'hadEffect', restricted to Events where the occurrence of
one resulting Event can be attributed to the necessary occurrence of a prior or simultaneous
Event.
NOTE: This relation is for direct physical causation,
not the kind of causation that is mediated by mental processes,
such as 'Jack's action caused me to leave the room'. The
relations specifying mental causation are discussed under 'causesMentalEvent'.
COSMO note: causality is a very primitive concept, about which there is
no broad consensus. For COSMO, the main inference is the contrafactual
assertion that 'if A caused B, B would not have occurred without A'.
This by itself does not distinguish 'cause' from enabling conditions.
The causal Event A should also be specified as effecting a change such that
the state before A would not have permitted B, while the state after A
did permit B. But processes can also have causal relations. The causality
of processes is not yet elaborated in COSMO (v 0.43). More logical
elaboration is needed.
alwaysCauses specifies that one EventType inevitably has
as a result some other EventType. This is primarily used for
conceptual relations, like 'killing causes death'. In the physical world,
there are many event types that usually result in some other EventType,
but not always - for that relation use 'causes'.
To specify that an instance of an Event was caused by another instance of
an Event, use 'hadEffect'.
causesMentalEvent is a specialization of relation 'causes'
which relates a type of Event to some mental Event that is *typically* (but
not necessarily alas) caused by the causing Event (however, there is no metatype
in COSMO 0.43 specifically for MentalEvents as opposed to other events.)
The MentalEvent can be to experience an emotion, to acquire
knowledge, to believe something, or to decide to do something. A MentalEvent in
which an agent deicdes to do something may be followed by the actual action, and
this relation can be used to specify that a particular EventType typically
causes some agent to engage in that action - the use of this relation will
imply that the Action caused was mediated by causation of a MentalEvent.
The difference between MentalCausation and PhysicalCausation is that the former
must act through the intermediation of some MentalEvent in an agent, whereas the
latter procedes directly by transfer of matter or energy to some physical system,
and does not require the intermediation of some mental action in a cognitive agent.
Mental causation is a subrelations of physical causation, since it proceeds via
a physical Event, and causes a MentalEvent, which is a subtype of physical event.
NOTE that the desire for or anticipation of some future event can be a mental cause.
Thus, although a mental cause (such as desire or anticipation) must predede or be
simultaneous with its effect, just as for physical causes, a FutureEvent may be directly
related to a mental cause (form a part of the anticipated or desired event), which is not true
of physical causes.
isTheCauseOfMentalSituation relates some
Objects, Processes or Events to a MentalEvent or Mental process,
which are caused in some way by the causative Object or Event.
This relation allows Objects to be the 'cause' of mental events,
(such as revulsion or admiration) even though the act of
looking at or thinking about an Object may be said to be the actual
'cause'. This relation is broad to allow direct representation of
linguistic relations. The subrelation 'hadMentalEffect' is
more restricted to causes that are Events.
NOTE that 'situations' such as a ProblemSituation
are Events, and may be related to MentalEvents by this relation.
hadMentalEffect is a subproperty of 'hasEffect' in which the Effect
is a MentalEvent or mental process. It is also a subproperty of
'isTheCauseOfMentalSituation', which is a relation with a
borader range of causative things.
NOTE that this is an instance-level relation, and cannot be used
to state that some type of Event typically or always causes some
type of mental effect. For the type-level relation use 'causesMentalEvent'.
NOTE that the use of the past tense in this relation does not necessarily
mean that the Event argument occurred in the past before the assertion time;
this relation can also be used to relate possible future Events.
The past tense merely emphasizes that we are discussing arg1 Events
that, in the given context, are viewed as completed and not ongoing.
NOTE that although this relation specifies causation of a mental Event
or process, the resulting Event may be the impetus to an Action
that was motivated by a MentalEvent caused by
the first argument Event. Thus external Events that cause mental
states may cause physical Events via this relation of mental
causation.
convincedAgentToAction is a subproperty of 'hadMentalEffect' in which
the Effect is a MentalEvent, or some Action resulting from a MentalEvent
that was caused by the first argument. This is an aggregate relation, which should
be a tertiary relation of the form {?Event convinced ?Agent toDo ?Action}.
Because of the binary relation limitation of OWL, this is compressed into
a binary relation in which the second argument is an Action that specifies
a specific Action performed by some specific Agent. To determine the Agent that
was convinced by the Event of argument1, it will be necessary to extract the
Agent from the Action instance. This relation expresses the notion of
something (a physical Event or some social Event such as a discussion)
convincing someone to think something, believe something, to feel some
emotion, or to do some action.
NOTE that although this relation name indicates 'Action', the 'Action' can
be a strictly mental event (even a stative Event) such as believing something
or having some emotional reaction such as fear or eager anticipation.
This relation can be used to epress the results of some action taken by one
person or organization to persuade someone else to believe something. The causative
Event, however, need not be a deliberate attempt at persuasion; some natural event can persuade
people to believe something or to take action, and this relation can be broadly
utilized to express, for example, that some astronomical event convinced a scientist that
some physical law is true; or that some natural disaster convinced people to move their
residence.
NOTE that this is an instance-level relation, and cannot be used
to state that some type of Event typically or always causes some
type of mental effect. For the type-level relation use 'causesMentalEvent'.
causedToBelieve is a subproperty of 'convincedAgentToAction', specifically
resulting in a state of belief This is an aggregate relation, which should
be a tertiary relation of the form {?Event convinced ?Agent toBelief ?Proposition}.
Because of the binary relation limitation of OWL, this is compressed into
a binary relation in which the second argument is
NOTE that this is an instance-level relation, and cannot be used
to state that some type of Event typically or always causes some
type of mental effect. For the type-level relation use 'causesMentalEvent'.
isTheReverseOf specifies that one EvenType tends to reverse
the effect of another EventType - not necessarily exactly, but
the effects go in opposite directions. Thus ConcentratingaSolution is the reverse
of Diluting..
a metatype that can be used
as an argument restriction for relations that take an instance
of Location as one of their arguments..
a metatype that can be used
as an argument restriction for relations that take an instance
of Pattern as one of their arguments.
a metatype that can be used
as an argument restriction for relations that take an instance
of Feature as one of their arguments..
A collection of specializations of
#$AnimalBodyRegion. Each instance of #$AnimalBodyPartType
is a collection of body parts, where the parts in question
are differentiated from other body parts according to
structure or function. Instances of #$AnimalBodyPartType
include #$SpinalColumn, #$Eyelash, #$NervousSystem,
#$Urethra, #$Wing-AnimalBodyPart, and #$HeelOfPalm.
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BiologicalSpecies is a metatype that can be used
as an argument restriction for relations that take an instance
of biological species as one of their arguments.
An instance of #$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.
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ObjectType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for objects, whether abstract or physical,
and an argument restriction for various relations on Object types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
RegionType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for regions, and an argument restriction for various relations on Region types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
PhysicalObjectType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for physical objects and an argument restriction for
various relations on Physical Object types. This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
hasCharacteristicObject relates some Region to
Object Types that are expected to be in that type of Region.
CoveringType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for physical objects that are subtypes of 'Covering-Object',
and an argument restriction for various relations on CoveringObject types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
ContainerType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for containers and an argument restriction for
various relations on container types. This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
ContainerType relates some ContainerType or
individual Container to some objects or object type that the
container was designed to hold (by Agents or by evolution).
MeasuringDeviceType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for MeasuringDevices, and an argument restriction
for various relations on MeasuringDevice types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
MeasurableQuantityType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for MeasurableQuantities, whether abstract or physical,
and an argument restriction for various relations on MeasurableQuantity types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
isUsedToMeasure relates a type of measuring device to
the type of quantities that it is designed to measure.
HabitatType is a metatype which is a specialization of
the Protege owl:Class that can serve as type for regions or
physical areas with particular characteristics, and can serve
as an argument restriction for the relation 'hasTypicalHabitat'
OrganismTypes.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
SubstanceType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for physical substances and an argument restriction for the hasComponentSubstance relation.
This is a primitive mechanism to accommodate OWL limitations on relation arguments.
The restriction on hasGrainDiameter for SubstanceTypes should require subclasses
rather than instances of LengthMeasure - instances may have to be created
as a workaround.
'hasChemicalName' points to a string that is a chemical name (there may be more than one)
identifying a ChemicallyDefinedSubstance. Although it is conceptually
an Identifier, we need to be able to have multiple instances of
the same string,so it cannot be a reified element in the ontology.
There may be many synonymous terms in different languages
referring to the same substance. This is not the same as a
ChemicalFormula. To specify a chemical formula on a substance,
use 'hasChemicalFormula'
SpecificationType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for specifications (plays, plans, games) and an argument
restriction for the isAnExecutionOf relation.
This is a primitive mechanism to accommodate OWL limitations on relation arguments.
SportType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for specifications of sports (games) and an argument
restriction for the isAnExecutionOf relation.
This is a primitive mechanism to accommodate OWL limitations on relation arguments.
GameType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for games and an argument
restriction for the isAnExecutionOf relation.
This is a primitive mechanism to accommodate OWL limitations on relation arguments.
consistsOfMany relates a granular material consisting of multiple
individual objects of the same type (e.g. sand), considered as
a Substance, to the individual objects.
a metaclass used as the Type restriction on certain relations
that take subclasses of ChemicallyDefinedSubstance as their argument.
Cyc: A collection of collections and a specialization
of #$TangibleStuffCompositionType. Each instance of
#$ChemicalSubstanceType is a specialization of
#$PartiallyTangible whose instances are defined _only_ by
their chemical composition - not by their physical state or
any other property. Instances of #$ChemicalSubstanceType can
be of two varieties: (1) Collections whose instances are
completely uniform with each other in terms of chemical
composition; this includes (a) the chemical elements - such
as #$Carbon, #$Oxygen, and #$Hydrogen - which are instances
of #$ElementStuffTypeByNumberOfProtons (thus, the latter is
a specialization of #$ChemicalSubstanceType), and (b)
chemical compounds constituted of more than one substance
chemically bonded, e.g., #$Water, #$Caffeine, and
#$IronOxide, which are instances of
#$ChemicalCompoundTypeByChemicalSpecies (2) Substances which
have a general chemical specification, that is, whose
instances do not have exactly the same chemical composition
but fall within certain specifications, e.g., #$DNAStuff.
Note that collections that are _not_ instances of
#$ChemicalSubstanceType include collections of substances
which have some component which is of overriding
significance in some context, so that in everyday language
such substances are frequently referred to by the name of
their important component (e.g., penicillin applied to a
tablet containing penicillin), but which have significant
admixtures of other substances. Thus, #$Penicillin is an
instance of #$ChemicalSubstanceType, but the collection of
tablets containing penicillin and including other
ingredients is not. Also, specializations of #$Mixture,
such as #$Lemonade, are _not_ instances of
#$ChemicalSubstanceType, because mixtures are determined by
their physical state rather than solely by their chemical composition.
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PharmaceuticalType is a metaclass used
as the Type restriction on certain relations that
pertain to more or less well-defined chemical substances that are used officially
(in some society) as a medicine..
LifeStageType is a metaclass used
as the Type restriction on certain relations that
pertain to organisms at particular stages of their life cycle.
BiologicalOrgan is a metaclass used
as the Type restriction on certain relations that
pertain to named parts of organisms at particular stages
of their life cycle. It is not necessarily an animal
body part type - it may be part of a plant.
An attribute that specifies the stage of life
that a living thing is in at any particular time. For
example, a Plant may be in the seed or seedling stage; an
animal may bein the egg or embryonic stage; a butterfly
or moth may be in the caterpillar or pupa stage.
Meaningful only when asserted at a particular time.
AttributeValueType is a metaclass used as the Type restriction on certain relations
that take subclasses of AttributeValue as their argument.
QualitativeAttributeType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for taste attributes and an argument restriction for some relations
on QualitativeAttributes.
This is a primitive mechanism to accommodate OWL limitations.
isTheOppositeOf relates one attribute to another
attribute that would be commonly considered the opposite of the first attribute.
There is a hub-and-spoke structure to certain core attributes and
related attribute, and the notion of 'opposite' is in many
cases more lexical than conceptual. This relation tries to capture
the common cases of opposites.
isaDriedFormOfSubstance relates substances that are inherently liquid
(paint, blood) to the dry substance that is formed by the drying of
the liquid. The dried substance may have substantially different properties
fomr the liquid, because chemical changes occur in addition to evaporation of the
solvent.
A #$SpatialThingTypeByDimensionality and
specialization of #$SpatialThing. Each instance of
#$ZeroDimensionalThing is either a point-like object or an
arrangement of disconnected points in space.
Zero-dimensional objects have no length or breadth or
height, nor do they have parts. Specializations of this
collection include #$GeometricalPoint.
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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).
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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.
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An instance of #$GeometricShapeType and a
specialization of #$GeometricallyDescribableThing-Intangible
and #$HomogeneousExtendedSpaceRegion (qq.v.). This is the
collection of geometrical figures, conceived of as bounded
(one- or higher-dimensional) regions of space. Neither a
single point (see #$GeometricalPoint), nor a sum of
scattered points, is an instance of #$Figure-Geometrical.
Note that this collection includes line segments, but not
unbounded lines. An important specialization of this
collection is #$PlaneFigure-Geometrical.
The class of all geometric figures, i.e. the class of all abstract,
spatial representations. Instance of GeometricFigure are abstract
mathematical objects which can be considered as independent of
anything in our material universe. They are therefore not MentalObjects,
which must be created by people.
The instances of this class are GeometricPoints, TwoDimensionalFigures or
ThreeDimensionalFigures or any other Object that can be represented as being a
distribution of points, lines, planes, volumes, or hypervolumes in some
abstract space.
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hasTendency relates individual Objects, ObjectTypes, substances
or SubstanceTypes to some attributes indicating a Tendency
(Disposition, proclivity) that that attribute has to behave
in a certain way, especially over some period of time.
A substance which is a chemical element.
In Cyc called 'ElementStuff'
Cyc: An instance of #$TangibleStuffCompositionType and
a specialization of #$InanimateThing. Each instance of
#$ElementStuff is a piece of tangible stuff, composed of a
quantity of atoms, all of which are of the same chemical
element. That is, every atom in a given piece of
#$ElementStuff has the same number of protons in its atomic
nucleus. For example, all pieces of carbon (i.e. all
instances of #$Carbon) are instances of #$ElementStuff. On
the other hand, instances of #$Water, because they are all
constituted of both #$Hydrogen and #$Oxygen atoms, do not
belong to the collection #$ElementStuff.
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ElementType is a metatype which is a specialization of the
Protege owl:Class that can serve as type for physical substances
and an argument restriction for the relation s on chemical elments.
This is a primitive mechanism to accommodate OWL limitations on
relation arguments.
The element with one proton in each nucleus.
The element with six protons in each nucleus.
The element with eight protons in each nucleus.
The element with seven protons in each nucleus.
The metallic element.
The metallic element.
The metallic element.
The metallic element.
The metallic element, main component of steel.
An instance of #$ExistingStuffType and a
sub-collection of #$PartiallyTangible. Each instance of
#$NaturalTangibleStuff is a naturally occurring partially
tangible thing. Specializations of #$NaturalTangibleStuff
include #$LandStuff, #$Wood, and #$Air. Man-made materials
are _not_ instances of #$NaturalTangibleStuff.
NOTE that a 'NaturalTangibleStuff' can also be
an ArtificialSubstance, when it is extracted from
its natural place for use by people.
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Any Substance that is the result of an
IntentionalProcess, i.e. any substance that is created by Humans
(from SUMO).
A collection of tangibles. Each element of
#$WaterSolubleStuff is a tangible thing that can dissolve in
water. For example, instances of the collections
#$Soap-Personal, #$LaundryDetergent, #$Sugar-Table.
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A PhysicalSubstance having chemical properties that
enable it to be added to mixtures of water and other materials,
and to emulsify some of the solid or insoluble materials, so that
the insoluble materials become dispersed in the water. The most
common surfactants are used as soaps or detergents, but there are
other specialized uses.
Cyc: Stuff used as cleanser. Solubilizes oil and grease.
SUMO: Surfactants, also known as Wetting agents,
lower the surface tension of a Liquid, allowing easier spreading. The
term surfactant is a compression of 'Surface active agent'. Surfactants
are usually organic compounds that contain both hydrophobic and
hydrophilic groups, and are thus semi-soluble in both organic and aqueous
solvents.
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Each subclass of LiquidSubstance labels a PhysicalSubstance which is liquid
at normal temperatures and pressures. This category has been set as
identical to the Cyc 'Liquid-StateOfMatter', though the original Cyc category
is a physical object.
This redefinition was done as part of the disentanglement of Cyc
substances and objects. The Cyc category definition does not apply to this
Type,and is closer to the COSMO 'LiquidObject'. The Cyc category was reinterpreted
as a substance because it was used in Cyc predominantly as a parent class for
what in COSMO are considered as substances.
Water, gasoline, and vodka are examples.
Although most substances are classified mainly by their composition, and may be solids
or liquids (and sometimes gases) depending on temperature, there are some categories
of substances that are conceptually in one state; ice is an example - it must be solid.
A 'BathOil' must be a liquid. A LiquidSubstance is a PhysicalSubstance that must
be liquid, at normal temperature and pressure.
A Solvent is a LiquidSubstance that serves
to dissolve the Solute in a Solution. A Solution of
a Solute that is a solid at the ambient temperature
will be liquid only because the Solvent is liquid at that
temperature.
NOTE that referring to a substance as a 'Solvent'
necessarily refers to a situation where that substance
is liquid at the ambient temperature and pressure of the
situation being described, even though the same substance may
be solid or gas at normal temperatures and pressures.
A Solute is the PhysicalSubstance that is
dissolved in the Solute in a Solution. A Solute may be
a solid or a liquid at the ambient temperature in
the Situation being represented. A Solution of
a Solute that is a solid at the ambient temperature
will be liquid only because the Solvent is liquid at that
temperature.
A specialization of #$PartiallyTangible. Each
instance of #$Mixture is a homogeneous partially tangible
thing composed of two or more different constituents (see
the predicate #$constituents) which have been mixed. The
inputs to this mixing do not form chemical bonds among
themselves, and at a later time the mixture may be separated
back out into these inputs. Specializations of #$Mixture
include #$Blood, #$Mud, #$Air, and #$CarbonatedBeverage.
Note that each instance of #$Mixture has a composition but
not a structure; thus, the following are _not_ instances of
#$Mixture, since all have some structure: a wet sponge, a
person, or a portion of plywood.
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A generic 'Emulsion' is a mixture consisting of a
stable suspension of one substance, finely divided, in a liquid,
or the dried residue of such a suspension.
Emulsions of oil in water can be formed by agitating a mixture
of oil and water with a surfactant such as soap or dtergent.
The emulsions used in photographic film contain minute
particles of silver halide suspended in gelatin, spread thinly over
a photographic plate or film..
Any Mixture that satisfies two conditions,
viz. it is made up predominantly of at least two things are Substances and any
component other than Liquid in the Mixture is either dissolved, as in a soluiton,
or in the form of fine particles The general category includes suspensions
as well as solutions, and the suspended particles would in the general
case be considered part (a component) of the LiquidMixture. But specialized categories
could be defined to exclude any solids.
which are suspended in the Liquid.
Any PhysicalSubstance in the Gaseous form, at
at room temperature and atmospheric pressure. A quantity of
gas does not have a defined volume, but will expand to become
uniformly distributed throughout its container.
To classify a quantity of matter that is in the gaseous form, use
'GaseousObject'. This is equivalent to saying that it has the
property of being 'gaseous' - but that property is not yet
(v 0.45) defined in COSMO.
At low enough temperature, all substances condense to a liquid or solid.
Any Mixture that satisfies two conditions,
viz. it is made up predominantly of things which are a Gas and any
component other than Gas in the Mixture is in the form of fine particles
which are suspended in the Gas.
COSMO note: a Product is something of a kind that
is or was usually created with the intention that it be sold in exchange
for money or some other valuable thing. It may be a physical object
(or substance), a service, or a right. A stock option, for example,is
categorized as a right rather than an object or service, but is
created as a 'Product' for sale.
Because things created commercially may also be created by individuals
for their own use, being a Product does not necessarily mean
that each individual instance was in fact created with the intention
to be sold. Creation for sale means that things of this Type will
usually be found on the market, or was mostly found on the market
at one time. Antique objects will still be Products even after that
kind of object is no longer manufactured.
OPENCYC 1: MAY 23, 2002
A collection of temporal things. Instances of #$Product are individual goods,
services, investments, etc.-- basically anything that is offered (or may be exchanged)
for money or trade. Typically, #$Products are things that are intended to be sold
or used for some kind of service in exchange for money at least once in their lifetime.
Examples: a Lexus sedan, a package of McDonald's french fries, a massage,
a bouquet of flowers, a share in a money market fund, the services of a real estate agent,
a research satellite. See also #$Artifact.
ProductObject is an Artifact produced for sale:
SUMO: An Artifact that is produced by Manufacture and that is
intended to be sold.
ProductSubstance is an ArtificialSubstance produced for sale:
A ConsumableProduct is a Substance that is
rendered unusable for its intended purpose after a single
use. Fuels are an example, and so is commercially prepared
food.
A specialization of #$PartiallyTangibleProduct.
Each instance of #$ConsumableProduct is a product of which
any portion can be used only once. A portion of a
#$ConsumableProduct is 'used up', i.e., destroyed or
transformed into an unusable or waste form, during normal
use. Note: 'consumable' here does not necessarily mean
consumed by mouth; the consumption may be any use of the product.
bd58e656-9c29-11b1-9dad-c379636f7270
SUMO: Fuel is the class of Substances that can be
used as resources in Combustion processes in order to produce heat
or light, or both (as in a fireplace); the heat in turn can be
converted into other forms of energy.
Mechanical energy can also be produced by burning fuel in an Engine.
This Type includes the Cyc: 'CombustibleFuelSubstance'.
NOTE this 'Fuel' is for combustion. Nuclear 'Fuel' is of
a different Type.
COSMO note: Fuel is considered an ArtificialSubstance because any
material must be processed by people before it is
considered as Fuel. Trees in their natural state, though
combustible, are not Fuel - until they have been cut and gathered
into a form that can be conveniently burned, in which case
the processed wood is then Fuel. Likewise,
petroleum or coal in the ground is not Fuel until it is extracted
and processed to be usable to produce heat in a controlled
manner.
A PhysicalSubstance consisting of Hydrocarbons,
liquid at normal temperatures, and created to be used as a Fuel
in internal-combustion engines.
A PhysicalSubstance consisting of Hydrocarbons,
liquid at normal temperatures, and created to be used as a Fuel
in engines that power airplanes.
A Device is an ArtifactObject designed to perform some action,
or assist performing some action either using some internal mechanism,
or merely by virtue of certain properties, such as shape and hardness.
Device is very general, and includes simple things like hammers and
candles.
A Device is distinguished from certain other ArtifactObjects such as art objects, which
do not perform a function directly, but only via mediation by a mental process.
Note also that every device has an owner, even if the owner has abandoned it.
COSMO NOte: in an earlier version of Cyc this is called 'PhysicalDevice':
OPENCYC 1: MAY 23, 2002
A specialization of both #$Artifact and #$SolidTangibleProduct. Each instance
of #$PhysicalDevice is an artifact with a relatively rigid, set shape,
designed for a specific use or to perform a specific function.
Specializations of #$PhysicalDevice thus include (among others)
#$RoadVehicle, #$Motorboat, #$HandTool, and #$PlumbingFixture.
Note that artifacts which can only be 'used' in a very loose or
metaphorical sense, such as instances of #$Sculpture, #$FlowerBed,
or #$Advertisement-IBT, are _not_ instances of #$PhysicalDevice.
Moreover, artifacts which have a specific use or function, but which
do not have a relatively rigid, set shape are _not_ instances
of #$PhysicalDevice; for this reason, neither #$GasolineFuel nor
#$AntiFreeze are specializations of #$PhysicalDevice.
A Cyc synonym for 'Device'.
A Device that performs its intended function primarily by causing
physical objects to move.
A specialization of #$PhysicalDevice. Each
instance of #$PoweredDevice is a device that requires some
power input in order to perform its intended function(s).
The power supplied might be muscle power, kinetic energy,
electricity, fuel-generated, and so on. Note that
#$PoweredDevice and #$NonPoweredDevice partition the
collection #$PhysicalDevice.
A collection of physical devices; a subcollection
of #$PoweredDevice. An instance of #$FuelPoweredDevice is
directly powered by combustible fuels such as gasoline,
coal, and natural gas. Common examples of
#$FuelPoweredDevice include automobiles with
gasoline-powered engines, kerosene heaters, propane torches,
and jet airplanes.
COSMO note: the Cyc parent 'MechanicalDevice' has been
removed because purely electronic FuelPoweredDevices using
fuel cells are now possible.
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#$Engine is a specialization of #$PoweredDevice
and #$MechanicalDevice. Each instance of #$Engine is a
device that changes some form of energy into motion (usually
rotation). An engine may operate by burning some type of
fuel (as do jet engines and internal combustion engines), or
it may be powered by electricity, fluid flow, etc. Some
notable specializations of #$Engine are #$ElectricalMotor,
#$ExternalCombustionEngine, and #$RocketEngine.
SUMO: Engine is a subclass of Transducer. Engines
are devices for converting some form of energy resource into mechanical
power.
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A gas or liquid containing suspended particles;
For simplicity a dried suspension is also categorized
as Suspension, so that dried paint can be considered
as a subtype of 'Paint'. For representing only liquid
suspensions, use 'LiquidSuspension'.
Cyc: A collection of tangible stuffs; a subcollection
of #$Mixture. Each instance of #$Suspension is a mixture
which has exactly one #$suspendingFluid and at least one
kind of #$suspendedPart. Each of the #$suspendedParts is an
instance of #$Particle, and there are a mob of them. Some
suspensions are fairly stable (e.g., mayonnaise), while
others tend to separate quickly (e.g., sugar stirred into
cold lemonade). Other examples of #$Suspension include a
#$CloudInSky, a spray of aerosol deodorant.
In SUMO Suspension is only a liquid: see LiquidSuspension..
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In SUMO called 'Suspension'.
SUMO: A LiquidMixture where at least one of the
components of the Mixture is equally distributed throughout the Mixture
but is not dissolved in it.
Paint of all kinds, both in its liquid state and
(later) in its dried state on a surface. For the liquid
paint only, use 'Paint-undried".
COSMO note: In SUMO Paint is classified as a Solution, but
paint is physically a 'Suspension', containing solid undissolved
pigment particles.
SUMO: Any Solution which is capable of Coloring something.
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COSMO note: In Cyc, where there was no taxonomic distinction
between substances and objects, this metatype was used to label
both substances (in some particular form) and objects. In COSMO,
this is used as a parent class for certain substances having
particular forms.
These categories can serve as ?X in the phrase 'given as an ?X' in pharmacy descriptions.
Cyc comment: Drug products organized according to their form
when they are given as doses.
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.
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A specialization of both
#$GeometricallyDescribableThing and #$ShapedThing. Each
instance of #$RoundObject is a two- or three-dimensional
object with a round shape. Specializations of #$RoundObject
include #$Circle, #$Ellipse, #$Sphere and
#$RingShapedObject. Examples include spatially localized
objects, such as the equator, as well as abstract shapes.
COSMO NOTE: we included mostly rounded objects with
some edges, such as lenses, in this category.
NOTE that being Convex does not imply that one is
also Round - Convex objects can have sharp edges.
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The subcollection of #$PartiallyTangible whose
instances are not like fluids. #$NonFluidlike objects do
not flow and have an intrinsic shape. #$NonFluidlike is
primarily a collection union of #$SolidTangibleThing and
#$SemiSolidTangibleThing. It is useful as a genl collection
for certain collections whose members can be both
#$SolidTangibleThings and #$SemiSolidTangibleThings, like #$Deformable.
fe5bdeb6-74b9-11d6-8000-00a0c99cc5ae
This attribute holds necessarily of objects that have been dried
534c6650-74bc-11d6-8000-00a0c99cc5ae
COSMO note: In Cyc, this was 'SolidTangibleThing', a collection
of objects. In COSMO, we rename and repurpose this category to be a solid
substance, with subtypes that are substances that are
solid at normal temperature and pressure.
Cyc comment: An instance of #$ExistingStuffType, and a
specialization of #$PartiallyTangible. Each instance of
#$SolidTangibleThing is a piece of stuff possessing many of
the properties that matter in a solid state (see the
constant #$Solid-StateOfMatter) exhibits (although not all
instances of #$SolidTangibleThing are formally in a solid
state). Instances have a shape independent from their
container, and, when deformed with sufficient force (which
may be small for weak, brittle materials or high for
materials that deform easily), they break. Examples of
#$SolidTangibleThings include: pieces of substances in a
solid state of matter, such as ice cubes; solid mixtures
like a quarter-dollar coin or a paper bag; and complex
mixtures of biological origin that behave like solids, e.g.,
bone. Note that some pieces of matter that are formally in
a solid state (for example, pieces of clay) are not
instances of #$SolidTangibleThing, since they do not readily
break when deformed; for this reason, #$Solid-StateOfMatter
is _not_ a specialization of #$SolidTangibleThing.
Collections of the solid form of any type of stuff can be
created using #$SolidFn (q.v.).
bd58c494-9c29-11b1-9dad-c379636f7270
The class of substances consisting of Paint which
has not dried: wet paint on a surface or paint in a container.
The class of substances consisting of Paint which
has dried: dry paint.
A Slurry is a Substance that is predominantly liquid, but has a
significant component of solid particle that are so large that they would
reapidly settle out to the bottom of a container containing the Slurry if
the misture in the slurry were not continuously agitated. Examples are the
slurry consisting of wet and unpoured concrete, and coal slurries that can
be transmitted through a pipeline..
A liquid mixture (solid 'solutions' are not reified here).
The most abundant component in a solution is called the solvent.
Other components are called solutes.
A solution, though homogeneous, may nonetheless have variable composition,
as a liquid solution may be layered if not well-mixed.
Any amount of salt, up to a maximum solubility limit, can be dissolved in a given
amount of water to form a Solution.
NOTE: ToDo: the restrictions do not capture the proper semantics, and need
to be converted to FOL axioms when possible. The 'mainComponentSubstance' should
be a liquid that has the Role of Solvent in this solution.
Cyc comment (modified): An instance of #$ExistingStuffType, and a specialization of #$Mixture.
Each instance of #$Solution is a mixture of two or more chemically
distinct substances, the Solvent (a liquid) and the Solute.
Instances of #$Solution are homogeneous, meaning that the
composition at any one point in a given instance is the same
as that at any other point (for 'points' having a volume
larger than the grain size). In contrast, instances of
#$Suspension are mixtures in which small discontinuous
solid particles are surrounded by a continuous fluid. The
#$solvent of every #$Solution has the #$stateOfMatter
#$Liquid-StateOfMatter. Thus #$Solutions also normally
exhibit the properties of a liquid, since #$solvents are
#$mainConstituents. Examples of #$Solutions include a
sample of seawater, a cup of coffee, a tincture of iodine,
some vanilla extract. In some rare cases a Solute may have
a higher weight percentage of the Solute than the Solvent.
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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).
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An AqueousSolution is a solution for whicht the Solvent is Water.
Role is a high-level concept that aggregates several primitive notions,
and is difficult to describe analytically, but has a necessary property that,
as a subtype of TemporalThing; every instance has a beginning time and an
ending time. For Roles that are created by an Event and last forever,
(The Father of PrinceWilliam), the ending time can be TheEndOfTime. For case roles
in a specific Event, the Role lasts no longer than the duration of the Event (but
may last for less than that time, for participants who participate only
for part of an Event). The most common
use of 'Role' is for concepts that exist in dependence on other concepts, such as
'mother', which implies a child, or 'President' which implies some organization.
But grammatical roles such as the cases of verb case frames will also fit
under this broad category. When a phrase such as 'The ?X of ?Y' is encountered,
almost invariably the ?X is a Role of some kind, which also includes parts.
NOTE importantly: that HumanRole is a subtype of this category, and also a subtype
of Person, so Person and Role are not disjoint. This allows HumanRoles
(janitor, President) to serve in the same relations that people themselves would serve,
but they are also recognizable as Roles because they will be subtypes of the Role
catgegory.
NOTE also that when used as a pure OWL ontology, it will be necessary for
every subclass of Role should to be an instance of RoleType, so that it can be
used as an argument for the relation 'isServingInTheRoleOf'. If, in other formats,
this condition is not explicit, the translation should add the Type when
converting into OWL format.
For Roles that are merged with other Types, such as HumanRoles, each should
have its own explicit relation indicating when the role-filler started in that
role and when (it/he/she) ended. If it is possible to fill a Role for
multiple non-continguous periods of time, then that begin and end time relation
cannot be functional.
NOTE also that the use of 'Role" in the COSMO is still being developed, and
is likely to be seen to be inconsistent in application (though not logically
inconsistent) as of v 0.43. The issue not yet resolved is whether the
subtypes of 'Role' as here used would be better categorized as 'playing a role'
rather than 'being a role'. Although this quasi-philosophical issue is not
yet clear, this vagueness does not appear to cause any logical inconsistencies
in usage.
Points from a Role to the Object that fills that
Role. The Role will always have a start and end point, though
they may not be known.
the type Part is not solely a relation in COSMO, as it is in
some ontologies, but a Role category. Of course, there are 'part' relations
such as 'isaPhysicalPartOf', but the Type 'Part' serves a separate
though related purpose. Artifacts that are created
with the purpose of serving as part of a larger artifact will
fit under this category, as will parts of organisms that evolved
to serve a function in the organism.
A GrammaticalType is any structure (word, phrase,
phoneme, morpheme) in a NaturalLanguage that,
in combination with other structures constitues the
grammar of the language, as represented in some grammatical
theory of the language. Examples would be 'Subject',
'Verb', 'Object', 'VerbPhrase', etc.
A LexicalType is any structure (word, phrase,
phoneme, morpheme) in a NaturalLanguage that,
has a distinctie pattern of letters in its alphabetical
representation. An example would be an Abbreviation.
A CaseRole is a Role that a Word or Phrase,
or its associated concept, may serve in relation to the Verb
of a Sentence, or to an Event. Common Roles are Subject and Object;
more specific roles are Agent and Patient (for actions). Yet more
specific roles are mother and child (for verbs like 'bore'and
'gave birth to' or ). In COSMO the CaseRoles are nominalized
Types, in which the line of distinction between 'grammar' and
'semantics' is blurred. This entails that, for the CaseRoles,
each grammatical Type also has some semantic content; the semantic
content becomes more precise as the subtypes of the CaseRole
become more detailed.
In SUMO CaseRoles are treated as relations on
a Process. In COSMO the CaseRoles are grammatical,
and the corresponding conceptual roles are
indicated by relations in COSMO,
A RoleInAnEvent is a Role that an Object takes
from the fact that it a participant of a particular type in
an Event. If that Role is generated by the Event and
continues after the Event (such as the 'BirthMother' role
due to a BirthEvent), that Role will be a subtype of the
specialization 'RoleCreatedByEvent'
RoleCreatedByEvent a Role that arises due
to the participation of an Object in an Event, and persists
after the Event is ended. An example is the Role of Creator
of some conceptual work, a Role that arises because the Creator
was an agent in a Creation event.
A RoleCreatedByEvent may be permanent (such as BirthMother
or Creator) or temporary (such as Employee). See the
subtypes TemporaryRoleCreatedByEvent and PermanentRoleCreatedByEvent.
PermanentRoleCreatedByEvent is a RoleCreatedByEvent
that persists with an Object indefinitely, as long as the Object
that filled that Role in that Event continues to exist. Examples
are the Role of Creator of some conceptual work, and the Role
of BirthMOther.
A Kinsman is a PermanentRoleCreatedByEvent
where the Event is any Event in which a human individual is born into
a family, is married into a family, or is adopted in some
way by a family or other kinship group. The kinship relation can
be very remote.
A BiologicalRelation is a PermanentRoleCreatedByEvent
where the Event is the birth of an organism as the biological
descendent of another organism, thereby creating permanent relations
between the newly born organism and its ancestors and its other
genetically related organisms, such as (in the case of people)
the aunts, uncles, grandparents, siblings, cousins, etc.
A non-genetic relation included as a subtype of this category is
the Role of BirthMother, which usually has but doesn't have to have
a genetic component..
Points from one member of a KinshipGroup to
some other.
The BirthMother is the female organism that carried
another organism in its womb during gestation and up to birth,
whether or not the BirthMother had any part of its genetic
material transferred to the baby. Most BirthMothers are
biological parents in the usual sense, but in a case where
an egg fertilized in vitro is tranferred for gestation into the womb of
a woman who dis not contribute the ovum to the fertilization process,
the BirthMother may have no (close) relation to the baby she
carries.
This category is general,for any animal with a womb, not
specific to humans.
The man who supplied the sperm to fertilize the egg that
deeloped into a Person. If clones become possible, this will
apply to the male who donated half the genetic components of
some person's genome - identical for all clones regardless of the
number of cloning steps from the initial biological fertilization.
A BiologicalSibling who is a brother or sister, including
half-brothers or half-sisters.
A BiologicalSibling who is male.
A BiologicalSibling who is female.
A TemporaryRoleCreatedByEvent is a RoleCreatedByEvent
that does not necessarily continue indefinitely, but may
terminate at some time; the same role may be then filled by
another Object or be vacant. Examples are the Role of Employee
of some company (created by a HiringEvent), and the Role
of CommanderOfaMilitaryUnit - the unit may continue to exist long
after the Commander has died.
A subcollection of #$PersonWithOccupation. Each
instance of #$Employee works directly for some agent (to
which it is related via the predicate #$employees). This
collection is disjoint with #$SelfEmployedWorker.
See also #$HasPositionRelationship.
COSMO note: to classify someone as an instance
of 'Employee' is is necessary to specify the agent
for whom s/he is an Employee. The Employee will
typically be a Person, and other organizations
would be considered as contractors.
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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)).
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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 #$StaffOrganization-USArmy. A commander is responsible
for effectively using available resources and for planning
the employment, organizing, directing, coordinating, and
controlling of military forces for the accomplishment of
assigned missions.
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A collection of complex #$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.
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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.
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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 #$PhysicalContactSituation.
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A collection of physical events in which two or
more objects are in physical contact (see #$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.
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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.
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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 #$StrictlyMentalEvent.
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COSMO note: In Cyc a feeling is called 'FeelingAttribute' and
classified very differently, though the intended meaning is the
same. In COSMO, feelings and emotions are considered as
PersistentStates - events in which some more or less constant
mental process that does not involve symbolic thinking is going on.
Feelings are vague and only can be labeled in very general terms.
All different types of feeling are primitive concepts. feelings include
emotions, worries, concerns, elation, many others.
Cyc: The collection of all emotions and mental
feelings. As an emotion/feeling can be experienced in
various degrees of intensity, an instance of
#$FeelingAttribute is some particular relative amount of
happiness, confidence, fear, or whatever. These relative
amounts can be measured using the #$GenericValueFunctions
(q.v.), such as #$LowAmountFn, #$VeryHighAmountFn, etc. For
example, (#$LowAmountFn #$Happiness) is the
#$FeelingAttribute of feeling a relatively low amount of
happiness. (Note that #$Happiness itself is not an
individual feeling attribute but a _collection_ of
#$FeelingAttributes -- a #$FeelingType (q.v.) -- whose
instances are the individual attributes of feeling
particular relative amounts of happiness; (#$LowAmountFn
#$Happiness) is one such instance.)
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Emotion accompanying an expectation of something
pleasant in the foreseeable future. This is a collection;
for an explanation of a typical #$FeelingType, see
#$Happiness.
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The positive emotion felt when one is free from
doubt about an event or object from which the agent feeling
#$Confidence expects positive contingencies. For example,
one might say 'I feel confident that tomorrow it will
not be rainy'. Do not confuse this with a personality
disposition, e.g. 'Joe is a confident person.'
(See #$PersonalityAttribute.) This is a collection; for an
explanation of a typical #$FeelingType, see #$Happiness.
More specialized #$FeelingTypes include #$Grief,
#$SelfConfidence, etc.
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Every element of this collection is a feeling of
being confused or bewildered.
bdc26d11-9c29-11b1-9dad-c379636f7270
The collection of feelings of intellectual
interest, desire to know (more), to understand (more about)
a thing.
c10c317c-9c29-11b1-9dad-c379636f7270
COSMO note: Distress is not necessarily directed
at one specific thing, but can be due to general conditions.
Cyc: Extremely troubled; mentally confused, distracted.
bd58d06f-9c29-11b1-9dad-c379636f7270
COSMO note: Enjoyment is not necessarily directed
at one specific thing, but can be due to general conditions.
Cyc: An instance of #$FeelingType. Each instance of
#$Enjoyment is some agent's feeling of pleasure or
satisfaction in some experience or thing. Instances of
#$Enjoyment vary depending on the intensity of the feeling
or on the subject experiencing the feeling. Specializations
of #$Enjoyment include #$Amusement-Feeling and #$Entertained-Emotion.
bd589154-9c29-11b1-9dad-c379636f7270
Agreeable feeling of gratification or satisfaction
bd590bf5-9c29-11b1-9dad-c379636f7270
Feeling of nervousness and excitability. One can
be nervous ABOUT something in particular, or one can have
undirected feelings of anxiety. For the former, state an
assertion of the form (#$feelsTowardsObject AGT OBJ
#$Nervousness DEGREE) or (#$feelsTowardsEvent AGT EVNT
#$Nervousness DEGREE); but for the latter (undirected
feelings of anxiety) use (#$feelsEmotion AGT #$Nervousness).
Note: This is a collection; for an explanation of a typical
#$FeelingType, see #$Happiness. A more specialized
#$FeelingType than #$Nervousness is #$Panic.
bd58c25a-9c29-11b1-9dad-c379636f7270
The collection of feelings of homesickness, a kind
of wistful longing for things experienced in the past.
c1005da5-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Restlessness is some agent's feeling of unease or
agitation, marked by a lack of repose. Instances of
#$Restlessness vary depending on the intensity of the
feeling or the subject experiencing the feeling.
c1007595-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Respect is some agent's feeling of just regard,
consideration, or appreciation for the worth of someone or
something. Instances of #$Respect vary depending on the
intensity of the feeling, the subject experiencing the
feeling, or the object of the feeling. Specializations of
#$Respect include #$Awe, #$Reverence, and #$Admiration.
bd588a38-9c29-11b1-9dad-c379636f7270
COSMO note: same as 'determination'.
Cyc: Emotion of one who is firm of mind and purpose,
capable of resisting temptations or surrender in face of
opposition, danger or hardship
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A feeling of arousal that stirs up, moves
profoundly, or serves as a challenge to one's power,
eliciting the desire to do or perceive something. This is a
#$Collection --- for an explanation of that, see
#$Happiness. Some more specialized #$FeelingTypes than
#$Excitement include #$Enthusiasm, #$Celebratory-Emotion,
#$Triumph-TheFeeling, etc.
bd58c086-9c29-11b1-9dad-c379636f7270
The enjoyment of pleasurable satisfaction that
goes with well-being, security, effective accomplishments,
or satisfied wishes. As with all #$FeelingTypes, this is a
#$Collection -- the collection of all possible amounts of
happiness one can feel. One instance of #$Happiness is
`extremely happy'; another is `just a little bit
happy'. Note: Obviously there are no real units of
measure for this quantity, ways of objectively measuring the
amount of happiness possessed or gained or lost, etc., but
still this has proven to be a useful way for Cyc to
represent and reason with emotions. E.g., one can have a
rule that says that most people have a greater `amount'
of happiness at their wedding than at their high school
graduation, etc. There are functions, such as
#$LowAmountFn, which take a #$PrimitiveScalarIntervalType
(such as the instances of #$FeelingType) such as #$Happiness
and return as their value a certain-sized amount of that
feeling; e.g., (#$LowAmountFn #$Happiness) is an expression
whose value is a positive but small amount of happiness, and
that in turn will be an instance of #$Happiness (and also
will be an instance of #$FeelingAttribute). #$FeelingTypes
organize into a lattice; e.g., there are several more
specialized forms of #$Happiness that are present in
Cyc's ontology, such as #$Elation, #$Delight,
#$Triumph-TheFeeling, etc.
bd58b500-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Sadness is some agent's feeling of unhappiness.
Instances of #$Sadness vary depending on the intensity of
the feeling, the subject experiencing the feeling, or the
cause of the feeling. Notable specializations of #$Sadness
include #$Grief, #$Despair, and #$Misery.
bd58b4c1-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Satisfaction is some agent's feeling that at least
some of her desires or needs have been met. Instances of
#$Satisfaction vary depending on the intensity of the
feeling or on the subject experiencing the feeling.
Specializations of #$Satisfaction include #$Approval and #$Contentment.
bd58bded-9c29-11b1-9dad-c379636f7270
The states of SexualArousal; sexual stirrings or
physical readiness for sexual activity.
c0c31ee1-9c29-11b1-9dad-c379636f7270
The states of #$SexualGratification; such a state
is ordinarily achieved after an #$UrgeToHaveSex has been satisfied.
c139799e-9c29-11b1-9dad-c379636f7270
Feeling of impressive gravity, as if weighed down
by deep thought or important work. Not light or frivolous,
but serious
bd58b27a-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Relaxed-Feeling is some agent's feeling of being at
ease and untroubled. Instances of #$Relaxed-Feeling vary
depending on the intensity of the feeling or on the subject
experiencing the feeling. An important specialization of
#$Relaxed-Feeling is #$Calmness-Feeling.
c10073e2-9c29-11b1-9dad-c379636f7270
Insignificance, Inferiority: feeling of absence of
pride in oneself and in one's achievement, with the
connotation of undue self-deprecation, humilliation or abjectness
bd589ccc-9c29-11b1-9dad-c379636f7270
The attribute-type associated with the feeling of
listlessness: the felt experience of having little or no
interest in or concern for what is going on around one.
Note that a mere lack of interest in-itself is not a
_feeling_, and thus is not sufficient for possessing an
instance of #$Listlessness; one's lack of interest
must be consciously experienced as such. (For the rationale
behind treating feelings in terms of types -- i.e.
collections -- of attributes, see the comment on #$Happiness.)
bd5893b4-9c29-11b1-9dad-c379636f7270
Cumulative psychological or emotional disturbance
caused by environmental influences. Can be relieved by
#$Resting-Relaxing, #$Meditating, #$Exercising, etc.
bf8e052f-9c29-11b1-9dad-c379636f7270
The attribute-type associated with the feeling of
surprise at the occurrence of something unexpected,
unanticipated, or startling. A specialization of #$Surprise
is #$Wonder-Admiration. (For the rationale behind treating
feelings as types -- i.e. collections -- of attributes, see
the comment on #$Happiness.)
bd58c0ce-9c29-11b1-9dad-c379636f7270
A feeling of tenderness or respect induced by the
suffering or distress of another
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The feeling of being emotionally touched.
Something that is stirring, touching or moving.
bd58c10a-9c29-11b1-9dad-c379636f7270
A collection of persons. Each instance of
#$UnemployedPerson is a worker who is unemployed. An
unemployed worker is someone who either has worked
previously and could still do so (if s/he had a job), or
someone who is qualified to work (e.g., a recent graduate)
but has not yet worked.
bd588cd7-9c29-11b1-9dad-c379636f7270
The collection of all amounts of unhappiness that
an agent can feel. Notable specializations include
#$Sadness and #$Anger.
dcf76076-7433-41d8-82b8-d7360d25a69f
Feeling of willingness to participate in an event
or situation; consenting or being prepared to participate.
(#$feelsTowardsEvent AGENT EVENT #$Willingness DEGREE) means
that AGENT is willing for EVENT to come about to DEGREE
degree. Note: This is a collection; for an explanation of a
typical #$FeelingType, see #$Happiness. A more specialized
#$FeelingType than #$Willingness is #$Eagerness.
c0b608b3-9c29-11b1-9dad-c379636f7270
be01e59e-9c29-11b1-9dad-c379636f7270
Unpleasant emotion associated with situations in
which a person feels unduly constrained in behavior or
otherwise pressured or controlled by others. This is a
#$Collection --- for an explanation of that, see #$Happiness.
c1005431-9c29-11b1-9dad-c379636f7270
The disagreeable feeling of being without company.
This is a collection; for an explanation of a typical
#$FeelingType, see #$Happiness. Some more specialized
#$FeelingTypes are #$Loneliness, #$Solitude, etc.
c0ed0b82-9c29-11b1-9dad-c379636f7270
COSMO note: different fromloneliness?
Cyc: The state of being alone or remote from society
c0ed0ad9-9c29-11b1-9dad-c379636f7270
An static Event during which a single individual
experiences some emotion, such as fear, anger, joy.
Pleasant emotion associated with situations where
the person believes themself to be relatively unconstrained
in their behavior, not controlled by others.
c0fd6cd0-9c29-11b1-9dad-c379636f7270
Feeling free from brashness, boldness or
assertiveness. Has no connotation of inferiority; see Humility
bd589d4e-9c29-11b1-9dad-c379636f7270
COSMO note: in Cyc called 'Innocence', but
Innocence is typically a judgment by others, not a
feeling. For COSMO, it is renamed.
Cyc: Feeling of freedom from guilt or sin
bd588a7b-9c29-11b1-9dad-c379636f7270
A DirectedFeeling is a Feeling that is directed toward, and sometimes caused
by, something external to the Agent - an Event or Object.
Disgust is a Feeling that may be directed at an Object.
Joy may be caused by an Event.
A feeling of opposition against authority or the
status quo.
be0117e6-9c29-11b1-9dad-c379636f7270
The emotion or state of disapproving of something;
a negative attitude towards some situation, proposal,
person, or thing, implying a judgment based on explicit or
implicit standards (rational, moral, pragmatic, or etc.).
This is a collection; for an explanation of a typical
#$FeelingType, see #$Happiness. More specialized
#$FeelingTypes than #$Disapproval are #$Contempt, #$Hate,
#$Abhorrence, etc. More subtly, it is often true that
feelings of #$Jealousy or #$Envy manifest in superficial
shows of #$Disapproval. #$Disapproval is a #$Collection ---
for an explanation of that, see #$Happiness.
be00ca70-9c29-11b1-9dad-c379636f7270
Combination of Respect and Faithfulness to
something or someone .
bd58957e-9c29-11b1-9dad-c379636f7270
Intense longing for somebody or something regarded
as essential to one's well-being or happiness
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Emotion aroused by the removal or lightening of
something oppressive, distressing, or painful. This is a
collection; for an explanation of a typical #$FeelingType,
see #$Happiness.
bd58a14a-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Pity is some agent's feeling of sorrow for an agent
(usually some other agent, but sometimes the pitying agent
herself) on account of the undesirable state of affairs that
agent is in. Instances of #$Pity vary depending on the
intensity of the feeling, the subject experiencing the
feeling, or the object pitied.
c0fba7c4-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType, #$Mistrust
represents the feeling or attitude an agent has towards
something that it considers unreliable, suspicious, or
otherwise untrustworthy.
bd58e231-9c29-11b1-9dad-c379636f7270
Expectation of fulfillment or success. This is a
collection; for an explanation of a typical #$FeelingType,
see #$Happiness.
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bfa34ea6-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Hostility is some agent's feeling of strong
antagonism towards some (individual or multi-individual)
agent, sufficient to motivate harmful speech or actions
against the latter. Instances of #$Hostility vary depending
on the intensity of the feeling, the subject experiencing
the feeling, or the object of the feeling. One notable
specialization of #$Hostility is #$Hate.
c0f484eb-9c29-11b1-9dad-c379636f7270
Emotion manifested by interest in another person
(or, more rarely, in some nonhuman agent), good will towards
that individual, and an inclination to favor him or her (or
it). This is a #$Collection --- for an explanation of that,
see #$Happiness.
c13b3e2c-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Gratitude is some agent's feeling of appreciation
towards another agent for a benefit or favor received from
the latter agent. Instances of #$Gratitude vary depending
on the intensity of the feeling, the subject experiencing
the feeling, or the object of gratitude.
bd588970-9c29-11b1-9dad-c379636f7270
Feeling of one that shows poor return for kindness
received. Ungratefulness
bd58b1f7-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Guilt is some agent's negative, self-accusatory
feeling of responsibility for having caused some harm.
Instances of #$Guilt vary depending on the intensity of the
feeling or the subject experiencing the feeling.
bd58e14d-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Dislike is some agent's feeling of disaffection or
disaffinity for an agent, event, or thing. Instances of
#$Dislike vary depending on the intensity of the feeling,
the subject experiencing the feeling, and/or the object of
dislike. Specializations of #$Dislike include #$Contempt,
#$Hate, and #$Disgust.
bd58a553-9c29-11b1-9dad-c379636f7270
Feeling of unsureness; lack of certitude or
conviction about someone or about the result of something.
Skepticism. Carries no evil suspicion, as Mistrust does
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Intensely desiring something; impatiently expectant.
c010d0dc-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Embarrassment is some agent's feeling of mental
confusion or discomposure. Instances of #$Embarrassment
vary depending on the intensity of the feeling or the
subject experiencing the feeling. A notable specialization
of #$Embarrassment is #$Shame.
bd58c194-9c29-11b1-9dad-c379636f7270
COSMO note: this Cyc category is interpreted as
a dissatisfaction directed at something specific, rather than
a general dissatisfaction with one's life condition.
Cyc: Feeling of discontent, due to a lack of
fulfillment of an agent's desires, needs, or
requirements. This is a collection; for an explanation of a
typical #$FeelingType, see #$Happiness. Some more
specialized #$FeelingTypes than #$Dissatisfaction are
#$Disappointment, #$Frustration, #$Impatience, #$Anger, etc.
bd58a58e-9c29-11b1-9dad-c379636f7270
Care for, preocupation, worry. The feeling of a person
with his mind engrossed by something pertinent to himself or
another, due to his responsibility, interest or affection.
COSMO note: A feeling does not have to be totally preoccupying to
be a 'Concern'. A person may have many concerns at one time.
A Concern in COSMO must be directed at least in part at some possible
future bad event. Linguistically that future event
would be the ?X in the phrase {J is concerned about ?X}
When such a phrase is used with ?X being an object (a person),
the concern is actually about something happening to that object,
and the thing that might happen to that object is the 'FutureEvent'
filler in the restriction.
The word 'concern' may be used in other senses, but those senses would
be represented differently in COSMO.
bd5893f0-9c29-11b1-9dad-c379636f7270
A ProblemSituation is an Event (which may be a StaticSituation)
that is a cause for Concern to some CognitiveAgent (usually a Person).
Animals are not excluded from agents that might have a Concern,
so animals may have ProblemSituations (e.g. a mother cat looking for
a lost kitten).
The restriction requires, for each instance of 'Problem' a
specification of the instance of 'DirectedFeeling' (fear, concern)
that is caused by the Problem, i.e. what kind of Problem it is
perceived to be by someone. The instance of DirectedFeeling
will contain within it a specification of the Agent to
whom it is a Problem. It also requires specification of an
instance of a 'ProblemToBeSolved', which is an AbstractString
representing a LogicalAssertion citing the existence of the ProblemSituation
(in some World, real or hypothetical), and its logical description.
The logical description
portion of the ProblemToBeSolved may be symbolically identical to the
representation of the 'ProblemSituation' itself, if the logical
language used is the same as that of the ontology. In that case, to
avoid duplicationm the 'ProblemToBeSolved' and 'ProblemSituation'
may cross-reference each other. But the differnce between a
logical representation of a problem in a ProblemToBeSolved and
its representation in a ProblemSituation is that the ProblemToBeSolved
form is interpreted as a String, which in effect is only a rerpresentation
of the ProblemSituation, wheras the instance of ProblemSituation
is interpreted as the situation itself.
NOTE: this method of specifying Problem does not allow us
to call a situation a 'Problem' unless the Agent for whom
it is a Problem is aware of and concerned about it.
We may need another kind of objective 'problem' that *would be*
of concern to an agent, if that agent knew about it and understood
it. As of version 0.46, that kind of 'problem' is not
represented in COSMO.
A common term for COSMO 'ProblemSituation'.
A static Event during which some animal experiences
fear for some interval of time. 'Concern' or 'Apprehension'
are not subtypes of 'Fear' - some level of intensity is required
to qualify as 'Fear'. But 'Terror' is a subtype of
'Fear', being those fear states that have particular intensity.
Terror is the highest reifed level within the general
class of states called 'Fear'.
A collection of mental states and events whose
instances are characterized by intentionality: they are of
or about some thing external to themselves. Thoughts, acts
of perception, and propositional attitudes are three common
types of intentional mental situations. Thus, a particular
act of thinking about the Eiffel Tower, an event of seeing
the Eiffel Tower, and a given subject's believing that
the Eiffel Tower is in Paris are three intentional mental
situations, all having (at least) the Eiffel Tower as their
object. Any thing whatsoever can in principle be the
object of an intentional mental situation: I can think
about a given physical object, an event, a relation, an
attribute, a proposition, a mental state (my own or
another's), a set, a collection, or anything else.
(Note that the above mentioned belief about the Eiffel
Tower and Paris is arguably not itself about the
_proposition_ that the Eiffel Tower is in Paris. But now
note that my belief in the content of the sentence
preceding this one clearly _is_, in part, about that
proposition.) Mental situations that are _not_
intentional, and thus not in this collection, include
moods, itches, and pain experiences. Note that, although
they are indirectly related (see e.g.
#$PurposefulMentalActivity), the sense of intentional
described above is not to be confused with its other sense
as an antonym of accidental . See also
#$IntentionalMentalEvent, #$IntentionalMentalState,
#$objectOfMentalSituation, and #$thinksAbout.
bdc339c8-9c29-11b1-9dad-c379636f7270
An Event that occurs in Earth's atmosphere.
isaTemporalPartOf relates one Event
to another Event of which the subject Event is a part.
This is a relation on instances, not types of events,
so the part of a particular oath-taking event when
the oath-taker raises her hand may be a temporal part of
the oath-taking event. The part must be a proper part
of the larger event.
This is somewhat similar to the 'subprocess' relation
of SUMO:
SUMO (subprocess) (subProcess ?SUBPROC ?PROC) means
that ?SUBPROC is a subprocess of ?PROC. A subprocess
is here understood as a temporally distinguished part
(proper or not) of a Process.
**NOTE** that a temporal part includes **every** part of
an event that occurs diring some specific time interval,
not just the changes in some selected fluents that take
place in a time interval. So if the larger Event has
multiple fluents represented, the changes in all of those fluents
taht take place in some time interval during an Event must be
represented in the Event pointed to as the subject of
the 'isaTemporalpartOf' relation.
**IF** one wants to refer to the changes in a single fluent
during some part of a larger Event in which multiple fluents
are represented, then use the 'hasSubevent' relation.
A CompletionEvent is an Event which is necessarily part
of an Event of longer duration, and which constitutes the
last temporal part of that longer Event. This would count
as an 'achiement' in Vendler's categorization, but the
logical treatment of Events in COSMO does not
attempt to follow Vendler. The characeristic of
a CompletionEent is that it is the final temporal part of another
identifiable Event.
A specialization of both #$Action and
#$PhysicalEvent; the collection of physical events in which
some doer acts on an object. Each instance of
#$ActionOnObject is an action in which both the roles of
#$doneBy and #$objectActedOn (qq.v.) are filled. Examples
include someone typing on a keyboard and a tornado
destroying a building. Non-examples include a person
dancing and wind blowing.
NOTE: these ations should be represented linguistically
by a TransitiveVerb.
A specialization of #$Event-Localized. Each
instance of #$IntrinsicStateChangeEvent is an event
characterized primarily by a change in some intrinsic
property of at least one main actor involved in the event.
Such intrinsic changes may include changes of a thing's
color, temperature, device state, or size. Events where the
main change is extrinsic (such as a change in location or
ownership) are not instances of #$IntrinsicStateChangeEvent.
In events which have more than one actor, the event may be
an #$IntrinsicStateChangeEvent for one actor but not for
another. For example, in a #$FasteningSafetyBelt event, the
#$SafetySeatBelt (the device used) goes from unconnected to
connected (to itself), which is an intrinsic change;
however, the agent who does the fastening does not change
intrinsically, but only in his configuration to the belt, an
external object. Another example: in a #$HairCuttingEvent,
the hair that is cut undergoes an
#$IntrinsicStateChangeEvent due to its role in that kind of
event, but the barber undergoes no intrinsic change due to
the hair cutting. Note that some events, such as an ice
cube melting into a small puddle of water, could be
represented either as an #$IntrinsicStateChangeEvent or as a
#$PhysicalTransformationEvent, but not (within a single
micro-theory) as both.
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.
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The collection of all #$DestructionEvents in which
something #$PartiallyTangible is destroyed via physical
means. Examples include natural disasters (cf.
#$DisasterEvent), #$KillingByOrganisms, and dissassemblings
(cf. #$TakingApartAnArtifact). For cases where at least some
portion of the thing destroyed becomes incorporated into a
new created thing, see the more specialized
#$PhysicalTransformationEvent. See also the reifiable
functions #$PhysicalDestructionFn and #$PhysicalDestructionByMeansOfFn.
bf88ea64-9c29-11b1-9dad-c379636f7270
The collection of all #$CreationEvents in which
something #$PartiallyTangible is created.
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A specialization of both
#$PhysicalDestructionEvent and #$PhysicalCreationEvent. In
each instance of #$PhysicalTransformationEvent at least one
thing ceases to exist and at least one thing comes into
existence (and usually at least some portion of the thing(s)
destroyed becomes incorporated into the thing(s) created).
An important specialization of this collection is
#$PhysicalTransformationProcess, the collection of
#$PhysicalTransformationEvents that are also instances of
#$TemporalStuffType. See also the predicate #$transformedInto.
bd589b02-9c29-11b1-9dad-c379636f7270
isaRequiredResourceFor relates some
resource (money, personnel, time, a substance, an Object ) to
some PhysicalEvent or PhysicalProcess which cannot proceed
unless the Resource is a participant in the Event or Process.
The Object need not be comsumed in the Event.
isaRequiredInputFor relates an Object or
Substance to some PhysicalEvent or PhysicalProcess which cannot proceed
unless the Object is a participant in the Event or Process.
The Object need not be comsumed in the Event.
A specialization of Event specific to Cyc:
Cyc: A specialization of #$PhysicalEvent whose
instances include translational or rotational movements of
whole objects (see #$MovementEvent), objects changing shape
(see #$ShapeChangeEvent), as well as events in which salient
parts of an object move or change shape in relation to the
reference frame of the whole object. For example, although
a ticking grandfather clock is not normally undergoing
either a #$MovementEvent or a #$ShapeChangeEvent, it can
still be said to be moving - and thus undergoing a
#$MovementOrShapeChangeEvent - in virtue of the fact that a
salient part of the clock, the pendulum, is swinging. (Of
course, the pendulum itself is periodically undergoing
#$Movement-Rotation, and the tip of the pendulum is
undergoing a #$Movement-TranslationEvent.) As a negative
example, a catatonic person should not be thought of as
undergoing any #$MovementOrShapeChangeEvent. Although blood
moves through such a person's veins, her lungs expand
and contract, and so on, these things would not normally be
considered salient enough to entail that the person herself
was undergoing a movement or shape change event.
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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 #$Wagons.
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COSMO: collect all Cyc paths here.
An instance of #$Collection, and a specialization
of #$Path-Generic. Each instance of #$Path-Simple is a path
with two distinct ends that do not overlap each other (in
the case of spatial paths, the two ends are spatially
disjoint). Since no instance of #$Path-Simple has ends that
join at one point, #$Path-Simple is disjoint with
#$Path-Cyclic. Although instances of #$Path-Simple have
distinct ends, some instances may have more than two things
that are its end-points . For example, a path between
Austin and Pittsburgh can also be a path between Texas and
Pennsylvania. Notable specializations of #$Path-Simple
include #$Pipe-GenericConduit, #$Nerve, and #$Stream.
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A specialization of both #$Path-Generic and
#$EnduringThing-Localized (qq.v.). Each instance of
#$Path-Spatial is a path that has spatial extent, and that
joins spatially located things. So instances of
#$Path-Spatial include roads, corridors, wires, blood
vessels, and nerves; however, purely abstract paths, such as
those in kinship diagrams and mathematics, are _not_
instances of #$Path-Spatial. Instances of #$Path-Spatial
may be pre-existing paths in a #$CustomarySystemOfLinks
(q.v.) or they may be paths in some specially specified
#$PathSystem (q.v.) consisting of spatial paths.
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COSMO note: In Cyc a 'Path-Customary'.
A Path-Customary is reinterpreted as 'Path-Physical' in
COSMO, being a linear arrangement of physical material that permits or
assists something to 'move' in some sense along the path. It is
therefore a physical object, and certain types of communications
'channels' such as a point-to-point radio link, do not
qualify. because the 'path' involved (the 'ether') does not assist
the movement of the signal.
At this point we have not formalized the notion that it is
easier (takes less effort) for objects to move along a path
than to move where that kind of path does not exist.
Note that we add a restriction specifying that every instance
of path must have some instance of PhysicalObject that can
move along it. This existential should not be too burdensome,
since we can generally mention some individual physical object
that *can* move (not necessarily does move) along every path tht is
instantiated.
Cyc: A specialization of #$Path-Spatial. Each instance
of #$Path-Customary is a spatial path which was either
designed as a path by some intelligent agent, or which has a
significant known function as a path for movement. Examples
include roads, railroads, sea-lanes, cowpaths, boardwalks,
tubes, channels, blood vessels, fibers, wires, and
communication links. An instance of #$Path-Customary may be
either an instance of #$Path-Simple (in which case it would
be a path with two distinct ends, not forming a cycle) or an
instance of #$Path-Cyclic.
bee87cc9-9c29-11b1-9dad-c379636f7270
An object that has an intrinsic front and back, or
an intrinsic bottom and top, or an intrinsic left and right.
(The 'or's here are of course inclusive.) See
also the comments for the specializations
#$FrontAndBackSidedObject, #$LeftAndRightSidedObject,
#$TopAndBottomSidedObject, #$HexalateralObject. A perfectly
smooth ball bearing is a negative example of a
#$BilateralObject. On the other hand, a ball bearing with a
dot painted on one side could be considered to have a
well-defined front if, for example, the hemisphere centered
around the dot were designated as the front side (see also #$NoteAboutSidedObject).
A #$FrontAndBackSidedObject is a object with an
intrinsic #$FrontSide and an intrinsic #$BackSide. By
'intrinsic' we mean simply that there exists an
estabilshed convention according to which one side is
considered 'Front' and the other side is
considered 'Back'. Usually the two sides in
question can be reliably distinguished. Notice that a
conventionally distinguishable front and back do not
necessarily imply a bottom and top, or a left and right: a
#$Worm has a clear-cut front end and a clear-cut back end
according to biological convention, but it makes little
sense to talk of top, bottom, left or right. However, see
also the comment for #$HexalateralObject. Notice also--and
this is crucial to the whole conception-- that while a
#$FrontAndBackSidedObject may well have a preferred
orientation and direction of motion, changing either does
not change what counts as the 'front' and what
counts as the 'back': while I am backing my car
out of the driveway in the morning, its back end does not
become its front end and vice versa. If an entity does not
obey this rule then it does not, generally speaking count
as having a distinguishable front and back--example: a
dolley, such as is used to transport crates, or some skateboards.
hasOrientation specifies the direction
toward which the front end of an asymmetric object
is pointed, The orientation can be in any number of
dimensions.
A #$TopAndBottomSidedObject is an object with an
intrinsic #$TopSide and an intrinsic #$BottomSide. By
'intrinsic' we mean simply that there exists an
established convention according to which one side is
considered 'top' and the other side is considered
'bottom'. Usually the two sides in question can
be reliably distinguished from one another. For example, by
convention, the 'top' of a
#$Table-PieceOfFurniture is the side on which other objects
usually rest, while the 'bottom' is the side which
usually touches the floor. Notice that a conventionally
distinguishable bottom and top do not necessarily imply a
left and right, or a front and back. A plant is a good
example of the case where they do not: top and bottom can be
reliably distinguished but not, ordinarily, front and back
or left and right. Notice also--and this is crucial to the
whole conception--that while a #$TopAndBottomSidedObject may
well have a preferred orientation, changing this orientation
does not change what counts as 'top' and what
counts as 'bottom': if a car flips over on the
highway its top is now facing the pavement and its
bottom--the undercarriage--is now up in the air. If an
entity does not obey this rule then it does not, generally
speaking, count as having a distinguishable top and
bottom--example: an hourglass or a book. (see also
#$NoteAboutSidedObject)
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A #$LeftAndRightSidedObject is an object with an
intrinsic left side and an intrinsic right side. By
'intrinsic' we mean simply that there exists an
established convention according to which one side is
considered 'Left' and the other side is considered
'Right'. Usually, the two sides can be reliably
distinguished from one another. Notice that a
conventionally distinguishable left and right do not
necessarily imply a bottom and top, or a front and back.
Interestingly, it has proved impossible so far to find
instances of objects with a left and right but no top,
bottom, front or back. It is unclear why this should be so,
but it apparently pertains to human psychology in reasoning
about directions. However, if an object has a conventionally
distinguished top, bottom, front, and back, then these
suffice to determine an intrinsic left and an intrinsic
right. Notice also--and this is crucial to the whole
conception--that while a #$LeftAndRightSidedObject may well
have a preferred orientation, changing this orientation does
not change what counts as 'left' and what counts
as 'right': if you turn me upside down my left
side does not become my right side and my right side my
left. If an entity does not obey this rule then it does not,
generally speaking, count as having a distinguishable left
and right--example: a houseplant.
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A #$HexalateralObject is an object with a
well-defined front, back, left, right, top,
and bottom. These sides are considered to be intrinsic to
the object and do not vary as the object
changes position. Any object which is an instance of two
different specs of #$BilateralObject is a
#$HexalateralObject as a matter of definition--eg, if an
object's front and back can be distinguished and its
left side can be distinguished from its
right, then it also has a well-defined bottom and top. See
also comments for #$BilateralObject and for
#$FrontAndBackSidedObject, #$LeftAndRightSidedObject, and #$TopAndBottomSidedObject.
c123e501-9c29-11b1-9dad-c379636f7270
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 #$Building.
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In Cyc, 'DurableGood. We interpret the instances of this class
as physical objects; this is not the collective class of goods.
Cyc: A specialization of #$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.
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ObjectWithAttribute is a container category to collect
all Types of PhysicalObjects that are defined by some distinctive
attribute, such as 'Collectible' (taken from the openCyc..
A generalization of the Cyc 'Filamentlike'.
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 #$FixedStructure (e.g. bridge pilings) and
parts which are not freestanding (e.g. the span of a bridge,
or a room in a building).
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PathForWheeledVehicles(Cyc); LandTransitway(SUMO)
OPENCYC 1: MAY 23, 2002
A specialization of #$PathArtifact. Each instance
of #$PathForWheeledVehicles is an artifact whose primary
function is to serve as a path along which wheeled vehicles
may move or park. Often such paths are paved, but they need
not be. Specializations of #$PathForWheeledVehicles include
#$AirplaneRunway, #$ParkingLot, and #$Roadway.
The SUMO LandTransitway is close but not identical, as it includes airports
and airport runways - the latter arguably for wheeled vehicles, but the
former less clearly so; in Opencyc Airport is a FixedStructure.
SUMO: LandTransitway is the subclass of Transitway that represents
areas intended for motion over the ground.
bd59029a-9c29-11b1-9dad-c379636f7270
GeographicalRegion_Cyc-includes_other_planets
In COSMO, this type includes those physical portions of a planet
that are near to the surface including the atmosphere of the
planet, which is a physical object. But the usage here
differs somewhat from that in Cyc, in that this category must
be a physical object, and is not a space region.
Cyc comment: A specialization of #$GeographicalThing and
#$Surface-Physical. Each instance of #$GeographicalRegion
is a tangible spatial region that includes some piece of the
surface of a planet (usually #$PlanetEarth), and may be
represented on a map of the planet. This includes purely
topographical regions like mountains and underwater spaces,
places defined by demographics (e.g., language areas) and
territory otherwise demarcated (e.g. #$TimeZones). In
dualist geopolitical contexts [see
#$DualistGeopoliticalMt], instances of #$GeopoliticalEntity
are also considered to be instances of #$GeographicalRegion.
In all cases the region in question must contain some
tangible component with which it is possible to make
physical contact. The instances of #$GeographicalRegion
contrast in this respect with the instances of
#$GeographicalThing-Intangible, which are wholly intangible.
Examples of #$GeographicalRegion include
#$RockyMountainStates-USRegion, the #$ContinentOfAustralia,
#$SinaiPeninsula, and - in dualist geopolitical contexts
- #$YaleUniversity and #$CityOfPittsburghPA. Some
important types of regions are represented by the
sub-collections #$LanguageArea, #$TimeZone,
#$PostalCodeRegion, #$EcologicalRegion, #$ConstructionSite,
and - in dualist geopolitical contexts --
#$GeopoliticalEntity. No instances of #$GeographicalRegion
are wholly indoor locations.
GeographicalRegion[Cyc-includes_other_planets]
The collection of all cavities, containers, and
hollow objects. An instance of #$CavityOrContainer
spatially subsumes a hollow space region, and might include
as #$physicalParts either no enclosing walls
(#$CavityInteriorRegion), just the inside surface of the
walls (#$CavityWithWalls), or the complete walls
(#$ContainerShapedObject). #$Containers, such as coffee
cups, buildings or stomachs, have well-defined outside
walls. Instances of #$Cavity such as caves and rooms do
not have well-defined outside walls. #$CavityOrContainer
was reified since certain properties hold true of both
instances of #$Container and of #$Cavity, and since we wish
to use certain predicates interchangeably. For example, we
wish to use the same predicate, #$pipeEndsAtCavity for
talking about relationships holding between esophagi and
stomachs in addition to that which holds between hallways
and rooms.
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The collection of #$CavityOrContainers which have
a distinct or clearly defined outside surface (see
#$ClearlyDefinedEntireExternalSurface). Unlike instances of
the more specialized collection #$Container, instances of
#$ContainerShapedObject do not necessarily contain things as
their main function. Examples of #$ContainerShapedObject
include the cap of an #$Acorn, the flower of a
#$Tulip-Plant, a #$RadioTelescope dish, or a table tennis
ball. Negative examples include a #$Cave. Although a cave
is a #$CavityOrContainer it does not have clearly defined
outside walls. However, the existence of clearly defined
*inside* walls entails that any #$Cave is a
#$CavityWithWalls (q.v.).
be1f8dfd-9c29-11b1-9dad-c379636f7270
FunctionalObject is a container category to collect
all Types of PhysicalObjects that are defined by some distinctive
function that they play in some event or activity. These Types
will in general serve as Roles.
NOTE that the 'function' may be one that evolved naturally,
and a FunctionalObject is not necessarily an Artifact. Thus
a heart has the function of pumping blood. In COSMO,
'purpose' and 'function' include any teleological goal-oriented
role, whether arising from intentional design or evolutionary development.
COSMO note: in Cyc, 'Container' is construed
very broadly, and includes vehicles and buildings. We follow
the broad Cyc usage, and create specializations where needed.
Cyc comment: The collection of tangible objects whose primary
function (see #$primaryFunction) is to contain something
(see #$ContainingSomething). Note that just about anything
can serve as a container without actually being a container.
For example the palm of your hand when cupped may contain
some marbles. But because your palm is not always
configured as and does not function primarily as a
container, it would not be represented as a #$Container but
would rather stand in a particular *relation* to the marbles
via some containment predicate. To relate contents to the
thing containing them (whether or not that thing is a
#$Container) use one or more specific predicates indicating
the type of containment present (#$in-ContOpen,
#$in-ContClosed, #$in-ContFullOf, #$in-Held, #$packagedIn,
#$physicallyContains, #$protectiveContains, ...). If the
type of containment is not known use the general predicate
#$in-ContGeneric.
SUMO: A large class of Devices whose purpose is to hold
something else, i.e. be the instrument of a Keeping.
COSMO note: this may be too broad - for a seat to be a 'holder'
seems somewhat abstract. But will be left in for
compatibility and it may prove useful.
#$ContainerArtifact is a specialization of
#$Container, #$PhysicalDevice, and #$Artifact-NonAgentive.
Each instance of #$ContainerArtifact is an object whose
primary function (or one of whose main functions) is to be a
container. Instances of #$ContainerArtifact include storage
containers for books, office records, food, clothing, tools,
and materials; containers for transporting the same;
passenger compartments of various kinds of vehicles; and
artificial constructs for housing humans and animals.
Specializations include #$Crib, #$Sandbox, #$OfficeSpace,
and #$Coffin.
#$TransportationContainerProduct is a
specialization of #$ContainerProduct and #$Conveyance. Each
instance of #$TransportationContainerProduct is a container
in which the primary function is to transport substances or
objects. A few examples are #$Luggage, #$BabyCarrier, and #$Trailer.
Small personal containers such as Purses are also included.
A specialization of both #$MechanicalDevice and
#$PoweredDevice. Each instance of #$SelfPoweredDevice has,
as one of its internal parts, a device which converts some
kind of potential energy into force. For example, a
cordless electric drill would be an instance of
#$SelfPoweredDevice, since it contains a battery and motor
that convert electricity stored in the battery into kinetic
energy. Other examples of #$SelfPoweredDevices are the
instances of #$Automobile, which (typically) convert
gasoline and battery power to get the energy to move. Of
course, some muscle power is involved in operating both a
cordless drill and an automobile, but in neither case is it
the main part of the power. Negative exemplars of a
#$SelfPoweredDevice include all instances of #$Bicycle
(powered by the people who ride them), cable cars (since
they are pulled along by cables embedded in the street) and
subway trains (often powered by an electrified 'third rail').
A specialization of #$PartiallyTangible. Each
instance of #$HumanScaleObject is an object that can be
perceived and manipulated by human beings. Instances of
this collection range roughly from objects the size of
pinheads to objects the size of aircraft carriers.
COSMO Note: In Cyc, ConstructionArtifacts were subtypes of
HumanScaleObject, but that does not fit the definition of manipulable
by humans, so a size limit on HumanScaleObject should be considered
as not much larger than an Aircraft Carrier, and stationary construction
artifacts (which could be as large as the Alaska Pipeline or the
Great Wall of China) will be subtypes of MacroscopicObject,
which can be very large.
A specialization of #$HumanScaleObject. Each
instance of #$PortableObject is a tangible object that is
not fastened down and is light enough for an average human
(or, more to the point, for its average intended user) to
move easily. For many instances of #$PortableObject,
portability is important for the fulfillment of their
primary functions; for example, an article of clothing (an
instance of #$SomethingToWear), a hand-guided tool (an
instance of #$HandTool), a coin or dollar bill (an instance
of #$Currency), or a flashlight (an instance of
#$Flashlight) would be pretty useless if they weren't
portable. In other cases, making a device portable, or
making a portable version of a device, simply provides a
convenience, as with the subcollections #$PortableTelevision
and #$PortableStereoSystem. Note that #$Tool is not a
subcollection of #$PortableObject, since many tools are
heavy and/or stationary. A borderline example of a
#$PortableObject would be a heart/lung machine; although the
beneficiary of its primary function is in no position to
move it around, the physicians and nurses who also are
using it can and do exactly that. The same goes for a
playpen; the kids in it had better _not_ be able to move it
around, but the adults who set it up and put them there can
and do move it. A borderline non-example would be a car;
even though its user can make it move around, that is more a
controlling action than a transporting action --- i.e., the
car is doing the transporting in that case, not the driver.
A borderline example is a cat; even though it moves under
its own power, it is light enough for its owner to pick it
up and move it around. A borderline example is a bed or a
dresser; though too heavy to lift, its owners can generally
move it around (by sliding, disassembling and reassembling,
and so on).
bd588131-9c29-11b1-9dad-c379636f7270
#$Device-UserControlled is a specialization of
#$PhysicalDevice. Each instance of
#$Device-UserControlled is an artifact which is normally
controlled by its user while serving its intended
function(s). The artifact may be guided during part or
all of its operation, and the user may guide it by hand or
some other means of interaction. #$Tool is an important
specialization of this collection, and further examples of
#$Device-UserControlled include instances of the collections
#$PomPom, #$Van, #$Spoon, and #$ToiletPaper. This
collection does not include those devices which merely
require some user intervention to get started or to be set
up, e.g., instances of #$SofaBed, #$Holster, or
#$LightBulbIncandescent. #$ManualCarWindow and
#$AutomaticCarWindow are also not included, since they do
not require user guidance while performing their main task
(keeping out the wind), although they can be adjusted by the user.
#$TransportationDevice-Vehicle is a specialization
of both #$TransportationDevice and #$SelfPoweredDevice.
Each instance of #$TransportationDevice-Vehicle is a
transportation device that moves under its own power.
Examples include jet airplanes and automobiles; non-examples
include skateboards, gliders, and rowboats. Note that
hand-pushed power lawnmowers, even though they are
#$SelfPoweredDevices, are not instances of
#$TransportationDevice-Vehicle, since they must be pushed in
order to remain in motion.
A specialization of #$LandTransportationDevice and
#$TransportationDevice-Vehicle. Each instance of
#$LandTransportationVehicle is a device which is both
self-powered and controlled in some fashion by a user, and
is used for transportation across land. Specializations of
#$LandTransportationVehicle include the collections
#$Automobile, #$Snowmobile, #$Truck, and #$Bus-RoadVehicle,
but not collections of non-#$SelfPoweredDevices such as
#$Bicycle or #$Skateboard.
A specialization of both
#$LandTransportationDevice and
#$TransportationDevice-Vehicle. Each instance of
#$RoadVehicle is a self-powered vehicle designed primarily
for travel on roads (although some instances may also have
limited off-road capabilities). Notable specializations of
#$RoadVehicle include #$Automobile, #$Truck, and
#$Bus-RoadVehicle. Since #$RoadVehicle is a specialization
of #$TransportationDevice-Vehicle, each instance of
#$RoadVehicle is self-powered. Consequently, road
transportation devices which are not self-powered (for
example, all the instances of #$Bicycle) are not included in
this collection.
SUMO (SelfPoweredRoadVehicle): the class of RoadVehicles
that are also PoweredVehicles. SelfPoweredRoadVehicle covers
motorcycles, semi-trailers, RVs, etc., as well as Automobiles.
This class includes vehicles powered by electricity, gasoline,
diesel, and other fuels.
OPENCYC 1: MAY 23, 2002
A specialization of #$PathForWheeledVehicles. Each instance of #$Roadway is a path artifact designed to accomodate road vehicles (see the collection #$RoadVehicle) such as cars, trucks, and motorcycles. Specializations of #$Roadway include #$Street-Generic and #$Highway.
SUMO: Roadway is the subclass of LandTransitways that are areas intended for surface travel by self-powered, wheeled vehicles, excluding those that travel on tracks. Roadways have been at least minimally improved to enable the passage of vehicles. Roadways include dirt and gravelled roads, paved streets, and expressways.
'SpatialRegion' is the BFO approximate
equivalent of 'Region'. The term 'SpatialRegion' is
itself used for a sypertype of physical space regions in COSMO.
A GenericAgent is an aggregate concept representing things that
can be linguistically categorized as agents, that is they are the
causative subject of an action. The difficulty comes when including
Organizations as Agents; Organizations are not actual physical Objects,
therefore cannot literally do things to change the physical world. Rather,
people who belong to Organizations, or their 'agents' do the actual moving
and lifting that are the causes of actions in the real world. Nevertheless
we talk of organizations as though they were somehow objects that did the
actions themselves. This category is here to provide a place for the
linguistic notion of 'Agent' that can include 'social agents' such as organizations.
In this classification we adopt a broad view of agents, allowing inanimate
things like hurricanes and tornadoes to be classified as AgentiveObjects.
Agent-Generic[Cyc]%Agent[DOLCE]%SentientAgent[SUMO]
An IntentionalAgent is an Agent that (typically) has the capacity
to form a plan of action. Therefore an IntentionalAgent is an Agent to whom
some purpose may be assigned - even if only the purpose of survival.
The level of intentionality required to belong to this category is not as high as that
required to belong to the more specific category of 'IntelligentAgent'.
Therefore computer programs that do not approach human-level linguistic capacity,
but have some level of intentionality (in this ontology 'SoftwareAgents') will fit
in this category.
This category will also include some non-human animals that can be said to
be able to form some plans, however primitive. As of COSMO version 0.3,
we include only mammals under this class. If it is shown that other animals can form
primitive plans, at that time they may also be added as subtypes of
this category.
OPENCYC 1: MAY 23, 2002
#$Agent-Generic is the collection of all agents, or things (like #$Animals, #$Robots, #$DivineBeings, etc.) that have desires and intentions and the presumed ability to act on them. An instance of this collection may be an instance of #$AgentiveArtifact or #$Agent (but not both).
In SUMO, 'CognitiveAgent' appears to be the approximate equivalent.
SUMO: An Agent that has rights but may or may not have responsibilities and the ability
to reason. If the latter are present, then the Agent is also an instance of
CognitiveAgent. Domesticated animals are an example of SentientAgents that are
not also CognitiveAgents.
DOLCE: agent: A catch-all class used to join agentive objects (either physical or social).
Agents are dispositionally so, in the sense that they internally represent
descriptions, and in particular plans, goals and possible actions, but they do not
necessarily act. In everyday language, agent is used in this sense, but also
to tell that something has acted in a certain way, or to say that something has
an initiator or leading role in some action. In DLP, the performs relation encodes
these notions.
The SUMO approximate equivalent of Cyc
'IntentionalAgent'.
COSMO note: this type appears to be intended to represent humans
and human groups, so it is placed as a subtype of 'IntelligentAgent'.
DOLCE only: 'agentive-social-object' A social object that is assumed
to internally represent a plan. Since social objects are dependent
on physical ones, it is not trivial to interpret the local sense in
which a social object 'internally represents' a plan. For example,
an institution can have the plan to promote or regulate some activities,
but this is possible by means of the powers conferred to it by some
legal system, through its representatives, and that plan has to be
executed by means of the physical agents that 'act for' the institution.
An IntelligentAgent is an agent that can form plans, use knowledge in plans,
and can communicate in language. Among the natural animals, only people
qualify for this status - in this respect, this category differs from
the definition given by Cyc (below). Groups of people, or organizations
whose acts are in fact carried out by people (or machines directed by people),
can be considered as IntelligentAgents - by the convention that the acts
carried out by people who are authorized to act in the name of an organization
are acts of the organization. (see Organization). To some degree, existing or
future computers may also have such a capacity, and would fit into this category,
even if the range of linguistic inputs that would generate an appropriate response may be much more
limited than for an adult human;'intelligence' is therefore a quantitative
attribute, which has a range of values. NOTE that this category needs to be
carefully axiomatized so that the system will recognize blocking
conditions that may prevent the understanding of language in specific
circumstances: for example, an individual person will only understand
one or a small number of languages; a person will understand language only
when conscious and awake, and able to perceive the input. A human baby will
not understand language at birth, and will develop that capacity
gradually; nevertheless a human baby is an instance of this Type.
Implementing the use of such blocking conditions will be complex, but
including any agent type that can normally understand some human
or near-human language appears to be preferable to creating a
subtype of human that can qualify absolutely as understanding language,
without conditions.
NOTE that a Person is an IntelligentAgent, and therefore a DeadPerson
is also an IntelligentAgent. In most circumstances, one would not
consider a DeadPerson as being able to understand language, unless
one is within a belief systems where spirits sruvive bodily death.
Death is one of the potential blocjing conditions for language
understanding that will need to be interpreted in context.
This is similar to the Cyc #$IntelligentAgent,but excludes non-human animals:
From Cyc: A specialization of #$Agent-Generic (q.v.) whose instances are
all agents capable of knowing and acting, and of employing their knowledge
in their actions. An intelligent agent #$knowsAbout certain things,
and having #$beliefs (and possibly #$goals) concerning those things may
influence its actions. As with agents generally, an intelligent agent
might be a single individual or might consist of a group of individual
agents (see #$MultiIndividualAgent). Thus persons are intelligent agents,
and so are certain social beings like business and government organizations.
Some non-human instances of #$Vertebrate that seem to be sentient and
somewhat intelligent, such as (arguably) dogs and horses, can also be considered
intelligent agents.
isKnowledgeableAbout points from an IntelligentAgent (typically a
person, but possibly an automaton) to a field of knowledge about which that
agent has a substantially greater body of knowledge than the average person.
The agent does nto have to be an expert in the field, but should have enough
expertise to do productive work or study. Thus a Chemist is knowledgeable about
chemistry, and a physician about medicine.
In order to be knowledgeable about a topic, a person must have
studied that topic. Observations gained from practical experience
are a form of 'studying' for this purpose, if they are remembered and
mentally organized. ##ToDo: This implication should be formalized.
Agent[Cyc]%agentive-physical-object[DOLCE]
OPENCYC 1: MAY 23, 2002
The collection of #$Agent-Generics (q.v.) that are not tangible artifacts
(cf. #$AgentiveArtifact). #$Agent includes all naturally-occurring agents
(e.g. #$Persons and #$Animals), any #$SupernaturalBeings (q.v.),
and #$Organizations.
Quantities can be numbers (integer, real, imaginary) or number ranges or
approximate numbers, or distributions, or restricted ranges (greater
than or less than), or PhysicalQuantities, which are measures.
Numbers may have different qualitative dimensions (scales), and quantitative
comparisons will generally only be meaningful when two numbers are
expressed on the same scale.
A Quantitifier is some numerical or verbal value that
specifies or restricts the numerical prefix for a QuantitativeAttributeValue.
The simples arre numbers, suc as 3 in the distance measure {3 feet}.
A quantifier can also be a range {2 to 4}, such has in{{2 to 4} feet}.
A quantifier can also be a number with a variance {3 +- 1}, such has
{{3 +- 1} feet}.
A quantifier can be verbal, such as 'High', 'Medium' or 'Low'
such as {High Intensity}.
Quantifiers may have default variances. See:
'hasDefaultVariance' and 'ConfidenceInterval'.
COSMO note: A MeasurableQuantity is some attribute of
which a number (or other quantifier) is a part, and also has a unit of measure.
This is disjoint from pure numbers.
Cyc: A specialization of #$Quantity (q.v.). This is
the collection of quantities that have a numeric component
and could actually be used to measure
something, as opposed to (say) merely ranking it on a scale.
Arithmetic operations (such as addition and multiplication)
can be performed on measurable quantities, as they can on
purely numeric scalars (see #$NumericInterval).
Specializations of #$MeasurableQuantity include #$Distance,
#$Temperature, #$Mass, and #$Time-Quantity. Other, broader
specializations are #$OneDimensionalQuantity,
#$TwoDimensionalQuantity, and #$ThreeDimensionalQuantity.
Any quantity (that at least in principle could be) returned
by a #$UnitOfMeasure (q.v.) function is a measurable
quantity. In CycL, particular measurable quantities are
usually represented as the result of applying a
unit-of-measure function to a real number or pair of reals.
For example, (#$Meter 5) is the distance 5 meters.
afed8d1a-9eec-41d8-9da0-be55cb160c1a
The collection of #$Intangible things that are
intrinsically mathematical (see #$MathematicalThing) or
computational (see #$ComputationalObject). Instances of
#$MathematicalOrComputationalThing are abstract in the very
strong sense of being nonspatial, atemporal, and massless.
Examples include numbers, sets, collections, relations,
algorithms, and abstract character strings.
bd58e31f-9c29-11b1-9dad-c379636f7270
A specialization of
#$MathematicalOrComputationalThing. Each instance of
#$MathematicalThing is an atemporal, nonspatial, purely
mathematical thing. #$MathematicalThing is partitioned into
two main specializations, #$MathematicalObject and
#$SetOrCollection (qq.v).
bd58e5b6-9c29-11b1-9dad-c379636f7270
A specialization of both #$MathematicalThing and
#$IntangibleIndividual. Each instance of
#$MathematicalObject is a purely abstract mathematical thing
which is also an individual (see #$Individual).
Specializations of #$MathematicalObject include
#$Quantifier, #$RealNumber, #$Triangle, and #$TruthValue.
Note that instances of #$SetOrCollection are not instances
of #$MathematicalObject, since they are not instances of #$Individual.
bf461f37-9c29-11b1-9dad-c379636f7270
A specialization of both
#$MathematicalOrComputationalThing and
#$IntangibleIndividual. Each instance of
#$ComputationalObject is a syntactically structured form,
such as a Cyc system expression, a Lisp string, a C variable
name, or an equation in a particular canonical form format.
bd58803b-9c29-11b1-9dad-c379636f7270
GeographicalRegion_Cyc-includes_other_planets
In COSMO, this type includes any region on or near the surface of a planet,
including the region that contains its atmosphere. But the usage here
differs from that in Cyc, and this category is not a physical object.
For physical objects at the surface of a planet, see
'PlanetarySurfaceObject'.
Cyc comment: A specialization of #$GeographicalThing and
#$Surface-Physical. Each instance of #$GeographicalRegion
is a tangible spatial region that includes some piece of the
surface of a planet (usually #$PlanetEarth), and may be
represented on a map of the planet. This includes purely
topographical regions like mountains and underwater spaces,
places defined by demographics (e.g., language areas) and
territory otherwise demarcated (e.g. #$TimeZones). In
dualist geopolitical contexts [see
#$DualistGeopoliticalMt], instances of #$GeopoliticalEntity
are also considered to be instances of #$GeographicalRegion.
In all cases the region in question must contain some
tangible component with which it is possible to make
physical contact. The instances of #$GeographicalRegion
contrast in this respect with the instances of
#$GeographicalThing-Intangible, which are wholly intangible.
Examples of #$GeographicalRegion include
#$RockyMountainStates-USRegion, the #$ContinentOfAustralia,
#$SinaiPeninsula, and - in dualist geopolitical contexts
- #$YaleUniversity and #$CityOfPittsburghPA. Some
important types of regions are represented by the
sub-collections #$LanguageArea, #$TimeZone,
#$PostalCodeRegion, #$EcologicalRegion, #$ConstructionSite,
and - in dualist geopolitical contexts --
#$GeopoliticalEntity. No instances of #$GeographicalRegion
are wholly indoor locations.
GeographicalRegion[Cyc-includes_other_planets]
NOTE: in Cyc this was the stuff occupying a region.
In COSMO, it is a region of space, and is neither a physical object nor
a physical substance. This Type differs from Cyc in that
a FreeSpaceRegion is a Region in which PhysicalObjects can move, as in Cyc, but
it is only the space, and not the contents of that space. Thus
large parts of the Ocean are FreeSpaceRegion, as in Cyc, but
the water in that region is merely present or located in that region,
the water is not the region itself.
Cyc: A specialization of #$EmptyRegion-Generic.
Instances of #$FreeSpaceContent are connected, tangible,
fluid individuals occupying regions of free space (i.e.
instances of #$EmptySpaceRegion (q.v.)): space regions
through which solid objects can move more or less freely.
Examples include the #$Air in the interior of a room or the
sky above a city. In an underwater context, a piece of free
space content is likely to be an instance of #$Water. Often,
a #$FreeSpaceContent is associated with a geographical
region or some physical boundaries that define its edges.
But a (partially) tangible #$FreeSpaceContent is not to be
confused with the intangible #$EmptySpaceRegion it occupies.
bd5899a9-9c29-11b1-9dad-c379636f7270
The Planet Earth, orbiting Sol.
The planet where humans evolved. By COSMO convention,
to the Earth is not located in the OuterSpaceVacuum,
which is all parts of the Universe that does not
include the Earth.
Some Properties of the Earth (http://www.rwic.und.edu/unitconversions.php)
Mass of the earth = 5.98E24 kg
Mass of the oceans = 1.32E21 kg
Mass of the earth's atmosphere = 5.29E18 kg
Mean radius of the earth = 6371 km
Mean distance between earth and the sun = 149.7E6 km
Mean gravitational acceleration
at earth's surface = 9.807 m/s(squared)
Speed of rotation of a surface point
on the earth's equator = 460 m/s
Angular velocity of the earth = 7.29E-5 /s
5.9736E27
A specialization of #$TwoOrHigherDimensionalThing
and #$SpaceRegionLimit. This is the collection of all
surfaces, tangible or intangible (see #$Surface-Physical and
#$Surface-Intangible), of spatial things. Each instance of
#$Surface-Generic is a spatial thing that has extent in at
least two dimensions, and either has no thickness (i.e. is a
purely two-dimensional object) or has an insignificant
thickness compared to its length and width. (If it is a
closed surface, e.g. an apple skin, then any significant
subregion of it must have insignificant thickness compared
to that subregion's length and width.) Thus a surface
might be two- or three-dimensional; tangible or intangible;
spatially connected or not; it might be flat, curved,
folded, or crumpled. Other examples of surfaces are the
skin of a basketball, the face-up side of a table top, and a
particular face of an abstract cube. Other specializations
of #$Surface-Generic are #$FlatSurface, #$Surface-Closed,
and #$Surface-Open.
A specialization of #$Surface-Generic and
#$PartiallyTangible. This is the collection of all physical
(and thus technically three-dimensional) surfaces, i.e.
tangible surfaces of tangible objects. Each instance of
#$Surface-Physical has a (non-zero) thickness that is much
less than its average length or width. A physical surface
might have holes, tears, or be unconnected and in multiple
pieces; it might be flat, curved, or crumpled. Examples
include the skin of an apple and the top side of a tabletop.
Cf. #$Surface-Intangible.
bd590365-9c29-11b1-9dad-c379636f7270
A specialization of #$Surface-Generic (q.v.).This
is the collection of open surfaces of (tangible or
intangible) spatial objects. Each instance of
#$Surface-Open has some boundary, such as an edge,
perimeter, or hole. Examples include the top surface of a
tabletop, the surface of a whiffle ball, a slightly cracked
eggshell, and the skin of an apple with a bite taken from
it. Non-examples are a basketball skin and an intact
eggshell; cf. #$Surface-Closed. Note that 'hole'
here is intended in its colloquial, human-scale sense,
according to which (e.g.) a wiffle ball has holes but a
baseball does not (even though at some fine-grained level
the latter does have tiny holes).
bd8cb302-9c29-11b1-9dad-c379636f7270
Each GeographicalRegion is a connected one-,two- or
three-dimensional region of space located on or near
the surface of some astronomical body, not necessarily the Earth.
For 3-dimensonal regions specifically on the Earth, use 'GeographicalArea'.
It is understood that the regions defined are stationary with respect to
some coordinate system in which the astronomical object itself is
considered to be stationary. The astronomical object itself
(most commonly the Earth) will of course be rotating and
moving through space, and those motions are ignored when the relative
locations defined by 'GeographicalRegion' are used. A GeographicalRegion
will include some portion of the space above the solid material that
defines the region, and below the surface; at this point (v 0.44) we
have not precisely specified how much of the space above or below
the surface is included.
COSMO note: this Cyc category is reinterpreted as representing only
spatial regions - points, areas, or volumes, on or
near the surface of some planetary body (to clearly
specify the Earth, use the subtype 'GeographicalArea'), but this
does not represent any of the physical objects that might exist in that
region. The discussion of 'tangible' in the Cyc documentation below
suggests the inclusion of physical objects, but that is not the intent
of this COSMO cateegory. Though this category does not include any
physical objects, one may use 'GeographicalObject' to specify all of the
objects in any GeographicalRegion, if desired.
Cyc: A specialization of #$GeographicalThing and
#$Surface-Physical. Each instance of #$GeographicalRegion
is a tangible spatial region that includes some piece of the
surface of a planet (usually #$PlanetEarth), and may be
represented on a map of the planet. This includes purely
topographical regions like mountains and underwater spaces,
places defined by demographics (e.g., language areas) and
territory otherwise demarcated (e.g. #$TimeZones). In
dualist geopolitical contexts [see
#$DualistGeopoliticalMt], instances of #$GeopoliticalEntity
are also considered to be instances of #$GeographicalRegion.
In all cases the region in question must contain some
tangible component with which it is possible to make
physical contact. The instances of #$GeographicalRegion
contrast in this respect with the instances of
#$GeographicalThing-Intangible, which are wholly intangible.
Examples of #$GeographicalRegion include
#$RockyMountainStates-USRegion, the #$ContinentOfAustralia,
#$SinaiPeninsula, and - in dualist geopolitical contexts
- #$YaleUniversity and #$CityOfPittsburghPA. Some
important types of regions are represented by the
sub-collections #$LanguageArea, #$TimeZone,
#$PostalCodeRegion, #$EcologicalRegion, #$ConstructionSite,
and - in dualist geopolitical contexts --
#$GeopoliticalEntity. No instances of #$GeographicalRegion
are wholly indoor locations..
Each GeographicalObject represents the physical objects
that are contained within some GeographicalArea or GeographicalRegion.
For every GeographicalObject of sufficient interest to be
defined, there should be some GeographicalArea (for Earth) or
GeographicalRegion (for any planet-like astronomical body)
that has already been defined to specify the region of interest.
One might, for example, want to defined 'ThePortOfBaltimoreObject'
to discuss all of the physical objects that are located within
'ThePortOfBaltimoreArea'.
As of verion 0.23, the only specialization of GeographicalObject
defined is BodyOfWater - the physical water contained in some
region such as a lake or the AtlanticOcean.
GeographicalArea is (in spite of its name) a three-dimensional Region
of space that is on or close to the surface of the Earth. This is
the category that should be used to specify areas of the Earth, such
as the areas defined by Countries and ruled by their governments. Although
three-dimensional, most GeographicalAreas will be relatively thin
and sheet-like in shape, as the areas of interest are close to the Earth's surface.
COSMO note: in Cyc this was 'GeographicalRegion'. In COSMO,
Geographical reasoning uses only the spatial points, areas
and volumes that are defined relative to some set of Geodetic
coordinates. The physical objects that occupy that region
are related to the region, but are classified separately under
'GeographicalObject'.
Note that to be consistent with SUMO usage, one-and two-dimensional
regions are not included in this categeory. They can be represented by
'GeographicalRegion'.
GeographicalArea (SUMO) includes Earth areas only
SUMO: A geographic location on Earth, generally having definite boundaries.
SUMO: Note that this differs from its immediate superclass Region in that
a GeographicArea is a three-dimensional Region of the earth.
Accordingly, all astronomical objects other than earth and all one-dimensional
and two-dimensional Regions are not classed under
GeographicArea.
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A GeographicalRegion that consists of one-half of the Earth's surface,
divided form the other half by a circumferential circle that can be any line of latitude,
or the equator, or any circle at an angle to a latitude line. The most
common instances of EarthHemisphere are the EasternHemisphere, WesternHemisphere,
NorthernHemisphere and SouthernHemisphere.
OuterSpace is any part of the region beyond the limits of the Earth's atmosphere,
including locations on or inside of other planets. It is disjoint with GeographicalArea.
It is also disjoint with locations under the Earth's surface (which are not included
in GeographicalArea).
Called 'SpaceRegion' in Cyc and SUMO:
Cyc: A specialization of both #$SpatialThing and
#$IntangibleIndividual (qq.v.) whose instances are regions
of space that exclusively act as possible locations for
other spatial objects, and thus are immobile. A space
region might be three-, two-, one-, or zero-dimensional; and
spatial objects occupy such regions accordingly.
Three-dimensional space regions (see #$ChunkOfSpace) can be
occupied by solid objects. Two-dimensional space regions
(or #$SpaceSurfaces) can be occupied by a purely
two-dimensional objects. And similarly for one-dimensional
space regions (#$SpaceLines) and zero-dimensional space
regions (#$SpacePoints). Another important specialization
of #$SpaceRegion is #$SpaceRegion-Empirical, whose instances
are pieces of the embedding space for spatio-temporal
objects (see #$SpatialThing-Localized). For more on spatial
location and occupancy, see #$AbsoluteLocationalPredicate
and its instances.
SUMO: The class of all Regions which are not
GeographicAreas.
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The Cyc and SUMO terms for 'OuterSpaceRegion'
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.
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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 (#$greaterThan
VALUE2 VALUE1).
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A #$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 (#$greaterThanOrEqualTo VALUE2 VALUE1).
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A #$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.
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A #$NumericComparisonPredicate that is a
generalization of the mathematical greater-than ( > )
relation to #$ScalarIntervals (q.v.) of all sorts, including
quantitative intervals (see #$NumericInterval and
#$MeasurableQuantity) as well as point values (see
#$ScalarPointValue). (#$greaterThan VALUE1
VALUE2); means that VALUE1; is
greater than VALUE2; with respect to some
scale that they are both on. More precisely, there is some
#$TotallyOrderedScalarIntervalType SCALE that both
VALUE1; and VALUE2; are
instances of and either (i) SCALE; is a
specialization of #$NumericInterval (e.g. #$RealNumber) and
the minimum (see #$minQuantValue) of
VALUE1; is greater than the maximum (see
#$maxQuantValue) of VALUE2; or (ii)
(#$followingValueOnScale VALUE2 VALUE1
SCALE); holds.
bd5880b2-9c29-11b1-9dad-c379636f7270
a comparison of mass values for physical objects.
In Cyc this is called 'greaterMassThan'.
This may also be expressed as: 'hasaGreaterMassThan' or 'weighsMoreThan'
12f70c40-1297-11d6-8000-0050dac4bdee
Each instance of String-Entity relation is an ObjectProperty that
can be translated into a String type attribute when converting from
an OWL ontology to a schema, UML model, or other representation that
uses String datatypes to refer to property values that are best represented
as first-class entities in an ontology. This OWL Property type is
specifically designed to assist translation of ontologies into other formats.
Each instance of 'dbMappedRelation' is a OWL Property that
can be mapped to one or more columns in a database when using
an OWL ontology to access conceptual information from one or more
database tables.
Each instance of 'dbMappedDataRelation' is a OWL Property that
can be mapped to some datatype column in a database when using
an OWL ontology to access conceptual information from one or more
database tables.
Each instance of 'dbMappedMeasureRelation' is a OWL Property that
can be mapped to some datatype column whose value is a number, representing
a measure in some units of measure. For proper interpretation, the unit of
measure and type of property implied by the number should be specified by the
relations: impliesUnit and impliesMeasure.
impliesUnit is used to specify the unit of measure implied
when a dmMappedMeasureRelation value is accessed.
impliesUnit is used to specify the unit of measure implied
when a dmMappedMeasureRelation value is accessed.
isaPartOf is a very general 'part' relation applicable to spatial
regions or objects in some space. This relation has no axioms associated
with it because it is only an 'umbrella' relation that gathers together
other relations having different meaning, so as to provide
an anchor point for the ambiguous linguistic notion of 'part'
It cannot be transitive, because it subsumes the relation of
a member to the group, which is not transitive. But some of
its subrelations are transitive.
NOTE: this and its subproperties are instance-level relations.
To express that some physical object type is typically a part
of another physical object type, use the type-level relation,
'isTypicallyaPhysicalPartOf'
A Number is both a Quantity and an Object. This contrasts
with PhysicalQuantity, which is a Quantity and an AttributeValue.
Pure numbers and physical quantities (numbers plus units of measure) are
disjoint entities.
Any Number that can be expressed as a
(possibly infinite) decimal, i.e. any Number that has a position
on the number line.
Any RealNumber that is not also a RationalNumber.
A RealNumber that is greater than or equal to zero.
A RealNumber that is less than zero.
A RealNumber that is greater than zero.
Any RealNumber that is the product of dividing two Integers. To
represent a fraction in the name of a RationalNumber, the prefix
'N_' should be used, and to separate the two integers, a dollar sign
can be used (to stay within the OWL naming conventions). Thus three-halves
would be named 'N_3$2',and two-thirds would be 'N_2$3'. However,
percents, which are also rational numbers, will have a different
naming scheme.
A RationalNumber that expresses a ratio of one quantity to another,
multiplied by one hundred. This is a pure number. For its
use to express distributions, see 'Percentage'.
A negative or nonnegative whole number.
An Integer that is greater than
or equal to zero.
An Integer that is greater than zero.
An Integer that is less than zero.
A PhysicalObject is an Object that has mass.
The mass is relativistic,
i..e the Object does not have to have rest mass; so,
a photon is a PhysicalObject.
NOTE that this category is indeterminate as between a
Perdurant and and Endurant - that is, the instances
are not necessarily zero-duration time slices, nor
are they necessarily time slices of finite duration.
As a result, Roles such as 'Student', which are
TemporalThings with a beginning and end time,
can be classified as subtypes of this category.
wasCreatedDuring relates a PhysicalObject or an Artifact to the
time interval (or Event) during which it was created. This is the companion to
'wasDestroyedDuring', specifying the ending time (if the entity
is no longer in existence). For cases where the creation or destruction times are
vague, broad time intervals can be used.
wasDestroyedDuring relates a PhysicalObject or an Artifact to the
time interval (or Event) during which it was Destroyed. This is the companion to
'wasCreatedDuring', specifying the ending time (if the entity
is no longer in existence). For cases where the creation or destruction times are
vague, broad time intervals can be used.
wasCreatedByEvent relates a PhysicalObject or an Artifact
to the Event as a result of which it was created.
the inverse of 'wasCreatedByEvent'.
This relation points from an Event to an Object
(physical or abstract) which was created as a result of that
Event.
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).
hasTemperature relates a PhysicalObject to its temperature.
The temperatureMeasure must specify the units of temperature.
Alternatively, one may use 'hasTemperatureInDegC', a
DataypeProperty for which the value can be a float..
hasTemperatureInDegC specifies the temperature
of a PhysicalObject in degrees Celsius. The value is a
floating-point number.
A SolidObject is a PhysicalObject that retains its shape with
less than 30% distortion in any one dimension when placed on a surface
in air *or in water* in Earth's gravitational field. This means that
reasonably solid but compressible gels qualify as SolidObjects.
For objects that are less distortable than gels, use 'RigidObject'.
NOTE that a SolidObject does not have to be rigid. All Organisms
are SolidObjects, even jellyfish. To be solid, and object may distort, but
cannot flow as a liquid or disperse as a gas.
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: 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
#$altitudeAboveSeaLevel) than LOW-OBJ.
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In Cyc called 'above-Generally'
Cyc: (#$above-Generally OBJ1 OBJ2) means that the
#$SpatialThing-Localized OBJ1 is more or less above the
#$SpatialThing-Localized OBJ2. To be more precise: if OBJ1
is within a cone-shaped set of vectors within about 45
degrees of #$Up-Directly pointing up from OBJ2 (see
#$Up-Generally), then (#$above-Generally OBJ1 OBJ2) holds.
This is a more general predicate than #$above-Directly
(q.v.), but it is a more specialized predicate than
#$isHigherThan (q.v.). It probably most closely conforms to
the English word above.
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COSMO: most of one of the objects is directly above or below the
other object. More directly above than just 'isAbove'.
NOTE a slilght variation from Cyc usage: this relation will be
used to relate bridges to the rivers or canyons they span, and
it may be the case that the volumetric center of a bridge is
not exactly above some part of the river, though it should be
in most cases.
In Cyc called 'above-Directly'
Cyc: (#$above-Directly ABOVE BELOW) means either that
(1) the volumetric center of ABOVE is directly above some
point of BELOW, if ABOVE is smaller than BELOW; or that (2)
some point of ABOVE is directly above the volumetric center
of BELOW, if ABOVE is larger than, or equal in size to, BELOW.
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COSMO note: subject is not directly above object,
but close to it, not just at a higher altitude.
(#$above-Indirectly UPPER LOWER) means that upper
is generally above [#$isAbove] LOWER, but not
directly above [#$isDirectlyAbove] it.
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COSMO: the most specific 'above' predicate.
In Cyc called 'above-Overhead'.
Cyc: (#$above-Overhead ABOVE BELOW) means that ABOVE is
directly above BELOW (see the predicate #$isDirectlyAbove),
all points of ABOVE are higher than all points of BELOW, and
ABOVE and BELOW do _not_ touch.
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A binary #$SpatialPredicate that is a
specialization of both #$above-Directly and #$touches
(qq.v.). (#$above-Touching ABOVE BELOW) means that ABOVE is
located over BELOW and they are touching. Examples of
things related by #$above-Touching include a person and a
chair s/he is sitting on, a boat and the on water it floats
on, and a hat and the head wearing it. Note that it need
_not_ be the case that every point of ABOVE is higher than
every point of BELOW.
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A WholeObject is an Object with distinct and recognizable boundaries,
and is not composed of separated coponents. This appears
to correspond roughly to the BFO 'Object' and the SUMO 'CorpuscularObject'.
SUMO: (SelfConnectedObject) A SelfConnectedObject is any
Object that does not consist of two or more disconnected parts.
COSMO note: The precise specification of what the properties of
a self-connected object are can be somewhat involved.
As of COSMO ver. 0.35, the axioms have not been formulated.
In SUMO a SelfConnectedObject is a type of Region,
but in COSMO all physical objects are subtypes of GenericLocation,
and this inherited type serves a similar function to
the Region of SUMO.
The SUMO term for 'WholeObject', which is
similar to 'Object' in BFO.
A GravitationallyBoundObject is an object that has
a mass and density sufficiently large that it will (eventually) settle
out from the Earth's atmosphere, in the absent of agitation or shear
forces that keep it suspended. This Type is created to provide a more
restricted Type of PhysicalObjects that will be the domain and range for
relations of 'support' and 'on top of', excluding submicroscopic objects
for which such relations make no sense. The subtype 'MacrosopicObject' and
its subtypes will be those most commonly used with the 'support' relations.
This type of Object need not be solid: portions of a liquid can be supported
by surfaces and containers.
An AgentiveObject is a PhysicalObject that can cause changes to other objects.
This class contains subclasses that have the capacity to act as agents, i.e.
to cause changes in the real world; but this general class of agents do not have
to have intentions or form plans.. People are the Agents that are typically
of greatest interest. But Tornadoes, hurricanes, tsunamis, volcanoes, etc.
can behave a agents in that they cause external events due to their internal
processes. All of these agentic objects are included in this category, but
Organizations, which are classified as MentalObjects in this ontology, are
in a separate agentive category.
A subcollection of #$PartiallyTangible. Each
instance of #$InanimateThing is an (at least partly)
tangible thing that is not currently a living structure.
Things that were never alive, dead organisms, and dead (or
completely non-functioning) organism parts are included in
this collection. Examples: #$YaleUniversity, a piece of
#$Meat, a dead armadillo, the #$StatueOfLiberty, and a pile
of #$Sawdust. Two important specializations of this
collection are #$InanimateThing-Natural and #$InanimateThing-NonNatural.
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A specialization of #$PartiallyTangible. Each
instance of #$MicroscopicScaleObject is a partially tangible
object which is so small that human beings cannot perceive
it, except (perhaps) with the use of special devices such as
#$Microscopes or #$ElectronMicroscopes. Specializations of
#$MicroscopicScaleObject include #$Molecule, #$Atom,
#$SubAtomicParticle, #$Chloroplast, and #$Mitochondrion.
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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.
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COSMO note: there should be some minimum number
of members in a 'Mob', perhaps 10. This constraint has not yet (v0.44) been
formalized. In Cyc a mountain range is a Mob of mountains, so
the number cannot be too large.
A specialization of #$Group. Each instance of
#$Mob is a group that contains a large number of objects or
events of the same type. Mobs typically have more members
than would be feasible to enumerate or reify. One rarely
refers to particular members of a given mob; and when one
does, it is usually only to relatively few of them.
Examples: the #$Andes-Mountains is a mob of mountains; each
instance of #$Galaxy is a mob of stars; a cupful of sand is
a mob of grains of sand; and making popcorn involves a mob
of corn kernel bursting events. See also #$MobFn.
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A TemporalLocation is a location for something -
usually an Event - in the universal time line of
our real world, or some alternative reality. It may be a time interval or a point in time.
Instances of TemporalLocation may be represented by a DateTimeString ,
without being reified as an actual instance of this Type.
This category includes the conceptual 'Datetime' Entity that is pointed
to by the common relations like 'CREATION_DATETIME' that occur in
databases. This entity is often represented by a built-in
dataype of 'DateTime' or something similar. In COSMO, a DateTime
is represented by subtpyes of DateTimeString, an AbstractString.
A location in time can serve as a Context, which is anything that can
affect the truth of a statement. In the real world, virtually
every statement about real-world objects is true only in some
particular time interval.
RELATIVITY: Time is assumed in COSMO to be measured by some
clock, which by default is the NIST atomic clock set,
but can be specified as some other clock.
Thus a time slice of a spatiotemporal region will be unambiguous,
and observers moving relative to that clock, or relative to each other,
need to adjust their interpretation according to the equations of relativity.
In COSMO there is a superfluous subtype link of this entity to the
most general 'Thing' so that 'time' will be exposed to viewers
of this ontology at the highest level in Protege, for perspicuity.
******** NOTE on BFO 'TemporalRegion' ***********************
The BFO 'TemporalRegion' appears to be the closest BFO Type to
the COSMO 'TemporalLocation'.
BFO Definition ('TemporalRegion'): An occurrent that is part of time.
BFO: Examples ('TemporalRegion'): the time it takes to run a marathon,
the duration of a surgical procedure, the moment of death
COOSMO note: this is not a *quantity* of time, as the BFO example
might suggest, but a *location* in time. 'ten minutes' is not
an instance of 'TemporalLocation'.
******** NOTE on BFO 'TemporalRegion' ***********************
TimeInterval is not a quantity of time (what is measured by a stopwatch), but a
specific region of the time line, what is measured by a calendar (in our real world
or in some hypothetical world).
Called: TimeInterval(Cyc); TimeInterval(SUMO - but SUMO requires contiguous
intervals); time-interval(DOLCE) or period_in_time(ISO15926); the BFO equivalents
of TimeInterval ('TemporalInterval') and TimePoint ('TemporalInstant') are disjoint
in BFO, but a TimePoint is a subtype of TimeInterval in COSMO.
COSMO NOTE: as a convenience, a calendar time interval can be given a name
that conforms to the conventions of one of the DateTime strings defined
in COSMO, such as a 'DateTimeExtendedGroup', providing an opportunity for
an interpreter to recognize the referenced time interval solely from the name
of the instance. See the example used in defining the TimeAndPlace
'WorldTradeCenter20010911'.
In Cyc, TimeInterval is not a measure.
SUMO: An interval of time. Note that a TimeInterval has both an extent and
a location on the universal timeline. Note too that a TimeInterval has no gaps, i.e.
this class contains only convex time intervals.
OPENCYC 1: MAY 23, 2002
A specialization of #$TemporalThing. Each instance of #$TimeInterval is a temporal thing
characterized fully by its temporal attributes. For example, the year A.D. 1967 is an instance
of #$TimeInterval; although many interesting things happened during that year, the year itself
is completely defined by its temporal extent. On the other hand, the event of Neil Armstrong's
walking on the Moon is an #$Event and not a #$TimeInterval, since it is not fully characterized
by its temporal extent or other temporal attributes. Specializations of #$TimeInterval include
#$CalendarYear, #$CalendarMonth, and #$FiscalQuarter.
DOLCE: a region - (Space and Time are special kinds of regions, i.e. AttributeValues or measures)
A temporal region, measured according to a calendar.
NOTE that a redundant subtype link to 'SituationProcessEventOrState'
is included just to make it easier to find TimeInterval in a drill-down search.
A synonym for 'TimeInterval' included just to make
the ontology easier to use, and the technical term easier to find..
A TimePoint is a closed interval of time having zero length. The beginning TimePoint
and Ending TimePoint are identical for any given TimePoint. The representation of a TimePoint
as a zero-length time interval is only an alternate view of a TimePoint.
(=>
(isanInstanceOf ?TP TimePoint)
(and
(hasStartingTimePoint ?TP ?TP)
(hasEndingTimePoint ?TP ?TP)))
A TimePoint is classified here as a subclass of TimeInterval because we adopt
the interpretation that a time interval of zero length duration is indistinguishable
from a time point. We know from special relativity that time may proceed at different
rates in objects that are moving relative to each other, so all time values must be
relative to some clock. In the absence of any explicit clock designation, the
NIST atomic clock signals transmitted from Boulder Colorado are considered as the clock
of reference.
A TimePoint may be represented by a limit expression, e.g. 'before Jan 1 2008',
or by a range ('some time point between Jan 1 200 and Jan 1 2008'). This
allows incomplete time information to be entered when not known exactly. This
may be implemented by a functional expression, but is not yet formalized in
COSMO version 0.44.
******* COSMO NOTE on BFO 'TimeInstant' ************
COSMO note: in COSMO, time points are subtypes of TimeInterval, so the
'disjoint' relation in BFO between TimePoint and TimeInterval was removed.
BFO: owl:disjointWith rdf:resource='#TemporalInterval'
BFO rdfs:subClassOf rdf:resource="#ConnectedTemporalRegion"
BFO Definition: A connected temporal region comprising a single moment of time.
BFO Examples: right now, the moment at which a finger is detached
in an industrial accident, the moment at which a child is born,
the moment of death
******* COSMO NOTE on BFO 'TimeInstant' ************
A #$SpatialThingTypeByDimensionality and a
specialization of #$SpatialThing, each instance of which is
either a one- or two- or three- (or higher-) dimensional
spatial object. Examples include tangible or intangible
spatially-localized dimensional objects, such as the edge of
a tabletop, the surface of the tabletop, and the table
itself, as well as abstract geometrical objects that are at
least one-dimensional, such as a Platonic circle or cube.
Specializations of this collection include
#$ExtendedSpaceRegion, #$ShapedThing, and #$TwoOrHigherDimensionalThing.
A #$SpatialThingTypeByDimensionality and a
specialization of #$SpatialThing, each instance of which is
either a two- or three- (or higher-) dimensional spatial
object. Examples include tangible or intangible
spatially-localized polydimensional objects, such as the
flat surface of a tabletop and the table itself, as well as
abstract geometrical objects that are at least
two-dimensional, such as a Platonic cube. Specializations
of this collection include #$PartiallyTangible,
#$BilateralObject, and #$TwoDimensionalGeometricThing.
COSMO: a three-dimensional region of some space
(not necessarily our real world space). This is the space itself,
and does not include or immply that ther are any objects in it.
However, each instance of this kind fo space will usually be
interpreted relative to some defined cooridinate system, which,
in the ral world, usually means that it is relative to some
physical object (which could be the collecion of all object
in the universe as a whole, to provide a universal frame
of revernce).
In Cyc called 'ChunkOfSpace'.
Cyc: A specialization of
both #$ExtendedSpaceRegion and
#$TwoOrHigherDimensionalThing (qq.v.). Instances of
#$ChunkOfSpace are three-dimensional portions of a
three-dimensional space. This is the kind of place that
solid (i.e. three-dimensional) objects occupy. It makes
sense to speak of, or compute, the volume of such objects.
An important specialization of this collection is
#$ChunkOfSpace-Empirical, whose instances are pieces of
space in the empirical universe - the kind of space that
physical objects occupy.
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 government. To conform to those intuitions,
'France' and other countries will be GeopoliticalEntities. Therefore a
GeopoliticalEntity is something distinct from the organization which forms
the government. In COSMO, it is an unusual hybrid, being both a MentalObject
and a GenericLocation. Itis neither a PhysicalObject nor an Organization.
The Governmen of a GeopoliticalEntity is an Organization.
A GeopoliticalEntity in COSMO is a composite Entity which
(1) is an agent
(2) claims control over some land area of the earth
(3) has a government or other ruling organization, which is also an agent
(4) is a MentalObject, meaning that it does not have mass and was created by
an IntelligentAgent
NOTE1: As a GenericLocation, one can say that something isLocatedAt a GeopoliticalEntity
even though one means that an object isLocatedAt the region controlled by the
GeopoliticalEntity. When an instance of a GeopoliticalEntity is used as an
argument that should logically take a region, the implementation should,
for consistency, coerce the argument into the corresponding GeopoliticalArea.
At present (v0.48) there is no 'disjoint' relation that will cause a logical
contradiction, but elaboration of the ontology might cause problems at some
point for the use of an Agent as a Location. Alternatives may be worth
exploring.
NOTE2: if the government performs an action, it is unclear whether it is alway proper
to say that a country (or city) performed that action. Therefore the
GeopoliticalEntity and its government are treated as distinct agents, though
it will probably be true in almost all cases that when one acts, the other
can be said to act.
NOTE3 that countries have four aspects:
(1) the country itself, the GeopoliticalEntity
(2) the government of the country
(3) the spatial region controlled by the counry
(4) the physical objects within the spatial region controlled by the country.
(4.1) among the physical objects are those that are part of the land, including the
vegetation, and those that are animals or artifactual structures.
In normal speech, the distinctions among these are not made because the referents
are clear from the context. For this ontology, the distinctions appear necessary.
A GeopoliticalEntity usually has an Organization that claims control over the
geographical region identified as the area of the GeopoliticalEntity. Usually this
will be a government, but occasionally other Organizations such as occupying
armies will claim control without claiming to be a
formal government. This concept differs from the OpenCyc #$GeopoliticalEntity in that
it is strictly an organization, whereas the Cyc concept includes some element of
the geographical region itself. The Cyc documentation is reproduced here to clarify
the difference:
Cyc: A specialization of #$Organization and of
#$LegalAgent and of #$GeographicalAgent; instances of this
collection control #$GeographicalRegions. Each instance of
#$GeopoliticalEntity includes a governing body, but is more
than just that governing body. Important subcollections
include #$Country, #$IndependentCountry,
#$State-Geopolitical, #$City, and #$Province. Instances
include #$CityOfTokyoJapan, #$BronxNY-Borough,
#$Alaska-State, #$Rwanda, #$Singapore, #$InnerMongolia,
#$Somerset-CountyEngland, and #$Taiwan-RepublicOfChina. A
central feature of this collection is that
geopolitical-entities (indeed, all #$GeographicalAgents)
are viewed in two significantly different ways with respect
to two different types of geography-related microtheories.
In a physical geography microtheory (i.e.
#$PhysicalGeographyMt and its submicrotheories),
geopolitical-entities are clearly distinguished from the
regions they control. (#$TerritoryFn GEO-POL) is used in
these contexts to denote the land mass (a
#$GeopoliticalRegion) of a given geopolitical-entity
GEO-POL. In a dualist geography microtheory (i.e.
#$DualistGeopoliticalMt and its submicrotheories), on the
other hand, geopolitical-entities are viewed as being _both_
agents _and_ land masses (i.e. #$GeographicalRegions).
Thus, there is little need for #$TerritoryFn in the latter
sort of context. (Despite their somewhat paradoxical
flavor, dualist microtheories arguably allow Cyc to mimic
commonsense reasoning about geopolitical entities and
regions more closely than do the stricter physicalist
microtheories.) There are also some generic geography
microtheories (e.g. #$WorldGeographyMt and
#$UnitedStatesGeographyMt) which are neutral with respect to
the physical and dualist views. Also see the shared-note
for this constant.
bd58e5da-9c29-11b1-9dad-c379636f7270
COSMO: A GeopoliticalEntity which is the primary
admninistrative subdivision of a Country(Nation). In the
United States, this is a State, in Canada and some other countries,
a Province, in England a Shire. Other names exist.
Points from one part of a GeopoliticalEntity to
the larger GeopoliticalEntity of which it is a first
(primary) political subdivision.
COSMO: A GeopoliticalEntity which is usually called a 'city' or 'municipality'.
This will be the most common referent for a city in relations in the
ontology, unless the government or the area of the city is specifically
intended as the referent. This GeopoliticalEntity may in fact be
called a 'City', 'Borough', 'Township', 'Village' or some other name,
but in general it will be the smallest GeopoliticalEntity with a
separate government body, in that Country or State.
NOTE that a City is not the land area nor the governemnt, but a composite entity:
A GeopoliticalEntity in COSMO is a composite Entity which
(1) is an agent
(2) claims control over some land area of the earth
(3) has a government, which is also an agent
Points from a City to a GeopoliticalEntity larger than
a city, which the city is the administrative capital of.
In Cyc called 'capitalCity':
Cyc: The predicate #$capitalCity is used to relate a
geopolitical entity to its capital. (#$capitalCity GEO
CITY) means that CITY is the capital city of the
#$GeopoliticalEntity GEO. Examples: the #$capitalCity of
the #$UnitedStatesOfAmerica is the #$CityOfWashingtonDC; the
#$capitalCity of #$AmericanSamoa is #$CityOfPagoPagoSamoa.
Note: to relate an instance of #$State-Geopolitical to its
capital, use the more specialized predicate #$capitalCityOfThisState.
bd590b5f-9c29-11b1-9dad-c379636f7270
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'
@@ToDo: Should this be a metatype with the different habitats as
instances???
Every Type that can serve as the object value for the
'hasTypicalHabitat' relation should be a subclass
of this Type.
NOTE that in WordNet a 'habitat' is a subtype of 'environmrnt'.
But a habitat is the normal *type* of living place of a *species*
and an environment is the current *specific* location of an *individual*,
so the two are not directly related in that manner. An Environment
is a Place and a Habitat is a more abstract high-level Type.
hasTypicalHabitat relates some OrganismType
to some type of region or environment in which the
naturally free-living organisms of that Type are usually found.
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'
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Points from an instance of Action or design to a
Specification for acting, and indicates that the
given Action conforms to the specification.
This is very broad, and might be used to indicate
that an action is legal (in accordance with a law),
or that a performance (e.g. of a play or musical composition)
conformed reasonably to the specified actions or musical
notes specified.
For Actions that are executions of a Procedure, this
relation is more stringent than 'isanExecutionOf, in specifying
that not only was the action executed according to a procedure,
but that it was executed correctly, as specified
(no variances or mistakes).
English phrases; 'conforms with' or 'is in accordance with'.
Note that 'according to' is represented by the relation:
'wasSupportedBy' - omain Assertion or LInguisticAssertion.
Points from an instance of Assertion (a proposition)
or LinguisticAssertion to an Agent who asserted its truth. There may
be many agents who assert the truth of some Assertion, and they need not be
the same as the agent who created the assertion originally.
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.
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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 #$ThreeDimensionalGeometricThing.
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The collection of lines, broadly construed.
Unlike #$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.
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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 #$Arc.
COSMO note: for one-dimensional lines in our real
universe, use the subtype 'SpaceLine-Empirical'.
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A Outline is a two-dimensional shape that is characterized only
by the patterns of the edges. In visual representations, an Outline
has only the line tracing the edge, filled with white. For the two-dimension
figure in which the interior areas formed by the Outline is filled with black
use 'Silhouette'.
A AbstractSymbol is a unit mental object which is created to serve as a Symbol, and cannot be
broken in parts without destroying much of the meaning of the symbol.
Examples are single characters in some language or graphical icons
representing ideas or objects. The more interesting Symbols are texts
and images.
A collection of spatially-localized individuals,
including various actions and events as well as physical
objects. Each instance of #$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 #$VisualInformationBearingThing.
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Cyc: A specialization of
#$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.
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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 #$containsInformation).
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COSMO note: in COSMO this type is abstract and
does not include physical objects.
Cyc: A specialization of both #$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
#$List. But in general any set (e.g. the column names in a
relational database) may be used to index the components of
a tuple.
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A List is a MentalObject, i.e. an Object without mass created by an
IntelligentAgent, with the distinctive character that it is a linearly
ordered arrangement of AbstractSymbolicObjects. A List may be empty,
and has its own properties in addition to the properties of the constituent
elements, therefore it is not a Group. Note that AbstractStrings
are subtype of List. A List is ordered, and it can have the same
entity in different positions in the llist. It is not a type of Set.
A List has a 'first' and 'rest' component. The 'rest' can be another
list, or null. Therefore a list may have one element (or none)
Cyc comment: A specialization of #$Tuple. Each instance of
#$List is a finite sequence of things with a first and last
member-position, with each member-position other than the
last having a successor member-position. As with tuples
generally, lists allow for repetition of their members, so
that the same item can appear at multiple member-positions
in the same list. A list can be represented formally as a
function from a finite index set of counting numbers,
beginning with one, into the domain of all #$Things (but
note that #$Lists are _not_ explicitly represented as
functions in the Cyc ontology). Unlike an instance of
#$Series (q.v.), a list is purely abstract (i.e. both
aspatial and atemporal), and the only implied relation
between an item and its successor in a list is the successor
relation of the list itself. Technically, #$List is more
specific than #$Tuple only in that the index set (see
#$tupleIndexSet) for a given list must be the counting
numbers in their usual order (or some initial segment
thereof), whereas the index set for a tuple, generally
speaking, might be any set whatsoever.
Points from a Type of Event to a
list of roles of participants that *must* participate
in each instance of that EventType. Each element in
that list of Roles will be a subtype of CaseRole.
Similar to Cyc:
Cyc: (#$canonicalRolesList EVENTTYPE LIST) means that
in normal instances of EVENTTYPE, it is usual to find the
roles listed in LIST filled by actors suiting the argument
constraints of the roles..
c00be5ab-9c29-11b1-9dad-c379636f7270
A RoleList is a List all of whose elements are Roles.
An AbstractText is the abstract representation of some linguistic expressions.
The text may have formatting, such as columns and rows, beyond simple linear text.
An AbstractCharacter is an AbstractSymbol that is one of the
symbols contained in some linguistic alphabet, or any
other symbol used in typography or in the control of
format during electronic transmission of information.
In information processing systems, any sequence of
bits having the proper length for use in strings (e.g.,
seven bits or eight bits or sixteen bits) can
count as an AbstractCharacter, the length
depending on the computational context.
An AbstractString is a linear array (A List) of basic characters
in some character set (not necessarily just an alphabet).
It is the abstract representation of the characters, and the base string
will not have any formatting, either of font or size or capitalization.
Formatting can be represented as attributes of a String.
Every defined instance of AbstractString should be represented by a datatype
String using the relation 'hasStringRepresentation', unless it is
a binary string, or has a number of bits that is not evenly
divisible by 8 (in which case, a BinaryString should be used).
The name of the AbstractString in the ontology can be very much shorter than
the actual String represented; e.g. the string representation of AbstractString
'WarAndPeace' might be the full text of a long book..
hasStringLength relates an AbstractString to the
length of that string, as an integer number of characters.
The AbtractString by the name of 'null' can represent
not only the null string, but a null value for any object (e.g. as
a value in a database), in a manner similar to the null value
used in Java.
0
specifies that a particular AbstractString
begins with another abstractString, which must be
shorter or of equal length. This is the analog of
one of the methods on a Java String. In COSMO,
certain CodeStrings may have a specific prefix,
such as 'DTEG' for a DateTimeExtendedGroup; this
relation can be used to enforce that requirement,
if the ontology can reference procedural methods that can
manipulate strings.
hasAbstractRepresentation relates some entity
- concrete or abstract - to a MentalObject that represents -
or contains a part that represents - that entity.
The mental object is itself abstract in the sense of having no mass.
A common example of an abstract representation is the word
(string of characters) 'cat', representing a small furry animal.
NOTE that an AbstractRepresentation (such as an AbstractImage) of a person
will contain an abstract representation of that person, but may also contain
(and thus be, in this sense) an abstract representation of the clothing or
accessories that person is wearing, or of the chair s/he is sitting in, or
of the cat next in his/her lap, or of anything else in that image.
NOTE also that, just as the representation pointed to by this
relation may only have a part that actually represents
the subject matter (other parts may represent other
subject matters), the subject of the inverse relation
'isanAbstractRepresentationOf' may only have a part
that is the representation of the object
of that relation.
points from an abstract representation
(for example, an AbstractString or AbstractImage) of something
to that thing it represents. The abstract string
'the cat' could point to a specific instance of a cat
A DateTimeExtendedGroup string wold point to
a TimeInterval.
hasMainTopic is a subproperty of hasAbstractRepresentation
and specifies that the AbstractSymbolicObject pointed to (text, image,
statue or other symbolic object) relates some entity
- concrete or abstract - to a MentalObject that represents -
or contains a part that represents - that entity.
The mental object is itself abstract in the sense of having no mass.
A common example of an abstract representation is the word
(string of characters) 'cat', representing a small furry animal.
'isTheMainTopicOf' is a subproperty of 'hasAbstractRepresentation', and
is used to point to an AbstractSymbolicObject that was intnetionally
creatged primarily to represent the object of the relation. An abject
may have many AbstractSymbolicObjects that represent it as the
primary topic. This relation is used to pick out those representations
that focus on a specific entity; a photo of a peron in a crows may be
an abstract representation of that person, but will not be related to
that person by the 'isTheMainTopicOf' relation.
NOTE that though an AbstractRepresentation (such as an AbstractImage) of a person
may focus on that person, but may also contain an abstract representation of the
clothing or accessories that person is wearing, or of the chair s/he is sitting in, or
of the cat next in his/her lap, or of anything else in that image. Thus that image
may 'hasMainTopic' the person, but will also 'isanAbstractrepresentationOf' those
other objects in the image that are incidental to the main topic.
The abstract entity that may have physical represenation
as an image - a picture, drawing, or any other graphical thing.
Writing is not usually considered as a graphical thing, but
it is possible that some images may have writing in them,
and images of writing are common. The distinction is in the way
the entity is actually represented, abstractly and physically.
A CapturedImage is an AbstractImage that was produced by
some ImageCaptureEvent. The production of the CapturedImage must be
accompanied by production of a corresponding PhysicalImage in some
medium - paper, electronic, plastic, or an other. A single CapturedImage
is represented by one or more PhysicalImages, and the CapturedImage
exists only as long as one of the physical representations exist.
A series of images representing a time sequence (a Movie) consists
of multiple CapturedImages, and is classified elsewhere(@ToDo).
A CapturedImage should represent objective information about the
shape-related features of some object(s).
An ImageCaptureEvent may be. e.g., taking a photograph,
performing an MRI, PET scan, or an X-ray, taking fingerprints, or
any other mechanical, electronic, or optical process that creates a
representation of the shape of some object without the
need for human manipulation of the actual captured image. Therefore
painting a picture is not an ImageCaptureEvent, and a painting is
not a CapturedImage in this sense. Infrared photographs that represent
temperature distribution oer some physical object are CapturedImages,
providing that the shape relations of the parts are preserved.
A photograph (abstract) at any wavelength is a CapturedImage.
NOTE that a device that creates an image by means other than simple
photography may still produce a CapturedImage. An ElectronMicroscope
produces a CapturedImage. However, a spectrograph that produces
an image of the spectrum of a substance or sample does not
produce a CapturedImage. A CapturedImage must represent the
shape features (external or internal) of some physical object(s),
even if those features are not perceptible through visible light.
Representations of other features of physical objects, whether or
not those representations are captured on a readable medium, are
classified elsewhere. (@ToDo - )
COSMO: An artifact created as a symbol of something else.
Approximate equivalents: InformationBearingObject (Cyc) ContentBearingObject (SUMO)
COSMO note: Cyc interprets IBO to include utterances and gestures, but in
COSMO this category is restricted to physical objects that are
artifacts ('ArtifactObjects'), and excludes
actions. In COSMO actions that contain information are included
under 'InformationBearingThing'.
OPENCYC 1: MAY 23, 2002
A specialization of both #$InformationBearingThing and #$CompositeTangibleAndIntangibleObject.
Each instance of #$InformationBearingObject is an object that can be interpreted,
by an interpreter understanding its conventions, to yield a chunk or chunks of information.
#$InformationBearingObject includes all of the following: (1) artifacts made solely for
the purpose of conveying information (e.g., a newspaper, or a children's science video);
(2) artifacts that convey information in addition to their intended function (e.g.,
Neolithic pottery); and (3) non-artifacts, such as a person's fingerprints, gestures,
and utterances, which may be interpreted to yield information.
Note: 'an IBO' abbreviates 'an information bearing object'.
Cf. #$InformationBearingWavePropagation. See also #$containsInformation.
COSMO note: this category is considerd approximately equivalent to the
SUMO 'ContentbearingObject'
SUMO: (ContentBearingObject) Any SelfConnectedObject that expresses
content. This content may be a Proposition, e.g. when the ContentBearingObject
is a Sentence or Text, or it may be a representation of an abstract or
physical object, as with an Icon, a Word or a Phrase.
The SUMO equivalent of 'InformationBearingObject'.
A Physical object having some graphical (non-text) content,
It is a physical represenation of an AbstractImage.
It can be a picture, drawing, or any other graphical thing.
Writing is not usually considered as a graphical thing, but
it is possible that some images may have writing in them,
and images of writing are common. The distinction is in the way
the entity is actually represented, abstractly and physically.
A Physical object having some graphical (non-text) content,
that represents an Icon, i.e. it is a stylized representation
(not a photograph or realistic painting) of some
thing, physical object, event, attribute, etc..
An Icon is an AbstractImage that is an abstracted
visual representation of some entity (object or process),
usually too small to be a realistic visual image.
The icons used in computers to signify some computer entity
are one subtype of this class - but recall that this is the
abstract icon, not the physical thing glowing on the
computer screen.
COSMO note: in SUMO 'Icon' includes photographs, but in
COSMO Photograph is a Type of its own, a subtype
of PhysicalImage but not a subtype of Icon.
isanImageOf relates an AbstractImage to the entity
(or one of the entities) that it is an Image of.
hasAbstractStringRepresentation relates an entity to an AbstractString that represents that entity.
Note that in this ontology, the 'AbstractString' can be named in any way.
The actual string representation, if not a single word, will generally be
found by finding the datatype value of the relation 'hasStringRepresentation'
for the AbstractString that represents the entity. This convoluted way of
finding the string representation is made necessary by the requirements of
implementation in computers, and the unique name requirement for
ontology elements.
hasStringRepresentation relates an entity to a String representation using
the internal String datatype of the implementing system.
hasStringDescription relates an entity to a description
in the form of a datatype string. This serves much the same purpose
as the 'owl:comment' property in OWL, but is in a declarative
form that allows it to be applied to any element..
hasStringDatatype points from a string represented
as an instance of an AbstractString in this ontology
to a built-in datatype in the implementing system. This is a crude way of working
around the limitations of built-in datatypes, which typically cannot be subclassed.
FormattedString is an AbstractString in which the
internal arrangement of characters has more than one component,
each component having a different significance. A DateTime string
is an example; an AddressString is another..
NumberString is an AbstractString which is a representation
of a number. NumberStrings have different formats,
including integer, decimal, real, hexadecimal, binary,
and scientific notation, along with national variants.
IntegerString is an AbstractString which is a representation
of an integer, and which has only the numerical characters 0 through 9
in it.
A BinaryString is an AbstractString consisting only
of the symbols 1 or 0, or some other equivalent pairs of symbols.
A ListString is an AbstractString that represents
a list of entities. The entities listed are not necessarily all
instances of the same type. This type is restricted to strings
which have a single delimiter separating the individual
items in the represented list - for example, a space,
a comma, a semicolon, etc.
A CityStateString is an AbstractString that represents
a City. The string may have, in addition to a city name,
the name (or abbreviation) of a state or province, and
possibly also the name of a country. The string should
unambiguously identify some City. Examples are
'New York, New York', 'New York, NY', 'New York, NY, USA'.
There is no restriction on format for this type other than
that the city should be first, followed by the state(province),
if any, followed by the country, if any. A city name alone can
be unambiguous if it is a very large city or capital of
a country: Cairo is Cairo, Egypt; Moscow is Moscow, Russia.
For other Cairos or Moscows, the state and possibly country
will need to be included.
hasDelimiter specifies the delimiter that
separates items in a ListString.
Each instance of CommaString is an AbstractString
consisting of a single comma. There is only one such string.
Each instance of SpacesString is an AbstractString
consisting of one or more sequential spaces. Every string consisting only
of spaces, of any length greater than 0, is an instance. Note that
the name has 'spaces' in the plural, meaning that it
can be more than one.
A SpacedListString is a ListString in which the
individual entries are delimited by spaces.
NOTE that the delimiter is a SpacesString, so any
number of sequential spaces between items constitutes
one delimiter. There are no null entries (or entries equal
to the null string)
A CommaedListString is a ListString in which the
individual entries are delimited by a single comma.
In this case the recovered entried may have leading or
trailing spaces, as well as internal spaces. Whether the
leading or trailing spaces should be removed is up to the
application.
A DateTimeString is a FormattedString representing a
TimeInterval corresponding to a date, or some other conventional
time interval (year, month, hour, niute), in any of various formats.
The time interval may also correspond to a non-conventional interval
whose starting and ending times are represented by strings in the
'DateTimeExtendedGroup' format. For specific formats
see the subtypes.
NOTE in the restriction below that reification of the
TimeInterval represented is not required. Depending on the
implementation, the DateTimeString itself may contain enough
information to make an actual instance of TimeInterval unnecessary.
A DateTimeExtendedGroup is a DateTimeString having at least
4 numerical characters, and possible one or two decimal points. The format described
here is intended to allow use of an interpretable and and time as the name of
an instance in an ontology, by avoiding special characters that might be rejected
in entity names by some ontology editors (such as '+'). The interpretation
will depend on the length of the string. For time zones, Zulu (GMT, London Time) is the
default unless specified by a 'Z' after the day and time. Any base string can be
suffixed with 'Z' for ZULU time or 'ZN' or Z-N' for ZULU plus or minus some
number of hours (if there is no hyphen after the 'Z', any number is interpreted
as Zulu plus that number of hours. Zulu time references may have fractional
hours, such as 'Z5.5' to allow for time zones that are one-half hour
offset from a full hour. If hours are included, a 'T' must come after
the day (similar to the usage in xsd datetime). The HH hour is always by a 24-hour clock,
No suffix implies Zulu time. To create an ontology instance of TimeInterval
with a unique name, use the prefix 'DTEG' in front of the number. In a database,
the prefix can be omitted. We do not use the colon to separate the
fields because that character is not accepted in the names of
elements some ontology tools.
If any era other than AD/BC (CE/BCE) is intended, it should use a different
prefix than DTEG.
Base String
Length
4-5 chars YYYY or YYYYY Year only (but see NOTE1, below)
6 chars YYYYMM Year and month
8 chars YYYYMMDD Year, month, and day
13 chars YYYYMMDDTHHMM same as 'DateTimeGroup' when no 'Z' is present, but with a 'T'
between the day and hour
15 chars YYYYMMDDTHHMMSS Year, Month, Day, Hour, Minutes, Seconds
> 15 chars YYYYMMDDTHHMMSS.xxxx same as 14 chars, with fractional seconds after
the decimal point, or, if there
are more than 8 digits before the 'T', the year
field is extended beyond 9999; if a minus
sign precedes the first digit, the year is
interpreted as BC (BCE), but the dates and times
are still of normal positive value within that year.
The ides of March in 44 BC in Rome would be 'DTEG-00440315Z1'.
COSMO note: This Type defines an abstract string, but the strings defined
by this type can be used as surrogate labels for instances of TimeInterval,
providing an opportunity for an interpreter to identify the intended
time interval solely from the name of the instance. In that case, no
instance of a time interval need actually be created, but the intended
time interval can be identified by the format described in this Type.
The implementation will have the option of interpreting a DTEG string
as being a time interval.
The format will be recognized by using a distinctive prefix, such
as 'DTEG' for the name. This distinctive prefix is reserved as a unique
instance of 'CodeListPrefix' in this ontology. An implementation should
also reserve these prefixes, if possible.
NOTE1: although the format listing above does not illustrate the format
of years after 9999, an interpreter could adopt the convention that an odd
number of digits (or of digits before the period) means that a year in the range
10000 to 99999 is being represented. For years beyond that point, including
the 'T' after the day would be mandatory in the name,to
avoid ambiguity about the length of the year field. A minus sign
after the DTEG prefix and before the year means that the year should
be interpreted as BC (BCE), though the months and days retain their
same interpretation within that year.
If it is quite certain that the represented dates will never be
before 1 AD or after 9999, a hyphen or more than 14 digits plus a 'T' before
the decimal could be interpreted as format errors.
A DateTimeInterval consists of a pair of DateTimeString,
each being a DatetimeExtendedGroup (DTEG). This can be used to represent
a TimeInterval that includes the first DTEG and the last DTEG, and all times in
between the two. Since a DTEG can have arbitrary precision, this can be
used to specify time intervals at any level of precision. A prefix of 'DTI'
(defined as the recomended CodeListPrefix for a DateTimeInterval) should be used.
A hyphen (or two hyphens, for easier reading when a 'Z' is included)
can be used in the name to separate the starting and ending
DTEGs. The decade of the 1990's can be represented as:
'DTI19900101-19991231' (in London)
'DTI19900101Z-5--19991231Z-5' (in New York)
For intervals of significant precision, the name of an instance could get quite long.
If the length of the name required would be considered too long,
the starting and ending time intervals can be referenced
explicitly using the 'startsAt' and 'endsAt' relations, which
take a DTEG as the value.
NOTE: this type can also be used to represent a series of disconnected
time intervals (an instance of 'ScatteredTemporalRegion'). There is no maximum
cardinality restriction on the 'startsAt' and 'endsAt' relations, so multiple starts
and ends will be interpreted as meanings that the time interval being represented
has more than one discontinuous component.
'startsAt' relates a DateTimeInterval to the
DTEG that starts it. The whole interval of time represented by a
DTEG is included, and the start of the referenced DTEG is the start of
the DateTimeInterval. See 'endsAt'.
NOTE that this is a relation between AbstractStrings, not actual
time intervals. The strings can be parsed to recover
the time intervals represented, but that is not
directly represented here.
'endsAt' relates a DateTimeInterval to the
DTEG that ends (concludes) it. The whole interval of time represented by a
DTEG is included, and the end of the referenced DTEG is the end of
the DateTimeInterval. See 'startsAt'.
A DateTimeGroup is a DateTimeString having 12 numerical characters,
formatted as YYYYMMDDHHMM: year, month, day, hour (24-hour clock) and minute,
assumed to be in Zulu time (Greenwich mean time). No 'Z' suffix is permitted.
As an instance in the ontology, a DateTimeGroup would need
a unique name. Any unique name would serve, but the letters
'DTGp' followed by the actual numbers could provide a
perspicuous method to name such date-times when necessary.
Stiff is an attribute of objects that
resist bending somewhat, but may not be as resistant
as something that is Rigid. This is relative to size
and shape, and relative to other
objects of similar size and composition. To be 'stiff'
an Object should not droop noticeably (
(by less than 5 degrees from horizontal) when held
horizontally at one end. A short length of a rod
of a certain diameter may be stiff, but a longer length may not
be.
For a 'Card','Stiff' means al least that it is stiffer than
a piece of paper of 24 pound stock.
Rigid is an attribute of objects that
strongly resist bending; it is a quality that occupies the
higher range of 'Stiff' - droop should be less than 2 degrees.
This is relative to size and shape.
A 4mm wide aluminum rod only a few inches long may have
no perceptible droop when held horizontally, but a rod of similar
diameter and 10 feet long may droop very noticeably from one end to
the other. The longer length would not be classified as 'rigid'
BFO Definition: A realizable entity that is a characteristic
end-directed activity of a continuant entity in virtue of that continuant
entity being a specific kind of entity in a specific context.
Examples: the function of a birth canal to enable transport,
the function of the heart to pump blood, the function of reproduction
in the transmission of genetic material, the function of digestion
to nutriate the body, the function of radiation in neutralizing cancer cells.
COSMO note: A Function is a capability inherent in an Artifact or naturally
evolved System, which may be realized in a physical Event or Action.
The relation between this capability and the actual physical
action is 'wasRealizedByAction'.
COSOMO note: 'Tendency' is an AttributeType that specifies
how objects will normally behave over some interval of time. In BFO this
Type is called 'Disposition' but the term 'Tendency' is used in COSMO.
This high-level category is very general. Specializations of
'Tendency' can attributes of inanimate objects or of animate objects,
and can point to simple physical behavior, such as the tendency of
heavier-than-air objects to fall to the Earth, or of chemical behavior,
such as the tendency of organic materials to decompose, or of
animal and human behavior, such as the tendency of animnals to get hungry
over time, the tendency of geographical features (e.g. mountains) to stay where
they are for a very long time. The properties referenced by a Tendency may also be
implied in other relations (such as the laws of physics, chemistry and biology),
but the 'Tendency' Type is useful to provide a cumulative aggregated description of
the *significant* behaviors of objects that are likely to affect the course
of events in some real-world situation. In a way, assigning a Tendency
to an Object can help in resolving the 'Frame Problem', which reflects the
inability to predict with accuracy how conditions may change over time.
If Tendencies are assigned with realistic probabilities, then the
state of a system at some time in the future will be more accurately
predictable than in the absence of such knowledge. For most problems
that have been modeled in computer systems, the model has been simplified
to make it tractable, but to deal with real-world situations, the
complexity of reality must be represented in some way. This category
of 'Tendency' is one tool with with to do so.
'Tendency' is an AttributeValue, rather than an AttributeType. Thus the
tendency ('OrganicDecomposition') of organic tissue that is no longer part of an organism to
decompose (due to chemical, biochemical, and bactrial processes) would
be one subtype of 'Tendency'. It would be an Attribute of tissues,
and would be one of several AttributeValues that are values for the
AttributeType 'Stability'.
There is some relation between tendencies and QualitativeAttributes,
so Tendency subtypes may be deisngated as instances of QualitativeAttributeType,
and be used wuth the ;'hasQualitativeAttribute' relation, as well as
the 'hasTendencey' relation. The implications of either relation should be the same, when
a FOL representation is implemented.
BFO Definition: A realizable entity that always or with a significant
degree of regularity initiates a process or transformation in the independent
continuant it is a disposition of, under specific circumstances. A general formula
for dispositions is: X (object) has the disposition
D to (transform, initiate a process) R under conditions C.
BFO Examples: the disposition of vegetables to decay when not refrigerated,
the disposition of a vase to break if dropped, the disposition of blood
to coagulate, the disposition of a patient with a weakened immune system
to contract disease
disposition
The BFO term for 'Tendency'.
A less common term for 'Tendency', .
A less common term for 'Tendency', .
A less common term for 'Tendency', .
This AttributeValue and its subtypes can be used to
indicate the expected behaviors of PhysicalObjects under
certain conditions. The likelihood of shape change over time
varies dramatically as one goes from solid objects to liquid and
gaseous ones. The subtypes of this Type will specify
how shapes may change for certain Types of objects under
certain conditions.
A TendencyToDroop is the characteristic Tendency of objects
that are 'Limp', in that, when held by one edge or end so that that end
is pointed horizontally, the remainder of the object will curve downward
toward the Earth (near the Earth's surface). Some stiffness of a 'Limp'
object (such as a piece of paper) may cause the ultimate Earth-pointing droop
to increase gradually over some distance from the fixed anchor point,
until it reaches the final direct-downward direction..
This tendency will depend not only on the substance composition of an
object, but of its shape and size, and the manner in which it is anchored to
a fixed holding point; a piece of paper may droop if held out flat by
one edge, but may not droop at all if curled up..
Limp is an attribute of objects that
have little resistance to bending, and when held by one
end in gravity, the middle will already be bent downward.
This is the property of string, and is the opposite of 'Rigid'.
A LimpObject is a PhysicalObject that
is Limp. A 'PieceOfString' would be the prototype of
a LimpObject.
Things which are #$Deformable will give way to
some degree when force is applied. They may or may not
spring back to shape after the pressure is released.
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An attribute of PhysicalObjects specifying
that they can bend to some extent and do not retain their
original shape when some force is applied (though they may
regain their original shape when the force is removed). This is
a general category of attribute which can take several
degrees. In Cyc this concept is in effect a PhysicalObject
that is flexible, but in COSMO the attribute and the object
are separate concepts. For the Cyc notion of a flexible object,
see 'FlexibleObject'.
Flexibility can be a property of substances, but is more appropriately
assigned to objects, since the degree of bending for any given force
will depend on the dimensions of an object and where the force
is applied. This attribute includes all perceptible degrees of
flexibility. A sphere or cube of rigid material such as solid plastic,
rock, metal, or glass should not be characterixed as flexible in
any degree, though they may be 'Compressible'.,
'flexible' can be distinguished by degrees of flexibility:
(1) 'slightly flexible', meaning that an object such as a metal beam
or airplane wing, or wooden plank, is relatively rigid, but can
flex to some extent (perhaps not much more than 10% of its
length) when some pressure is applied at the point furthest from
the point where it is fixed to an immovable object. This property
is not disjoint with 'Rigid' or 'Stiff'.
(2) 'bendable'
(3) 'foldable'
(4) 'creasable'
As of version 0.32 not all of these distinctions are included in COSMO,
and none have been axiomatized.
Cyc: (the object, not the attribute) The collection
of instances of #$PartiallyTangible
that can be flexed, twisted, contorted. #$Flexible objects
which retain their contorted shape are instances of
#$Bendable (q.v.); #$Flexible objects which vigorously
bounce back to their original shapes when contorted are
instances of #$Elastic.
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 #$Flexible.
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An object, not an attribute:
a filament-like object.
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A specialization of #$PartiallyTangible. Each
instance of #$CordlikeObject is a partially tangible
non-fluid object (so #$CordlikeObject is disjoint with
#$FluidTangibleThing) whose length is significantly greater
than either its height or width. Moreover, each instance of
#$CordlikeObject has a high degree of flexibility. Notable
specializations of #$CordlikeObject include the collections
#$Nerve, #$Tape, and #$Cable.
COSMO note: in Cyc tapes were also CordlikeObjects, but
in COSMO Tape is a 'RibbonlikeObject'.
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StringOrLine is a (relatively) long thin limp object like a cord,
but thinner. It is not necessarily fibrous, so a
single polyester thread that is as thick as a string,used as a fishing
line, will be an instance.
For strings made of fibers only, use 'PieceOfString'.
A Synonym for AbstractString. For the physical strings that
are like thin cords or flexible lines, use 'StringOrLine'.
COSMO: A GeopoliticalEntity which is usually called a 'country' or 'nation'.
This will be the most common referent for a country in relations in the
ontology, unless the government or the area of the country is specifically
intended as the referent.
NOTE that a Country is not the land area nor the government, but a
composite entity: It is a MentalObject which is not a PhysicalObject.
A GeopoliticalEntity in COSMO is a composite Entity which
(1) is an agent
(2) claims control over some land area of the earth
(3) has a government, which is also an agent
COSMO: A synonym for 'Country'.
COSMO: A synonym for 'Country'.
A Group each of whose members is a Country.
COSMO note: This is similar to the Cyc concept
'OrganicMaterial' but has been reinterpreted in COSMO as a substance,
not an object. Also, in COSMO cellular substances suc as animal and
vegetable materials are subtypes of OrganicSubstance, even though they contain
up to 80% by weight of water. So it is not necessary that a substance
be composed mostly of organic chemicals to qualify as an 'OrganicSubstance',
but the organic compoounds should comprise most of the non-solvent
portion of the substance..
Other than the object/substance distinction, it is close to 'OrganicMaterial',
but whether there is any useful distinction has not been resolved as
of COSMO version 0.48.
For ***objects*** that are composed predomintly from stuff derived from
living things, see 'OrganicObject'.
NOTE that an OrganicSubstance can be complex, and can include inorganic
substances such as water. For substances composed predominantly of
organic chemicals, use 'OrganicCompound'
COSMO: An OrganicSubstance is a PhysicalSubstance (not an Object)
whose molecules (other than inert solvent such as water) are composed predominantly
of carbon atoms bonded directly either to other carbon atoms or to hydrogen atoms.
Many other elements may occur in organic substances, especially oxygen and
nitrogen, but the dominant molecules
should each have at least one of either a carbon-carbon or carbon-hydrogen bond.
Cyc: A collection of tangible things. Each instance of
#$OrganicMaterial is a tangible thing composed of one or
more types of organic #$Molecule. Instances of
#$OrganicMaterial usually have their origin in the bodies
(or other products) of living things. Since some organic
substances can be synthesized, #$OrganicMaterial is not a
subcollection of #$NaturalTangibleStuff. Chemically,
instances of #$OrganicMaterial have fairly (or very) complex
carbon-based structures. Examples include all instances of
the collections #$Oil, #$DNAStuff, #$Alcohol-Compound,
#$Ivory, and #$AnimalBodyPart.
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An OrganicSubstance which is relatively
well defined as to chemical composition, or has
some well-defined substructure (such as 'BetaLactam', for which
each molecule contains at least one atom of carbon
bonded to another carbon or to a hydrogen atom. This excludes
mixtures of biological substance such as bone, blood, or
secretions. An OrganicCompound can be partly ionic,
such as the salts of fatty acids, nucleic acids,
and some proteins.
Compounds (such as carbon dioxide or carbon tetrachloride),
in which no carbon is bonded to another
carbon or a hydrogen atom, are inorganic, and not organic.
So the presence of Carbon is not a sufficient
condition for this type, though it is necessary.
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A specialization of
#$ChemicalCompoundTypeByChemicalSpecies. Instances of
#$LigandType are collections whose instances are substances
capable of surrounding and bonding to a central metal ion,
forming a metal complex (or simply complex). In forming a
complex, the ligands are considered to coordinate to the metal.
3bc47b54-3937-41d7-9033-bdfc2024a247
A ChemicallyDefinedSubstance is a PhysicalSubstance
that is defined by its chemical composition. The
specialized types will have a relatively well-defined
composition, though the higher level catagories
may have significant variation in the exact chemical
composition, such as 'Rubber' or 'Alloy'.
Substances that are commonly thnought of as relatively defined,
even though they are mixtures such as Ivory and gemstone
substances, are also subtypes of this Type.
In Cyc labeled 'TangibleStuffCompositionType'.
Cyc: A collection of collections and a specialization
of #$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 #$ChemicalSubstanceType
- those substance types defined solely by their chemical formulae.
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A collection of collections and a specialization
of #$ChemicalSubstanceType. Each instance of
#$ChemicalCompoundTypeByChemicalSpecies is a specialization
of #$PartiallyTangible whose instances are defined _only_ by
their chemical composition - not by their physical state or
any other property. Instances of
#$ChemicalCompoundTypeByChemicalSpecies are collections
whose instances are completely uniform with each other in
terms of chemical structure, e.g., #$Water, #$Caffeine, and
#$IronOxide. This collection does not include the chemical
elements - such as #$Carbon and #$Oxygen, since there can
be multiple types that molecules can be formed out of a
single element, e.g. O2 and #$Ozone. Use the broader
collection, #$ChemicalSubstanceType, for substances which
have a general chemical specification, that is, whose
instances do not have exactly the same chemical composition
but fall within certain specifications, e.g., #$DNAStuff.
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A compound, or mixture of compounds, composed
predominantly from carbon and hydrogen atoms, though other
elements may occur as minor impurities.
By this definition, Petroleum is a Hydrocarbon, though
constituents with nitrogen and oxygen may occurin those
complex mixtures. These are found in natural
gas and crude oil, and are also made synthetically.
NOTE the use of the plural form to indicate that this may be,
but does not have to be, a mixture of individual
hydrocarbons - see, for example, 'Gasoline'.
For single-formular hydrocarbons,
see the Type 'Hydrocarbon' (singular).
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An OrganicCompound composed exclusively
of carbon and hydrogen atoms. The singular form
indicates that only one hydrocarbon can be
represented in this Type, not a mixture. Mehtane
and benzene are common subtypes.
A is a PhysicalObject that is visible and large enough to
be perceived by human beings without the aid of a microscope or other
aid to viewing small objects. It could be of any size, but will
typically be used for objects no larger than the planet Earth.
Larger objects will be 'LargeObject's or 'AstronomicalObject's.
A MacroscopicObject that is much larger than a Person,
i.e. it should be bigger than a large house. there is no upper limit
on the size.
A surface attribute meaning that the
surface's overall shape is dominated by an outward
bulge or mound, or consists of projecting corners between
planes. In most contexts, it may have relatively small
subregions which are concave or flat, etc., so long as
overall shape is convex. Viewing something as convex
assumes a perspective. From the opposite perspective, on
the 'other side', a #$Convex surface would look #$Concave.
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A specialization of #$PhysicalObject. Each
instance of #$ConvexTangibleObject is a tangible object that
is convex; i.e., that has no significant concave surfaces,
cavities or crevices (where the size of allowable minor
concavities may depend on the context). Each instance of
#$ConvexTangibleObject occupies about the same space as its
convex hull - see #$ConvexHullFn and #$ConvexHullSpaceFn. A
solid physical sphere or cube is an instance of
#$ConvexTangibleObject, but a cup or doughnut cannot be.
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A #$SpatialThingTypeByDimensionality and a
specialization of #$GeometricallyDescribableThing,
#$TwoOrHigherDimensionalThing, and #$ShapedThing (qq.v.).
Each instance of #$ThreeDimensionalGeometricThing is a
three-dimensional geometrically-describable object.
Examples include spatially-localized objects, such as the
Pentagon, as well as abstract 3-D geometric objects.
Specializations of this collection include #$Polyhedron,
#$Ellipsoid, and #$Hemisphere.
SUMO: The class of GeometricFigures that
have position and an extension along three dimensions, viz. geometric solids
like polyhedrons and cylinders.
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A specialization of both #$RoundObject and
#$ThreeDimensionalGeometricThing (qq.v.). Each instance of
#$Ellipsoid is a three-dimensional object such that the
planar sections along its respective internal axes are
#$Ellipses. In other words, the shape of such objects
should be roughly describable by taking some two dimensional
ellipse and rotating it around its major axis in
three-space. Note that #$Sphere and its generalization
#$Spheroid are specializations of #$Ellipsoid.
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hasShape relates abstrct figures, substances, substance types, or individual objects to
one or more shapes that describe the spatial form of that entity.
When applied to substances, the shape description (e.g. 'lumpy')
will be interpreted as a description of objects (quantities of substance)
that are composed predominantly of that substance.
For abstract geometric figures, the shape may be precise, with
infinitely precise edges. For real-world objects, the shape will
be only approximate, and in some cases very approximate.
A specialization of #$Ellipsoid (q.v.). Each
instance of #$Spheroid is an ellipsoid that is (at least)
very nearly spherical in shape (see the specialization
#$Sphere). The degree to which an ellipsoid may deviate
from a perfect sphere and still qualify as a spheroid is
difficult to specify precisely and partly depends on the
context; but it seem correct in everyday contexts to
consider (e.g.) #$PlanetEarth a spheroid and a jelly bean a
mere ellipsoid.
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A PhysicalObject that is approximately in the
shape of a sphere (spheroid), such as PlanetEarth
or a baseball..
Any planet orbiting any sun, including
the Earth. We make the distinction in order to
avoid specifying that the Earth is located in the
'OuterSpaceVacuum'
A PhysicalQuantity is a measurable quantity that
has a numerical value qualifying a UnitOfMeasure. In one
notation, a mass of 25 grams could be expressed as
'{25 grams}' where 'grams' is a function that returns a
MassMeasure. PhysicalQuantities are measures of attributes of
objects in our real world, and as such are subject to
uncertainty, also called 'measurement error'. PhysicalQuantity
has an attribute of 'MeasurementUncertainty', which is an
optional attribute. When a MeasurementUncertainty is not
explicitly provided with an instance of PhysicalQuantity, each
implementing system has the option to designate default
uncertainties, which may be general or specific to
particular categories of measurement.
COSMO note: PhysicalQuantities in COSMO are categorized both as
quantities, and as AttributeValues. Conceptually, to be viewed as an
attribute, some combination of AttributeType and AttributeValue would
both be involved (e.g. 'a length of 30 cm'). But at this point
(v0.3) it does not appear necessary to represent such quantitative
attributes in that explicit manner. This issue remains open for
possible future elaboration.
SUMO: A PhysicalQuantity is a measure of some quantifiable aspect
of the modeled world, such as 'the earth's diameter' (a constant length)
and 'the stress in a loaded deformable solid' (a measure of stress,
which is a function of three spatial coordinates). All PhysicalQuantities
are either ConstantQuantities or FunctionQuantities. Instances
of ConstantQuantity are dependent on a UnitOfMeasure, while
instances of FunctionQuantity are Functions that map
instances of ConstantQuantity to other instances of ConstantQuantity
(e.g., TimeDependentQuantities are FunctionQuantities).
Although the name and definition of PhysicalQuantity is borrowed
from physics, PhysicalQuantities need not be material.
Aside from the dimensions of length, time, velocity, etc., nonphysical
dimensions such as currency are also possible. Accordingly, amounts of
money would be instances of PhysicalQuantity. PhysicalQuantities
are distinguished from Numbers by the fact that the former are associated with a dimension of measurement.
ConfidenceInterval is an expression of the range of
possible values that might represent the actual value for some
QuantitativeAttributeValue which is a measurable attribute of some
Entity. The range is in one dimension, which distinguishes this type
of error from an 'ErrorEllipse'.
There are various ways to express the uncertainty of a measurement.
A common way is to assume (or know from experience) that the
measurements will distribute according to a Gaussian distribution,
and express the uncertainty as one standard deviation - which
means that 66% of the time, measures are within (plus or minus)
the specified numerical distance
MeasurementUncertainty is just another phrase
to express the notion of 'ConfidenceInterval'.
PositionalUncertainty is an
uncertainty in the location of an object, expressed
as a LengthMeasure.
StatisticalRange is a measure relating to
the width of some statistical distribution. Most
commonly, the one-sigma range for the gaussian
distribution is used..
GaussianOneSigma is a measure expressing
the one-sigma interval for a Gaussian distribution
of measurements. For measurements conforming to a
Gaussian distribution, the true value should lie
within one sigma of the measured value 68% of
the time.
A UniformRange is a measure that
expresses the distance from the mean that
a measurement could be. When measures use
a UniformRange they may be expressed,
for example as '10 +/- 1 meter', meaning that
the measure could fall into the range from 9 to 11 meters.
Though not typically described explicitly, such
a UniformRange, if it is intended to be interpreted
in a distributional manner rather than as meaning that the
measure has equal probability of being found at any point in
that range, could function as and be converted
to a GaussianOneSigma ConfidenceInterval. For
example, if a range is given and it implicitly means
that there is a 95% probability that the true value will lie
inside that range, then the cited number could be interpreted as a
Gaussian two sigma value; if the range is intended to
mean that 99% of the time the true value will be within
the cited range, then the cited value could be
interpreted as a three-sigma value, and converted
to one-sigma by dividing by three.
If, however the range is not intended to represent
a Gaussian-like distribution, but merely is a way of
saying that the true measure must be somewhere within that
range, conversion to a statistical measure will not
be possible to do while preserving the meaning of
the cited range..
An AsymmetricRange is a pair of
measures that expresses the uncertainty of a
measurement with two numbers, one extending above and the
other below the cited mean value; for example, a
measure might be expressed as '25 +4 -7 meters'
meaning that the mean measured value is 25 meters,
but the uncertainties of measurement are such that
the true value could be as low as 18 or as high as
29 meters. Converting such an uncertainty expression
to a Gaussian cannot be done properly without more
information.
Measures of the amount of space in two dimensions.
Measures of the amount of energy contained in some
physical object. The energy may be differntiated as to form, e.g. the
chemical energy available when some fuel is combusrted will not
be the same as the total evergy released by converting all the mass
to energy, and is not the same as the heat energy that would be
released if the object were cooled to zero degrees Kelvin. this
measure needs to be used and interpreted in a specific context.
As energy measures, one joule equals ten million ergs or
one watt-second. The related power measure is in units
\of energy per time, and one watt is equal to one joule per second.
SquareMeter represents a UnitOfMeasure equal to one square Meter.
A standard of measurement for some dimension. For example,
the Meter is a UnitOfMeasure for the dimension of length, as is
the Inch. There is no intrinsic property of a UnitOfMeasure
that makes it primitive or fundamental; rather, a system of
units (e.g. SystemeInternationalUnit) defines a set of orthogonal
dimensions and assigns units for each.
Cyc: A specialization of #$ScalarDenotingFunction
(q.v.). Each instance of #$UnitOfMeasure is a function that
takes one or two numbers or other #$NumericIntervals as
arguments, and returns as value a #$MeasurableQuantity
(q.v.), such as a #$Distance or a #$Speed or a #$Volume. If
a unit of measure is applied to one number (see
#$Number-General) the result is a precise quantity that is a
#$ScalarPointValue; if applied to two (different) numbers --
or to one (or two) #$ProperIntervalOnNumberLine(s) -- the
result is a closed-interval quantity that is a
#$ScalarProperInterval. For example, (#$Meter 5) is the
distance five meters and (#$Meter 5 10) is the distance
five to ten meters (inclusive) . (A partial exception to
the above is the unit-of-measure #$Unity (q.v.), which
always returns a #$NumericInterval rather than a
#$MeasurableQuantity.) Specializations of #$UnitOfMeasure
grouped by what they measure include #$UnitOfTime,
#$UnitOfSpeed, and #$UnitOfVolume. Other specializations
are #$OneDimensionalUnitOfMeasure,
#$MultiDimensionalUnitOfMeasure, #$UnitOfMeasureWithPrefix
and #$UnitOfMeasureNoPrefix.
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The Class of Systeme International (SI) units.
The UnitOfMeasure for a number, which may
be a limit (e.g. > 3, lessThan 5).
The UnitOfMeasure for a Dimensionality attribute. The Quantifier
will be a positive number, usually an integer.
The UnitOfMeasure for a Cardinality attribute.
The Quantifier will be a positive integer, possibly with
a 'greater than' or 'less than' qualifier.
A Cardinality with limits might be used, for example, in a
relation that specifies the maximum (permitted) occupancy of
a room.
Submultiple of Meter. Symbol: cm. It is the 100th part of a Meter
English pound of force. The conversion factor depends on the local value of the acceleration of free fall. A mean value is used in the conversion axiom associated with this constant.
SI plane angle measure. Symbol: rad. It is the angle of a circle subtended by an arc equal in length to the circle's radius. Another definition is: the plane angle between two radii of a circle which cut off on the circumference an arc equal in length to the radius. Radian = m/m = 1.
SI electric potential measure. Symbol: V. It is the difference of electric potential between two points of a conducting wire carrying a constant current of 1 Ampere, when the power dissipated between these points is equal to 1 Watt. Volt = W/A = m^2*kg*s^(-3)*A^(-1).
The class of UnaryFunctions that map from the Class ConstantQuantity to the Class ConstantQuantity.
A UnaryConstantFunction of continuous time. All instances of this Class map a time quantity into another ConstantQuantity such as temperature. For example, 'the temperature at the top of the Empire State Building' is a TimeDependentQuantity since its value depends on the time.
SI electric charge measure. Symbol: C. It is the quantity of electric charge transported through a cross section of a conductor in an electric circuit during each SecondDuration by a current of 1 Ampere. Coulomb = s*A.
SI frequency measure. Symbol: Hz. It is the number of cycles per second. Hertz = s^(-1). Note that Hertz does not have a conversion function.
A specialization of #$InternationalUnitOfMeasure
and an instance of #$UnitOfMeasureTypeBySystem-Coherent.
Each instance of #$CGSUnitOfMeasure is a #$UnitOfMeasure
which is part of the (obsolete) CGS system of measurement.
As its name suggests, CGS has three base units (see
#$CGSUnitOfMeasure-Base): (#$Centi #$Meter), #$Gram, and
#$SecondsDuration. Derived units are those that can be
defined algebraically from the base units or obtained by
adding a #$MetricUnitPrefix to a CGS
#$UnitOfMeasureNoPrefix. Some instances of
#$CGSUnitOfMeasure are #$CentimetersPerSecond,
#$Barye-UnitOfPressure, and #$Poise-UOM. Some non-instances
are #$Kilometer, #$MetersPerSecond, and #$Pascal-UnitOfPressure.
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A FunctionQuantity is a Function that maps from one or more instances of ConstantQuantity to another instance of ConstantQuantity. For example, the velocity of a particle would be represented by a FunctionQuantity mapping values of time (which are ConstantQuantities) to values of distance (also ConstantQuantities). Note that all instances of FunctionQuantity are Functions with a fixed arity. Note too that all elements of the range of a FunctionQuantity have the same physical dimension as the FunctionQuantity itself.
A ConstantQuantity is a PhysicalQuantity which has a constant value, e.g. 3 meters and 5 hours. The magnitude (see MagnitudeFn) of every ConstantQuantity is a RealNumber. ConstantQuantities are distinguished from FunctionQuantities, which map ConstantQuantities to other ConstantQuantities. All ConstantQuantites are expressed with the BinaryFunction MeasureFn, which takes a Number and a UnitOfMeasure as arguments. For example, 3 Meters can be expressed as (MeasureFn 3 Meter). ConstantQuantities form a partial order (see PartialOrderingRelation) with the lessThan relation, since lessThan is a RelationExtendedToQuantities and lessThan is defined over the RealNumbers. The lessThan relation is not a total order (see TotalOrderingRelation) over the class ConstantQuantity since elements of some subclasses of ConstantQuantity (such as length quantities) are incomparable to elements of other subclasses of ConstantQuantity (such as mass quantities).
The value of an angle in a plane.
Measures of the level of concentration in mass per unit volume
of some substance. Each ConcentrationMeasure must have
both a MassMeasure and a Volume Measure from which the
concentration can be calculated by dividing mass by volume.
The Class of ConstantQuantities relating to length.
A subtype of LengthMeasure specifying the
height, which is a length from the bottom to the top of an object
that rests on a surface in a gravitational field.
English length unit of feet.
English unit of length, equal to 3 FeetLength.
English length unit of miles.
The Angstrom is a LengthMeasure. 1 Angstrom = 10^(-10) m
English length unit of inches.
SI LengthMeasure. Symbol: m. It is one of the base units in SI, and it is currently defined as follows: the Meter is the length of the path traveled by light in a vacuum during a time interval of 1/299792458 of a SecondDuration.
hasGrainDiameter specifies the diameter of a grain, which is the smallest
part of an object composed of a substance that would still be expected
to have the properties of that substance. For pure substance composed
of small molecules that would be about 1-2 millimicrons. For perceptably
granular substances like concrete, the grain size might be in inches.
If a quantity of substance is less than two or three times as large
in diameter as the grain size, it cannot be divided in half and still have the
properties of the substance. This divisibility is one of the intuitive
characteristics of 'stuff' that is substance-like, so the grain
size is an important property of each substance. Note that the grain
size applies to objects **composed of** the substance - since a substance is
not itself a physical object, it cannot itself be measured in length.
A word or phrase that serves as the
subject of a particular sentence. This is a
grammatical Role..
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A word or phrase that serves as the
object of a particular sentence. This is a
grammatical Role..
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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..
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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.
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A Preposition is the first word of a PrepositionalPhrase.
Some Prepositions may also be used as verb complements or particles. It is
one of the classical parts of speech. A Preposition takes a noun
phrase and generates a prepositional phrases that can
function as an adverb or as a noun modifier.
The preposition 'about' has two main linguistic senses:
(1) a text/statement is 'about' some topic
(2) a measurement is 'about' some rounded number.
A third sense, 'about to (do something)' can be recognized by the 'to' immediately
following the 'about'. Less common senses ('going about one's business',
'walking about the house' (all around), 'a high fence about the house'(on eery
side) and a few others, will need more extensive contextual disambiguation)
In SKIF, the statements for senses 1 and 2 can be disambiguated by the type of
the subject:
{?Text is about MountainClimbing}: sense 1 if subject is a Text, Proposition,
or Assertion
{?Measure is about {20 feet}. sense 2 if ?Measure is a Measure or AttributeType.
A Word which is a shortened lexical form of another word, such
as 'Dr.' for 'Doctor' or 'Mr.' for 'Mister'. An abbreviation should have a
period at the end, but the period is sometimes omitted, such as in 'Jan 20'
for January 20th.
A Word which is a shortened lexical form of several other
words, usually consisting of the first letters of each of the words in the
word combinattion it represents. Often, but not always, the
constituent letters are cappitalized. There are exceptions, such as
'DoD' for 'Department of Defense'. An acronym should be pronounceable.
A word consisting of first letters of the words in a phrase, when not
pronounceable, is called an 'initialism'..
An instance of OfWord is a word that can be used where
the English word 'of' is used in phrases. It does not have
to be English, but should have a meaning close enough to serve
in a similar grammatical capacityfor at least one of he senses of
the English 'of'.
An umbrella Class for any Word that does not
fit into the other subclasses of Word. A ParticleWord is generally a small
term that serves a grammatical or logical function, e.g. 'and', 'of',
'since', etc. At some point, this class might be broken up into the
subclasses 'Connective', 'Preposition', etc. Note that the class ParticleWord
includes both personal and possessive pronouns, e.g. 'she', 'hers', 'it', 'its',
etc.
A VerbSpecificParticle is a particle that is used in conjunction with some
specific verb. This class allows one to record in the ontology the use
of particle information for specific verbs. To specify more detail, individual
subclasses of this class may serve to collect particles for specific verbs,
such as a class 'Clean2-Particle' which could collect all particles used
with a specific sense of the verb 'clean'.
isaParticleForVerb associates a particleWord with one or more specific verbs
for which it may function as a particle. At this point (v0.34), rather than
point to an instance of Verb, this relation points to a string representation of
the Verb. To disambiguate word senses, specific verb senses also need
to be associated with particles, but that will be done by an ObjectProperty
relation.
A sequential group of Words (and possibly punctuation) in
a Language which function as a unit, i.e. as a unit they express some
meaning in the Language. It is an AbstractString consisting of
substrings that are words and punctuation. To be a Phrase it must
have some meaning beyond the content of a single word. Expletives
are borderline, but the context and punctuation of an expletive
provides meaning not contained in the lexical unit alone.
A Phrase may be parsed in more than one way, and a Word may be
defined as more than one lexical unit, having embedded spaces.
Therefore a given string may be represented by more than one
Phrase.
A Phrase can be a single word. Therefore it cannot be an OrderedGroup,
which must have more than one element. It is a subtype of
both Group and List.
A syntactically well-formed sentence in some logical
language. It may be an assertion, or a query including
variable symbols or an inference rule in an if-then format.
This will be an abstract representation of a Proposition.
NOTE that this is an AbstractString, not the propositional
content of the string.
Simmilar to the Cyc 'CycLSentence', though in Cyc this is
restricted to the CycL language, in COSMO this type
represents all senteces in any logicl language.
Cyc: The collection of syntactically well-formed
sentences of the CycL language. Each instance of
#$CycLSentence consists of a CycL expression denoting an
instance of #$TruthFunction (e.g., an instance of
#$Predicate or #$SententialRelation) followed by one or more
CycL terms (see #$CycLTerm), with the entire sequence
enclosed in parentheses. For example, (#$isa #$Collection
#$Thing) and (#$genls ?FOO #$SpatialThing) are both CycL
sentences. Note that #$CycLSentences need not obey arity
constraints (see #$arity) or other semantic constraints
(such as argument type constraints; see #$ArgTypePredicate).
#$CycLSentences are also called logical formulas , and are
to be distinguished from denotational formulas (which are
also known as NAT s; see #$CycLNonAtomicTerms). Note that
this notion of a CycL sentence is broader than the notion of
sentence standardly used in formal logic, where a sentence
is defined as a _closed_ well-formed formula: CycL sentences
may be _open_ (i.e., contain free variables; see #$CycLOpenSentence).
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A LogicalSentence that represent an Assertion
rather than a query. It may contain variables, as in
inference rules. The intended meaning of an Assertion is to add new information
to a knowledge base, not to discover information already in it.
COSMO note: This type represents any
LogicalAssertion that asserts the existence of a ProblemSituation
*and* describes or refers to the nature of that Situation
(e.g.. by crating a filler for the 'hasMainTopic' slot).
Note that to create an instance of ProblemToBeSolved,
it is necessary also to create a representation of the
ProblemSituation.
NOTE that this is an AbstractString, not the propositional
content of the string.
The collection of all problems that sentient
beings could conceivably be called upon to solve (expressed
as sentences in CycL). Solving the problem may include
determining the truth of a proposition
[#$TruthVerificationProblem], answering a question
[#$QueryProblem], or ensuring that some proposition becomes
true [#$AchieveSituationProblem].
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The 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.
The prefix 'ETHNIC_' is used in for words that symbolize ethnicities.
For example, ETHNIC_Hispanic would the the code value for the ethnicity
of an Hispanic person or group..
All men are created equal.
10000
Thomas jefferson, author of the Declarationof Independence,
is buried in a family plot at his home Monticello, in Virginia.
See: http://www.carolshouse.com/cemeteryrecords/monticello/
A Sentence is the smallest unit of a language that can express a
logical proposition. In human languages, it typically will have at
least a verb and a subject. In logical languages, there has to be
a relation or function and at least one argument. Some
Sentence will be the linguistic equivalent of a logical and semantic
'Assertion', though there may be sentences that are not assertions
(i.e. declarative sentences), particularly questions and commands.
A Phrase that has the same function as a Noun.
A CompoundNoun is a Noun composed of two or more individual words,
functioning grammatically as a single Noun. There are three types
of CompoundNoun: OpenCompoundNoun (dog house, physics book),
HyphenatedCompoundNoun (ski-boot), and ClosedCompoundNoun (skyscraper).
Many closed compound nouns started out open, with usage became hyphenated,
and eventually became closed. The meanings stayed the same for many
of them - but there are cases where adjective-noun combinations can
occur in both forms, with different meanings, such as:
blue bird (a bird with bluish color)
bluebird (a specific species of bird)
In those cases, a different emphasis and accent will usually distinguish
in speaking between the compound noun and the adjective-noun combination.
In the broad sense of 'collocation' (meaning words that are used
together more frequently that would occur by chance combination),
a CompoundNoun would be one type of collocation. (But 'collocation'
has also been used in the narrower sense of words that are used together
and related by grammatical function, such as verb-object).
A Phrase that has the same function as a Verb.
Possessives include some closed class words that are
also determiners, such as 'my' and 'our', but also include all
possessives derived from open class words, including Proper names
such as 'John's'.
A Determiner is a word that is similar to an adjective but
retricts the referential meaning of the following noun phrase; they usually
precede descriptive adjectives and include the articles: the, a, and an,
and any words that may substitute for them, as my, your, their, our,
some, and each..
A Possessives and a Determiner.
A Possessives and a Determiner.
A Possessives and a Determiner.
A Possessives and a Determiner.
A Possessives and a Determiner.
A Possessives and a Determiner.
A Possessives and a Determiner.
One of the parts of speech. The Class of Words
that conventionally denote Processes.
One of the parts of speech. The Class of Words
that denote both Processes and Events, and take a direct object.
See also 'ActionOnObject' for the Event represented by a
TransitiveVerb.
The collection of auxiliary verbs, including
'have', 'be', and 'do', as
well as the modal verbs. All of these can be inverted in
questions, and have other distributional peculiarities.
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The collection of all pronouns. Pronouns are
indexicals which can replace nouns. Example: 'she'.
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The collection of all subject pronouns. Subject
pronouns can replace the subject noun in a sentence, but not
the direct object, indirect object, or oblique object noun.
Example: 'he'.
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The collection of all auxiliary verbs negated by
contraction. Example: 'hadn't'.
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A DefiniteDescription is a phrase that refers to some
entity by a specification if its properties, such as
'That man in the red hat' or 'The Hunchback of Notre dame'.
Such descriptions can be highly context-dependent, and may
change with time or location. The time dependence makes it
convenient to classify the referent for such descriptions as Roles.
At this point (iteration 265) it is not certain that
every DefiniteDescription will reference a Role, so there
is no necessary restriction applied to the referent.
A DefiniteDescriptionRole is a Role that
is the meaning referent for a linguistic phrase that refers to some
entity by a specification if its properties, such as
'That man in the red hat'. Such descriptions can be
highly context-dependent, and may change with time. The
time dependence makes it convenient to classify this referent
for such descriptions as Roles.
The collection of periodicals, this will be a
group of issues.
SUMO: A Series whose elements are published separately
and on a periodic basis.
6c35fa6a-61ce-11d6-8000-0090279a5907
The collection of all static textual
#$MediaSeriesProducts that come out on a regular basis. The
#$PeriodicalSeries is not created at one time, but
#$PeriodicalIssue are produced on a somewhat regular basis.
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The collection of all #$PeriodicalSeries which
have #$NewspaperIssues as #$subWorks.
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An individual instance of some
#$ProductType and a specialization
of #$Artifact. Each instance of #$DisposableProduct is an
inexpensive, portable #$Product designed to be used for a
short time, and then thrown away (or recycled). Examples:
an unrefillable plastic #$CigaretteLighter, a paper
#$DinnerPlate, a #$DisposableCamera. Non-examples: a
refillable silver #$CigaretteLighter, a ceramic
#$DinnerPlate, an expensive #$DigitalCamera-Generic.
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Publication containing ephemeral (daily or weekly)
accounts of news events since the last publication.
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A specialization of #$InformationStore. Each
instance of #$PublishedMaterial is either a conceptual work
(an instance of #$ConceptualWork) with instantiations which
have been produced for distribution, or an
information-bearing thing (an instance of
#$InformationBearingThing) which has been produced for
distribution. Note that published here does not mean
printed and physically distributed , since intangible
information-bearing things can be published using the
#$WorldWideWeb-Concrete, or broadcast on the airwaves.
Notable specializations of #$PublishedMaterial include
#$Book-CW, #$RecordedVideoProduct, and #$RecordedSoundProduct.
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The collection of all static textual
#$MediaProducts that are part of a #$PeriodicalSeries. Many
copies are made of each #$PeriodicalIssue, the individual
copies being instances of #$PeriodicalCopy. Until the
1990s, the copies were made of #$Paper, while since the
1990s copies of instances of #$PeriodicalIssue were
sometimes also (or solely) being distributed over #$ComputerNetworks.
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The AbstractSymbolicObject that is an issue of
a Newspaper.
Cyc: The collection of all #$PeriodicalIssues for
periodicals which are newspapers. Copies of an instance of
#$NewspaperIssue are all instances of #$NewspaperCopy for
the same #$Date.
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This collection is a subset of
#$CommunicationsOrganization. Every instance of
#$MediaOrganization exists for the purpose of disseminating
information to the public (cf. #$MediaTransferEvent).
Examples of #$MediaOrganization include radio stations,
cable-TV providers, and publishing companies. A
#$MediaOrganization may also create the #$MediaProducts it
distributes. However, an organization that merely creates
#$MediaProducts, but does not distribute them, is not a #$MediaOrganization.
SUMO: MediaOrganization is the subclass
of Organization for groups whose primary purpose is the production or
dissemination of media content. For organizations that physically enable
Communication, see CommunicationOrganization.
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The collection of all #$Organizations which are
responsible for the publication of #$NewspaperIssues.
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A Group consisting exclusively of PhysicalObjects. One may consider the
collection of disjoint parts of a physical object as a group, but in doing so
one must ignore the relations among the objects, so the ObjectGroup
consisting of the parts of a connected PhysicalObject is not identical to
the whole object itself.
In SUMO, this is called a 'Collection'. NO identical Cyc class seems
to be defined.
A Group consisting exclusively of Agents, which may be individuals
(people), or Organizations, or GroupsOfPeople. The most
common AgentGroups will be groups of people, but there are also
groups of Organizations (The United Nations, a Chamber of Commerce)
and groups that are of mixed types (a company's customers
may be individuals and organizations).
A GroupOfPeople is a Group of which each component element is a Person.
GroupOfPeople is a category that may be used for convenience in talking
about groups of people with some common characteristic.
This is PhysicalObject with mass and location, etc. It is disjoint with
Organization, which is a MentalObject; however, the common
reference to an organization as the sum of its members is
captured by the type 'OrganizationMembership', which includes as
a subtype the group of people that form the membership of an
organization.
A Group may be defined extensionally (by enumeration) or intensionally
(e.g. all the people in a building at some time).
A Synonym of 'GroupOfPeople'; A Group,
all of whose elements are individual human beings.
A KinshipGroup is a GroupOfPeople who are related to
each other in part by ties of common descent from one or more ancestors or
by marriage, or by marriage into or adoption into that descent group. The
ties of descent can be diffuse or distant, as in large tribes.
NOTE that for each instance of KinshipGroup defined, at least one real
Person should be specified as belonging to that group - to keep it real.
HRAF (KIN GROUPS - 610). In every society, individuals maintain interpersonal
relationships, characterized by particular kinship terms and
culturally patterned behavior, with each type of relative recognized by the prevailing
kinship system. In addition, an individual is normally affiliated with one or more
kin groups, each consisting of some, but not all, of his relatives. By "descent" is meant
a cultural rule defining the types of relatives with whom an individual is affiliated in
a kin group. It need not, and commonly does not, imply that these relatives are more
closely akin to him than are those who do not belong to the same group. The
major types of kin groups are defined in the narrower terms.
The KinshipGroup (not technically a 'Clan', but called that
by its members) formed by the descendants of James Cassidy
and John Cassidy (of Jersey City, born late 1800's) and
Agnes and Mary Sweeney (of Philadelphia), living mostly in New Jersey
during the 1900's, Here as an instance of KinshipGroup for
debugging purposes.
-1
A GroupOfPeople, related by common descent on
either the father's or mother's side. This is a term used in Anthropology.
HRAF (614: SIBS): Presence of unilinear kin groups of traditional, but
not actually traceable, common descent; number and distribution; affiliation
(e.g., matrilineal, patrilineal); regulation of marriage (e.g.,
exogamy, agamy, endogamy); distinguishing characteristics (e.g., names,
insignia, totemism, food taboos); origin and traditions; organization; headship
and succession; prerogatives and obligations of members; solidarity and group
responsibility; common property and cult; relationship to clans;
unilinear kin groups intermediate between sibs and phratries; relations between sibs; etc.
A GroupOfPeople, larger than a clan or community, partly related by
common descent, at least in tradition, having a common language, and some additional ties
of common identity that have persisted over more than a few generations.
HRAF (619 TRIBE AND NATION): Presence or absence of groups larger than the community to which
people think they "belong" in an extended kinship sense; basis of identification (e.g.,
common name, common language, contiguous territory, common culture, tradition of common descent);
intratribal intercourse and communication (e.g., trade, intermarriage); degree of
development of nationalistic aspirations.
A GroupOfPeople, related by common descent on
either the father's or mother's side. This is a term used in Anthropology.
NOTE that the anthropological term is restricted to members of a clan living within
some restricted geographical area. The membership criterion is narrower
than that of a Sib, and the Type 'Clan' is considered a subtype of 'Sib" in COSMO.
The limits on distribution of the members of a
clan have not yet been set in COSMO (v 0.45).
HRAF (618 CLANS): Presence of localized kin groups consisting of unilinearly related
persons of one gender and their spouses and young children but not including their
out-marrying siblings of opposite gender; structural type (e.g., matri-clans,
patri-clans, avuncu-clans, amita-clans); size (e.g., clan-barrios, clan-communities);
number and distribution; subdivision (e.g., into subclans, extended families);
organization; headship and succession; functions e.g., economic, political);
reciprocal relations between members ; cohesive and fissive tendencies; land holdings;
relations between clans; etc. Only data on clan-barrios will normally be indexed
with this term.
Cyc: A GroupOfPeople, usually related by birth and
mating, sometimes by cohabiting without formal marriage.
The family may be nuclear (mother, father, children) or
extended (including grandparents, aunts, uncles, and
sometimes more distant relatives.
bd58a53a-9c29-11b1-9dad-c379636f7270
hasMember is a specialization of the
relation 'hasComponentElement' applied specificaly to a GroupOfPeople,
and pointing to an individual Person..
The COSMO Working Group, organized to create the COSMO.
Since the COSMO contains CodeLists, it is a 'CodingAuthority'.
-1
A specialization of both #$Series and
#$PartiallyTangible. Each instance of #$PhysicalSeries is a
group of partially tangible objects ordered in a linear
fashion, most likely according to some spatial relationship.
Instances would include a group of people in line at a
ticket booth, or the vertebrae in a person's spine.
COSMO-TODO note: the basic words 'line' and 'linear' and 'aligned'
include the notion of PhysicalSeries for physical objects, and
should be related to this concept.
c04cb9b8-9c29-11b1-9dad-c379636f7270
A specialization of #$Tuple (q.v.). Each instance
of #$NTupleOfIntervals is a tuple whose members (see
#$memberOfTuple) are all scalar intervals. Notable
specializations of #$NTupleOfIntervals include
#$ScalarInterval (whose instances are single-membered
tuples), #$VectorInterval, and #$ComplexNumber.
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Any attribute of location, directional orientation, or other
attributes related to position.
Any attribute of location, directional orientation, or other
attributes related to position.
DirectionMeasure is an attribute that may be
one or multiple dimensional, depending on the dimension
of the space in which it is measured. .
A collection of all the various vectors. The most
important specialization of this collection is
#$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'.
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NOTE: In COSMO, Distance is an AttributeType, not
a measure. Each Distance will have a value which is a
LengthMeasure.
Cyc: A specialization of #$PhysicalQuantity. Each
instance of #$Distance is the length of a path in space
extending from one point to another. In some contexts, for
example in the argument 2 position of
#$altitudeAboveSeaLevel, an instance of #$Distance will
include directional information. In these contexts,
instances can take on positive or negative values. In other
contexts, directional information will not matter, and
instances of #$Distance will only take on non-negative
values. See the specialization #$Distance-Absolute for
measures of distance that necessarily do not include
directional information, and thus are always non-negative.
An instance of #$Distance may be either a fixed interval,
such as the height of the #$WashingtonMonumentInWashingtonDC
or the altitude of the #$DeadSea, or a range, such as
#$WithinAudibleDistance (see #$ScalarInterval for more
explanation). See #$UnitOfDistance for the units used by Cyc
to measure distances.
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Mass is a property of all PhysicalObjects. It is a quantitative measure,
and the standard unit is the kilogram, but many other common units
of mass are used, such as the pound. Mass is often not distinguished from
weight, which technically is a force measure, but informatlly is interchangeable
with mass..
The term Speed is used in COSMO as an
attribute type, not the measure. The measure of
a Speed is a subtype of SpeedMeasure..
wasMeasuredBy relates an instance of a measure
to the instrument used to make the measurement.
For the special case of Time, if not specified
otherwise, the 'instrument' used is assumed to be
the NIST atomic clock system - or something synchronized
with that system. For relativistic situations,
the actual clock used should be specified.
A specialization of #$MultiDimensionalQuantity
(q.v.). Each instance of #$RatioQuantity is a quantity that
is derivable (via #$QuotientFn) as a ratio of other
quantities. For example, (#$MilesPerHour 65) is a ratio
quantity obtainable by dividing (#$Mile 65) by
(#$HoursDuration 1); and (#$PoundsPerSquareInch 50) is
equal to (#$QuotientFn (#$Pound-UnitOfForce 50)
(#$SquaredFn (#$Inch 1))) . Ratio quantities are used for
measuring a difference or change in one quantity against a
(usually incremental) difference or change in another
quantity. When the later quantity is a #$Time-Quantity (as
in the first example above), the ratio quantity is an
instance of the specialization #$Rate. See also #$PerFn.
845b6f34-6aa7-41d7-8bba-c3bd93f1a360
A specialization of #$PhysicalQuantity and
#$RatioQuantity (qq.v.). Each instance of #$Rate is a
multi-dimensional quantity made up of some quantity (e.g.
distance traveled or money spent), taken with respect to
some quantity of time. Instances of #$Rate include, for
example, the instances of #$Speed (e.g. 55 mph), #$Frequency
(e.g. 55 kHz), and #$MonetaryFlowRate (e.g. 55 cents per
minute). See also #$UnitOfRate, the collection of
functions used to measure rates (e.g. #$DollarsPerYear, #$MetersPerSecond).
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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 (#$Mach-UnitOfSpeed 2).
In GML (Geography Markup Language), speed is described as
'Value of a speed, with its units. Uses the MeasureType
with the restriction that the unit of measure referenced
by uom must be suitable for a velocity, such as metres
per second or miles per hour.'
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A vector which represents the speed of
an object and the direction, with the direction constrained
to be confined to the Earth's geoid, i.e. within the two-dimensional
plane defined by the Earth's surface. One component
of the VectorOverGround will be the SpeedOverGround, which see..
Speed Over Ground is a speed measure, measuring the
rate at which an object's projected position on the ground travels
over the Earth's surface. When used in Maritime environments,
it is measured in nautical miles per hour.
If an object such as an airplane is changing altitude, the SpeedOverGround
will not be the same as its speed measured within its
aerial track. Also, if an airplane is travelling in a
wind, the SpeedOverground will not be the same as its
air speed.
The coordinate position of the reference point of
an object.
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A specialization of #$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.
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Width, as Length, may depend on orientation. There may
be more than one Width, and this relation may have to be
qualified. For specialized width measures, each will be
a subProperty of the hasWidth measure, describing one
type of Width.
Each instance of Width is composed of a length UnitOfMeasure and
a Quantifier.
We restrict this to PhysicalObjects.
bd58e044-9c29-11b1-9dad-c379636f7270
COSMO note: Height, like Width and Length, may
depend on orientation. This relation is restricted to
solid objects, and measures the distance from the lowest
point of the object (in its normal orientation, or in its
present orientation, depnding on the context) to the top
of the object. For some objects, such as mountains, whose
'bottom' point is not clearly delimited, some convention such
as 'sea level' may be used for the bottom point. In such cases,
it would be better to define a separate subrelation to avoid
ambiguity. Also,for objects aboe the ground, the distance of
the bottom of the object from the ground is not represented by
this relation. For liquids, the distance from the
liquid surface to the supporting surface of the containing object
is the 'depth'.
NOTE that to represent fields in tables that use a single
number to represent height in some units (e.g.in meters),
use 'hasHeightInMeters', which is not a subproperty of this
relation because the domain differs.
NOTE that there is a special subproperty of hasHeight,
related to people: 'hasBodyHeight'. This relation is a
subproperty of 'hasHeight' and also of 'hasLength', specific
for people. This means that the 'height' and 'length' of a person
are the same thing, when talking about innate properties.
This convention is adopted because in Russian
what is in English called a 'height' is called a 'length'.
If one uses the more general relation 'hasHeight' in place of
'hasBodyHeight' for a Person, the interpretation will usually
be identical, unless the context indicates that the person is
not standing, and a 'height' different from the stature hieght is
being measured.
In Cyc called 'heightOfObject':
Cyc: A #$PhysicalAmountSlot used for stating the
heights of tangible objects and other (polydimensional)
spatial things. (#$heightOfObject OBJECT HEIGHT) means that
the #$Distance (q.v.) from OBJECT's bottom boundary to
its top boundary is HEIGHT. Top and bottom are often
determined by an object's intrinsic default
orientation, if it has one (see #$TopAndBottomSidedObject).
But some objects have tops and bottoms -- and thus heights
-- only by virtue of their spatial relations to certain
other objects in their environments. In any case, having a
height requires being at least two-dimensional (see
#$TwoOrHigherDimensionalThing). See also #$lengthOfObject,
#$widthOfObject, and #$depthOfObject.
hasHeightInMeters has the same intended meaning as
'hasHeight', except that the unit of measure is implied (the
measure is in meters) and does not need to be represented explicitly
in the value, which for this relation is a floating point number.
An attribute specifically to describe the
height of a person. For a Person, the 'height' and
'length' are identical.
hasBodyHeightInMeters has the same intended meaning as
'hasBodyHeight', except that the unit of measure is implied (the
measure is in meters) and does not need to be represented explicitly
in the value, which for this relation is a floating poiint number.
Cyc: This predicate relates objects to their perimeter
lengths. (#$lengthOfObjectPerimeter OBJ PERIM) means that
the length of OBJ's perimeter is PERIM. Compare this
with #$objectPerimeter.
be817ff1-9c29-11b1-9dad-c379636f7270
The Class of ConstantQuantities relating to the amount of matter in an Object.
hasWeight relates a PhysicalObject to its mass. The word
'weight' is used in its informal, not technical sense for this purpose.
This has a related meaning to 'hasMassInGrams', but
that latter relation has a number as value, with 'grams'
being the implied UnitOfMeasure, whereas the present
relation will take a MassMeasure, which can
be of any mass unit of measure, and must have the
unit of measure specified in the argument value.
Each class of a LocationAttribute specifies some kind of
Location, usually relative, in which the designated Object
is wholly located.
An Attribute specifying that an Object is
located underground. In Cyc this was the underground
location, but in COSMO the underground location is
termed 'UndergroundLocation' and 'Underground' is an attribute.
Cyc: The collection of instances of
#$SpatialThing-Localized that are below the surface of the
ground of a particular place.
In Cyc called 'Underground':
Cyc: The collection of instances of
#$SpatialThing-Localized that are below the surface of the
ground of a particular place.
5a56313a-74bf-11d6-8000-00a0c99cc5ae
Viscous is a qualitative attribute of
liquid substances having a high viscosity relative
to pure water, causing them to flow under gravity
much slower than water (at least 3x slower) through a narrow
tube, e.g. a tube of about 5 mm in diameter.
Examples are honey, crude oil, engine lubricating oils.
Sticky is a qualitative attribute of viscous
liquid or semisolid substances that will adhere to
dry solid surfaces, and when present as a thin film
between two dry surfaces, will resist the pulling apart
of those surfaces. It is the property of glue,
cement, and other adhesives that have not yet dried.
Dried adhesives are not considered subtypes of this Type.
A StickyStuff is a liquid or
semisolid substance that has the property of being sticky.
A Goo is some quantity of a sticky (gooey)
substance. It is a PhysicalObject.
Each class of a ColorAttribute forms a region with more specific classes of
ColorAttribute forming subregions..
Each class of a ColorAttribute forms a region with more specific classes of
ColorAttribute forming subregions..
hasColor relates abstract symbols (abstract representations of things),
substances, substance types, or individual objects to
one or more colors that characterize the way that light is reflected
from or passes through the object.
For real-world objects, the color value will be a color region, which
could be further restricted to a more specific color, down
to a monochromatic color of specific saturation and intensity.
The colors are represented as Types.
isTheColorOf is a conceptual inverse of hasColor.
This relation will seldom be used except where specific
objects are associated with specific colors, as oranges, lemons,
fire engines, etc. So we can make a statement:
'red is the color of tomato juice'..
#$Transparent is a #$PhysicalAttribute
representing a specific degree of #$Transparency.
#$Transparent objects transmit enough light to see clear
images. See also #$transparencyOfObject.
NOTE that to be Transparent does not mean that
an object or substance has to be 'Colorless', just
that the intensity of color, if any, is not enough
to block viewing objects thropiugh some common thickness,
e..g through a pane of glass, or through a drinking glass
full of water. Even water has some color - large boides have
a bluish tint. In thin enough sections, even 'opauqe' things
can appear 'transparent' - one can see things through them -
but to be 'Transparent' in the sense of this Type,
an object or substance needs to be able to pass enough
undispersed light through a thickness of 20 cm, that object
can be clearly discerned on the other side. Thus the typical
amber beer is 'Transparent', but near the borderline.
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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.
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The collection of all things that are typically
collected as a hobby.
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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.
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The Cyc term for the Event in which Motion occurs..
SUMO: Translocation is that class of Motions
in which an object moves from one place to another. In the case of round
trips, the origin and destination are the same, but the intervening
motion passes through other locations. Translocation represents linear
motion, in contrast to rotation or other movement in place. A vehicle is
not necessary; Ambulating is a kind of Translocation.
Cyc comment: A subcollection of #$MovementEvent. Each instance
of #$Translocation is a movement across a distance; thus
there is both a location that it is a movement from (see
#$fromLocation) and a location that it is a movement to
(see #$toLocation). (These two locations might or might not
be distinct, considering round-trips.) Note that instances
of #$Translocation might or might not involve a salient
moving object (see #$objectMoving); for those that do see
the specialization #$Movement-TranslationEvent; for some
that don't see #$WavePropagation.
bf81a890-9c29-11b1-9dad-c379636f7270
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
COSMO note: this is an Event in which one person dances
for some interval of time. In Cyc this is called 'DancingProcess-Human'.
This is not a FunctionalProcess. As of version 0.48, animal
dancing is not included in COSMO.
Cyc: A specialization of #$DancingProcess. Each
instance of this collection is a dance performed by a human.
Such events might occur during a recreational event (such as
a #$Dance-Party), or a professional dancer's #$EntertainmentPerformance.
bd588671-9c29-11b1-9dad-c379636f7270
A specialization of #$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
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
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 #$SupportingSomething.
COSMO note: one might suppose that an object contained in
a container must be supported by the container, and that
therefore isContainedIn would be a subproperty of
isSupportedBy. But containers may contain contents in a
zero-gravity environment, and the 'support' relations
assume a gravitational field which causes the supported thing
to press against the supporting thing. Therefore there is no
subproperty relation.
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An instance of #$RelativeLocationalPredicate.
(#$on-Physical OVER UNDER) means that the object OVER is
above, supported by, and touching the object UNDER (so that
both (#$above-Touching OVER UNDER) and (#$supportedBy OVER
UNDER) hold). OVER and UNDER may be at rest or in motion,
or one may be in motion and the other at rest. For example,
this predicate would hold of a person on a bicycle,
groceries on a checkout conveyor belt, or a statue on a pedestal.
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containsObjects is a specialization of 'contains'
that points to an ObjectGroup that is contained in some
aggregate entity or region. This relation allows the definition
of some Group of PhysicalObjects and relating it to another entity where
that group is 'contained' in some sense, without being part of the
containing thing.
containsSubstance is a specialization of hasConstituentSubstance
and specifies that the subject is (or has as a part) a container in
which some quantity of the object is contained.
NOTE that to be 'contained' in COSMO, the contained substance or
object cannot be part of the containing thing. This relation
specifically negates the possibility that the subject is a
PhysicalObject with a uniform distribution of some PhysicalSubstance
throughout its 'convex hull'..
NOTE that In Cyc the 'substances' (or stuffs) were represented as
objects made of a particular substance. In COSMO we distinguish the
object from its composition, and this relation specifies, where it
makes sense to do so, what the
substance composition of particular objects is.
isComposedMostlyOfSubstance relates physical objects that have a relatively homogeneous
spatial distribution of component substances to the substance(s) which
form the dominant composition. If the component substance does not form a larger
weight fraction than any other substance, the relation 'hasConstituentSubstance'
should be used instead. Thus a drinking glass will be composed
of glass, a lake of water, a structural I-beam of steel. In Cyc the
'substances' (or stuffs) were represented as objects made of a particular
substance. In COSMO we distinguish the object from its composition, and
this relation specifies, where it makes sense to do so, what the
substance composition of particular objects is.
isComposedMostlyOfSubstance relates or regions
(e.g. ocean regions) that have a relatively homogeneous
spatial distribution of component substances to the substance(s) which
form the dominant composition. If the component substance does not form a larger
weight fraction than any other substance, the relation 'hasConstituentSubstance'
should be used instead. Thus a drinking glass will be composed
of glass, a lake of water, a structural I-beam of steel. In Cyc the
'substances' (or stuffs) were represented as objects made of a particular
substance. In COSMO we distinguish the object from its composition, and
this relation specifies, where it makes sense to do so, what the
substance composition of particular objects is.
Water that has no detectable impurities, and is
believed to have the same properties as 100% water. This
Substance, as for other 'pure' substances represents
an ideal that may only be approximated in real life. The function
of 'pure' substance in COSMO is to permit the specificatipon of
properties that can be measured or extrapolated
for the pure sustance, but may not apply to the same substance with
some impuritiesin it.
Note that this makes no commitment as to the state (solid, liquid, gas)
of the water
A specialization of #$AstronomicalObject (q.v.).
Each instance of #$AstronomicalBody is an astronomical
object that is an individual body, as opposed to a group or
system of such bodies. Specializations include #$Planet and
#$Star. Note that this collection includes only natural
bodies; artificially-made objects such as spaceships and
communications satellites are excluded.
NOTE that the SUMO term has been reused and specialized
and does not have the same meaning as in SUMO.
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Any non-Earth planet orbiting any sun.
Any planet orbiting our sun Sol, including Earth.
1.8986E30
4.8685E27
8.6832E28
0.64185E27
5.6846E29
0.3302E27
1.0243E29
A HabitatRegion is a GeographicalRegion - part of the
Earth's surface - that has been identified as the typical
region where most of the naturally free-living individuals of
a particular species of Organism will be found. Instances of
this Type can be used as the object argument of the
'hasTypicalHabitat' relation, when a type of
Organism is known to be located mostly in one region
of the Earth.
A specialization of #$Water. Each instance of
#$Water-Saline is a portion of water with some substantial
concentration of salt mixed into it. An important
specialization of #$Water-Saline is #$SeaWater (q.v.).
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A specialization of #$Water-Saline. Each instance
of #$SeaWater is a portion of salt water with the kind of
mineral concentrations found in oceans (see the collection
#$Ocean) - including the oceans themselves.
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#$Water in any physical state (solid, liquid, or
gas) which is considered fresh water rather than sea water.
Thus, lakes, rivers, drinking water, steam, precipitation,
are all fresh water.
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'PotableWater' is fresh water sujitable for drinking
by people and animals, free from harmful contaminants such as
toxic substances or pathogenic biological agents.
refersToExternalEntity relates a MentalObject
(e.g. a document, goal, fear) or a Communication to some
external entity that is explicitly referenced in the MentalObject
or Communication. The
external entity may be any kind of entity: physical object,
topic of study, event past or future. A Goal may, for example,
focus on some Event or State that the agent wants to happen.
@@@ToDo
NOTE that by allowing 'Communication', an Event, to be a
subject of this relation we are to some extent conflating
the Communication act with the subject of the communication.
These parts should be distinguished, but because of the limnited
expressivity of OWL, at v0.36 this conflation is allowed,
to make the ontology easier to work with until a better
tool is adopted.
SUMO: An Icon which
depicts one or more quantities.
A PhysicalObject that is an IconicImage in which
the Icon represents some group or organization
Cyc: A collection of symbolic objects. Each element of
#$Insignia is a visual configuration conventionally
associated with some organization, person, or other agent.
Elements of #$Insignia include monograms, company logos,
devices of heraldry, totems, the official seals of
universities, etc.
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SUMO: An Icon made of Fabric that refers to
a particular GeopoliticalArea or Organization.
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A Flag that represents a Country..
A Desire is MentalObject within a CognitiveAgent
that is basically emotional, though the emotion of Desire may
be caused by the conclusion of a rational thinking process.
A Person may desire a thing (i.e. to possess a thing), or
some future situation - for something to happen, or some
process to occur, or some state to come into existence.
a spcialization of 'Desire' is a 'Goal', which similarly
refers to some future situation, but bringing about that
future situation involves some action on the part of the Agent with the Goal.
Although in language we can say that a person 'desires' an
object, in COSMO that would be represented as the person
desiring the 'DesiredFutureSituation' in which that
person possesses that object, so the desired thing is
in all cases a Situation, even if an Object is indirectly referenced
as a participant in that Situation.
NOTE that the restriction on this Type referencfes a 'DesiredFuruteSituation'
rather than merely a FutureSituation. This requires that,
in secifyhing a Desire and the Situaion desired, that Situationj
should be categorized as a DesiredFutureSituation so that
it can contian a pointer back to the Agent who wants it,
and serve as an index of which agents would be pleased to
see a particular Situation happen. (Not all agents
need to be thus referenced, as certain DesiredFutureSituations
such as the election of some person to an office, may be desired
by a very large number of people).
NOTE: In SUMO, 'desires' is treated as a relationship between some
CognitiveAgent and a proposition describing the thing desired,
and a 'Desire' would be the Proposition that is the
object of that relation. But there is another difference.
The SUMO 'desires' apparently is closer to COSMO 'Goal'
since it involves participation of the Agent. The SUMO
relation is described here for reference, but is not equivalent to
'Desire' in COSMO.
SUMO: (definition of 'desires') '(desires ?AGENT ?FORMULA)' means
that ?AGENT wants to bring about the state of affairs expressed
by ?FORMULA. Note that there is no implication that what is desired
by the agent is not already true. Note too that desires is distinguished
from wants only in that the former is a PropositionalAttitude,
while wants is an ObjectAttitude.
A MentalObjectGroup is a Group consisting
solely of MentalObjects.
An Intention is MentalObject within a CognitiveAgent
that refers to some future Action that the agent intends
to participate in, in some capacity.
The representation of this notion is complex in OWL,
since it involves specifying two related things:
there is a future Action; and the Agent will
participate in that Action (of course all Future
Actions are contingent, but *if* the *specific*
FutureAction that is referenced occurs, the Agent *will*
be a participant).
Note that the Agent does not have to desire the
FutureAction to occur - the Agent may be *forced* to
participate, and have an Intention to participate,
because not to participate would entail some
undesirable consequences, which might be trivial
(disappointing someone) or serious (loss of the Agent's
life). This is one disctinciton between an Intention and
a Goal - a 'Goal' in COSMO references a FutureSituation that the
Agent desires to happen - for the Agent's own purposes.
An Agent may have an Intention to participate in some
FutureAction only because it is an imposed Obligation.
An Assignment is MentalObject within a CognitiveAgent
that refers to some Future Action that the agent has
some form of obligation to do because it was
assigned to the agent by some Authority. Unlike
with a Goal, the Authority in this case cannot be the Agent
itself. An Assignment may or may not coincide with
a Desire - the FutureAction contempelated in an Assignment
may be desired by the agent obliged to perform it, but
may merely be an imposed Duty.
Note that the Agent does not have to desire the
FutureAction to occur - the Agent may be *required* to
participate, may participate, if at all, only
because not to participate would entail some
undesirable consequences, which might be trivial
(disappointing someone) or serious (loss of the Agent's
life). This is somewhat similar distinction between an
Intention and a Goal, but an Agent may have an Assignment
yet have no Intention to perform the Assignment.
desires relates an IntentionalAgent to
either (1) some future situation that the agent wants
to happen, or to be (statically), or to persist (if it
already exists); or
(2) some object that the agent wants to possess.
This relation aggregates desires as situations and objects
to accommodate the corresponding ambiguous meaning
of the linguistic 'desire' and 'want' For the case
of wanting an object, use the more specific 'wants'.
An Agent may desire that some current situation continue as it is,
so this relation does not imply that the desired situation
does not already exist. In such a case, what would
be 'desired' is the event in which the current state persists
for some interval of time into the future.
NOTE that this relation is highly time-sensitive and
makes sense only when specified at some reference
time point. At present (v0.3) higher-arity
relations are not represented in COSMO, and this
time reference is absent.
SUMO: (desires ?AGENT ?FORMULA) means that ?AGENT wants
to bring about the state of affairs expressed by ?FORMULA. Note that there
is no implication that what is desired by the agent is not already true.
Note too that desires is distinguished from wants only in that the former
is a PropositionalAttitude, while wants is an ObjectAttitude.
desires relates an IntelligentAgent to
some PhysicalObject or PhysicalObjectType or
ValuableThing that the agent wants to own or
possess. The thing wanted can be an individual or
a Type. In the case of someone who wants
to own RealEstate, note that in COSMO RealEstate is
represented as a PhysicalObject, so this relation
will apply for that case.
SUMO: (wants ?AGENT ?OBJECT) means that ?OBJECT is desired by ?AGENT,
i.e. ?AGENT believes that ?OBJECT will satisfy one of its goals. Note that there is
no implication that what is wanted by an agent is not already possessed by the agent.
hasDesiredSituation relates a Desire,
Goal, or Rule to the future situation that the agent with the Goal
(or who created the Rule) wants to make happen.
NOTE that this differs from the relation 'desires'
in that 'desires' relates a CognitiveAgent to the
thing desired, whereas 'hasDesiredSituation' relates
a MentalObject to some Situation which the MentalObject
expresses as desired by some Agent.
A Goal is a MentalObject that relates to a Situation that
an IntelligentAgent desires and intends to make happen by taking some
action. In COSMO a Goal is a Group of MentalObjects that necessarily
includes a Desire - because the Goal referencs something that an Agent wants
to happen, which is the characteristic of a Desire. A Goal,
in addition to the desire to see something happen, includes the
intention (expectation) that the Agent her/himself will take some
action to help make that thing happen.
NOTE that a 'Goal' includes an Intention, but differs from an
Intention in that the Goal references a situation that the
Agent desires, whereas an Intention to do something
does not necessarily imply that the Agent wants the
FutureSituaion to happen for the Agent's own purposes.
COSMO note: In OpenCyc a Goal is a subtype of
'#ELSentence-Assertible' - i.e. an assertion. Although the Cyc
representation of 'Goal' includes many of the intuitions that seem to be contained in
the usual meaning of 'Goal', the linguistic usage appears to be closer
to the notion of the goal being the realization of the actual situation
that an agent (usually a person) wants to become true; however, the Goal is
in the mind of the IntelligentAgent, and is created by the IntelligentAgent,
but is not a PhysicalObject, threfore is best represented as MentalObject
in COSMO, rather than the situation itself. It necessarily includes
some intention, but is not the intention itself. So the representation
of a Goal must include each of these elements in relation to each other.
NOTE that a Goal references some desired FutureSituation. When the
FutureSituation has occurred and is no longer in the Future,
the Goal itself must terminate its
existence, and the Goal will be located in the past,
Cyc: Typically, this attribute characterizes
relationships holding between Cyc formulas and a particular
agent when the formula describes a state of affairs that the
agent intends to take steps to actualize, i.e., when
actualizing the state of affairs is a goal of the agent.
However, it might also be seen as an attribute of the
relationship between the agent and the static situation
depicted by that cyc formula (see #$StateFn). This is the
most general goal attribute and should be used only when one
is unable to specify more exactly what kind of goal the
relevant state of affairs is for an agent.
ToDO: axioms must specify that the FutureSituation
of the Desire and Intention are the same, and that the
Agent that has the Goal will be a participant in the
FutureSituaion.
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isaGoalOf relates an instance of a Goal to the CognitieAgent
that has that Goal. Each instance of a Goal is held by some CognitiveAgent
(animal, person, group) for some period of time. The time interval
when a Goal is active may be open-ended.
COSMO note: in COSMO a mental object.
Cyc: This attribute characterizes goals which are
concerned with an agent's status in (or with) another
agent or group of agents. The kinds of 'status'
at issue here include an agent's level of prestige,
power, and influence, and position within an organization.
Correspondingly, the kinds of agents or groups in which one
can have a 'status' includes organizations,
geographical regions, professional groups, and peer groups.
Examples of goals which may be qualified with #$StatusGoal
include a country's goal of broadening its sphere of
influence, and an academic's goal of being influential
in his field of study.
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An Objective is a Goal for which the desired
situation is intended to occur as the result of
an Action that is planned, contemplated, or under way.
Each Objective must reference the planned action
as well as the desired result of that action..
A CollectiveGoal is a Goal that is held by
a GroupOfPeople as a goal to be achieved by community
action. This is the kind of goal that is debated as
public policy for governments to pursue, but
includes goals of non-government groups
as well as organizations.
This attribute characterizes goals which are
pursued, at least in part, in the political arena.
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This attribute characterizes goals which are
foreign policy goals.
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This attribute characterizes goals which involve
aiding one's allies.
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A Mission is a Goal, to which the IntelligentAgent has a higher level
of commitment (or determination) than for a common Goal; in addition, the Goal
needs to have as a beneficiary some purpose other than benefitting the
IntelligentAgent itself. A Mission may include a number of individual Goals,
a and will be motivated by some sense of duty, which may be self-imposed.
The Random House dictionary defines this sense of Mission as:
'16. an assigned or self-imposed duty or task; calling; vocation.'
. The level of commitment required to make a Goal into a Mission is vague,
but for this ontology it merely needs to be significantly higher than for a typical
Goal. The commitment may be imposed by some authority other than the Agent
with the Mission, e.g. by an employer or supervisor. A military 'mission'
will typically be assigned by someone other than the persons performing
the mission.
Having a Mission does not necessarily mean that the IntelligentAgent with the Mission
will not benefit from its accomplishment; it merely means that some other
Agent must also benefit. Thus a commercial company can have as its 'Mission'
the total satisfaction of its customers. That benefits both the company
and its customers.
ToDO; axioms must specify the above conditions.
The attribute characterizing goals which are
concerned with having access to international markets and
other trading advantages. A minimal trade goal is simply
being able to trade. Example: (#$goalCategoryForAgent
(#$GovernmentFn #$China-PeoplesRepublic) (#$groupMembers
#$China-PeoplesRepublic #$WorldTradeOrganization) #$TradeGoal).
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In Cyc, named 'OrganicMaterial'. This can be
a solid or liquid, and can be an object composed of
complex material froma living thing, or an organic
chemical of defined composition.
Cyc: A collection of tangible things. Each instance of
#$OrganicMaterial is a tangible thing composed of one or
more types of organic #$Molecule. Instances of
#$OrganicMaterial usually have their origin in the bodies
(or other products) of living things. Since some organic
substances can be synthesized, #$OrganicMaterial is not a
subcollection of #$NaturalTangibleStuff. Chemically,
instances of #$OrganicMaterial have fairly (or very) complex
carbon-based structures. Examples include all instances of
the collections #$Oil, #$DNAStuff, #$Alcohol-Compound,
#$Ivory, and #$AnimalBodyPart.
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An OrganicObject is an object at least as large as a cell
of an organism, that consists predominantly of substances which are living
or are derived from living things, or are synthetic substances similar to
those found in living things. An OrganicObject may be living or dead, or
if dead, highly processed, providing that the main
active constituent is derived from or similar to those in
living things. Thus one muscle or one apple pie would each be
an OrganicObject, but pne virus particle would be too small
to qualify. A macroscopic object consisting of macromolecules such
as protein, nucleic acid, or polysaccharide similar to those found naturally
would be OrganicObjects, but a quantity of small molecules such as alcohol
or amino acid would not be. In the triad 'animal, vegetable or mineral', this
would be either of animal or vegetable.
NOTE that this Type is disjoint with MineralObject, though
an OrganicObject may have some minor portions of Mineral
in it.
The collection of all structures that are composed
of one or more living cells (see #$Cell). Note that this
can be solid or liquid, because blood and lymph are
composed of cells. Biological living
objects (or BLO s) might either be instances of
#$Organism-Whole (like dogs or pine trees) or components of
such whole living organisms (like noses, tails, and pine
needles). The healthy leg of a living person is a BLO (as
is the person), but an amputated leg is not a BLO. Almost
every instance of #$BiologicalLivingObject is either capable
of biological reproduction itself or has components which
are capable of biological reproduction (such as the cells in
a living arm). Red blood cells are abnormal instances of
BLO in that they cannot reproduce.
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isBiologicallyDerivedFrom is the instance-level
relation that is similar to the OBO_REL 'derives_from',
used to specify developmental derivation of ogranic
structures in a body from each other. However, this
COSMO relation is strictly at the instance level - this the
past tense. To specify typical biologial derivation between types,
the related type-level relation 'isBiologicallyDerivedFrom'
can be used.
NOTE that, although this may appear at first to be a
specialized relation not needed in a foundation ontology, there
are well-known 'derives from' instances that even kindergarten children are
aware of, for example that a butterfly is derived from a caterpillar.
A child might phrase this as 'a butterfly comes from a caterpillar',
and this will have the same meaning 9at the Type level) as this
relation.
OBO_REL: derives_from: (See http://www.obofoundry.org/ro/)
OBO Definition: Derivation on the instance level (*derives_from*)
holds between distinct material continuants when one succeeds the other
across a temporal divide in such a way that at least a
biologically significant portion of the matter of the earlier continuant
is inherited by the later. We say that one class C derives_from class C'
if instances of C are connected to instances of C' via some chain of
instance-level derivation relations. Example:
osteocyte derives_from osteoblast.
Formally: C derives_immediately_from C' if and only if: given any c
and any t, if c instantiates C at time t, then there is some c' and some t',
such that c' instantiates C' at t' and t' earlier-than t and
c *derives_from* c'. C derives_from C' if and only if:
there is an chain of immediate derivation relations connecting C to C'.
OBO-Comments: Derivation as a relation between instances. The temporal
relation of derivation is more complex. Transformation, on the
instance level, is just the relation of identity: each adult is identical
to some child existing at some earlier time. Derivation on the
instance-level is a relation holding between non-identicals.
More precisely, it holds between distinct material continuants when one
succeeds the other across a temporal divide in such a way that at least
a biologically significant portion of the matter of the earlier continuant
is inherited by the later. Thus we will have axioms to the effect that
from c derives_from c1 we can infer that c and c1 are not identical and
that there is some instant of time t such that c1 exists only prior to
and c only subsequent to t. We will also be able to infer that the
spatial region occupied by c as it begins to exist at t overlaps with
the spatial region occupied by c1 as it ceases to exist in the same instant.
isBiologicallyDerivedFrom is the type-level
relation that expresses the typical relation of biological
derivation that is expressed at the instance level by
'wasBiologicallyDerivedFrom'. This COSMO relation is similar
to the OBO_REL 'derives_from', used to specify developmental
derivation of organic structures in a body from each other.
However, this COSMO relation is strictly at the Type level -
thus the present tense verbal form.
NOTE that, although this may appear at first to be a
specialized relation not needed in a foundation ontology, there
are well-known 'derives from' instances that even kindergarten children are
aware of, for example that a butterfly is derived from a caterpillar.
A child might phrase this as 'a butterfly comes from a caterpillar',
and this will have the same meaning (at the Type level) as this
relation.
OBO_REL: derives_from: (See http://www.obofoundry.org/ro/)
OBO Definition: Derivation on the instance level (*derives_from*)
holds between distinct material continuants when one succeeds the other
across a temporal divide in such a way that at least a
biologically significant portion of the matter of the earlier continuant
is inherited by the later. We say that one class C derives_from class C'
if instances of C are connected to instances of C' via some chain of
instance-level derivation relations. Example:
osteocyte derives_from osteoblast.
Formally: C derives_immediately_from C' if and only if: given any c
and any t, if c instantiates C at time t, then there is some c' and some t',
such that c' instantiates C' at t' and t' earlier-than t and
c *derives_from* c'. C derives_from C' if and only if:
there is an chain of immediate derivation relations connecting C to C'.
OBO-Comments: Derivation as a relation between instances. The temporal
relation of derivation is more complex. Transformation, on the
instance level, is just the relation of identity: each adult is identical
to some child existing at some earlier time. Derivation on the
instance-level is a relation holding between non-identicals.
More precisely, it holds between distinct material continuants when one
succeeds the other across a temporal divide in such a way that at least
a biologically significant portion of the matter of the earlier continuant
is inherited by the later. Thus we will have axioms to the effect that
from c derives_from c1 we can infer that c and c1 are not identical and
that there is some instant of time t such that c1 exists only prior to
and c only subsequent to t. We will also be able to infer that the
spatial region occupied by c as it begins to exist at t overlaps with
the spatial region occupied by c1 as it ceases to exist in the same instant.
Life Form is very general catgory of organic objects
tht can reproduce themselves in a manner resembling
the reproduction of animals and plants, and includes
intact organisms, viruses, and prions.
A part of an organism is not a life form in itself.
NOTE also that 'LifeForm' is not disjoint with
'InanimateThing' though 'Organism' is. This is
because some primitive life forms, like some viruses, can occur
in crystalline form (while still being viable), and we have
categorized crystals as inanimate. The border between living and
non-living at the subcellular level is fuzzy, and in COSMO (493) we
are still trying to find the proper distinctions.
In Cyc called 'Organism-Whole'.
An Organism must be a whole individual, composed of one or more cells,
capable of living independently of other living things (though it may have
to feed on other living things, even as a parasite). This cannot be just
part of an organism, such as a liver removed and fed in a perfusion apparatus.
An organism can be single-celled, like a bacterium. An organism must have
a cell membrane that separates the internal cytoplasm from the exterior environment
while it is living and metabolizing. Therfore a virus is not an organism, but a
different form of life.
NOTE carefully that in COSMO v0.2 the category 'Organism' by default
is intended to represent typical living adults forms of an organism,
but abnormal forms are not actually excluded logically.
Therefore though we make certain necessary assertions about an
'Organism' without being concerned about exceptions, the
results will be true only in the default case and certain
logical contradictiona may occur. This is a temporary measure
until a better way of handling default reasoning is implemented.
Note, for example, that dead organisms are still categorized
as Organisms (this is used mostly for People), even though
an Organism is disjoint with 'InanimateThing' - this is to
allow the reasoner to catch unintended mistakes of classification.
.
When exceptional circumstances are encountered, one should use the
category 'ImmatureOrganism' or 'AbnormalOrganism'. Rather than
reify such categories for each organism type, they can be generated
by use of functions on the typical organism Type. If functions are
not available in some implementation, reification may be necessary.
A more accurate solution would be to leave the organisms as generic,
and create a 'typical adult' subtype to hold the values for the
prototype. This requires a quasi-duplicate typical type for each organism,
which may ultimately be better, but is avoided at the present COSMO
stage of version 0.2.
Cyc: A specialization of #$BiologicalLivingObject.
Each instance of #$Organism-Whole is a biological living
object (BLO) that is a whole, and not part of some other
BLO. Most instances of #$Organism-Whole are capable of
existing and reproducing while physically separate from
other organisms (with allowances for eating and mating).
Abnormal BLOs which are nonetheless considered to be
instances of #$Organism-Whole include instances of #$Virus,
as well as sterile hybrids and colony organisms, like those
in slime molds or the instances of #$PortugueseManOfWar.
The relation specifying the gender (male or female) of
an organism, plant or animal. Some organisms do not
have a gender, or have the functions of both genders.
Those exceptions are not yet (rev 597) represented.
A specialization of #$Organism-Whole. Each
instance of #$Heterotroph is an organism incapable of
manufacturing organic nutrients from inorganic raw
materials. All instances of #$Animal are instances of
#$Heterotroph, since animals must eat other living things,
or parts of living things, in order to get the nutrients
they need to live. Other specializations of #$Heterotroph
include #$ParasiticOrganism and #$Fungus. Cf. #$Autotroph.
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'.
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.
'containedExperience' points from a
MentalEvent to some MentalObject that formed the experience (if any) that
the experiencer experienced (if the mental event was an
experience event). Examples of experience types that may be
pointed to by this relation are 'Belief' and 'Emotion'.
It is in the past tense, as Events in COSMO are considered as bounded in time, and
must be in the past after the end point.
NOTE: this relation might better be represented by an
argument in a ternary relation, but is binary to accommodate
the limitations of OWL.
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
20000
-1
-1
20000
-1
(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..
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
20000
-1
-1
(ISO18025) Belief in the action and agency
of spirits of the dead, producing mediumistic phenomena.
-1
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, bordering the southern coast of
the USA and the eastern coast of Mexico.
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.
beginsWithString relates an AbstractString to
another AbstractString that is a substring identical with
one of the substrings that beings the parent string. There are
as many values for this relation as there are characters
in the parent string. Thus for the string 'cat' the values
of this relation will be the strings 'c', 'ca', and 'cat'.
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 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.
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'.
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.
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.
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.
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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.
NOTE that this Type represents the abstract *content* of an Assertion, not
the symbolic representation. The symbolic representation of an Assertion,
in a human language or logical language, is an instance of
'LinguisticAssertion'.
For rules in the form if-condition-then-condition, use 'Axiom'.
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
#$InformationRequest-IBT which take the form of a question.
This collection includes yes/no questions, questions that
ask for bindings (e.g. beginning with 'Who',
'What' or 'When') and questions that ask
for descriptions or explanations (e.g. 'How' or 'Why').
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The AbstractLinguistic representation of a
Request - whether a request for information, or a request
to perform some action.
Cyc: The notion of a 'request' involves both the event
in which a Request communication is made and the content
of that communication. The content of a request can be
interpreted as a combination of assertion and question:
the assertion is that some information or action is desired, and
the question is whether the listener will provide the information
or do the action.
This Type represents the request content. The Event of making
a request is represented as 'Request'.
SUMO: A Sentence that expresses a request for something or
that something be done.
The value of an angle in a solid.
PressureMeasure is the class of UnitsOfMeasure used to measure pressure (barometricPressure), e.g., InchMercury.
Time unit. one calendar year. 1 year = 365 days = 31536000 seconds.
The Class of all calendar Years.
A UnaryFunction that maps a number to the corresponding calendar Year. For example, (YearFn 1912) returns the Class containing just one instance, the year of 1912. As might be expected, positive integers return years in the Common Era, while negative integers return years in B.C.E. Note that this function returns a Class as a value. The reason for this is that the related functions, viz. MonthFn, DayFn, HourFn, MinuteFn, and SecondFn, are used to generate both specific TimeIntervals and recurrent intervals, and the only way to do this is to make the domains and ranges of these functions classes rather than individuals.
(YearFn Integer)
An important specialization of #$InanimateThing.
Each instance of #$ExanimateThing is an individual that is
typically regarded as truly inanimate, or non-agentive in
the sense that it is utterly incapable of any subjective or
mental experience.
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MicroLifeForm is a category that includes Virus and
Microorganism. This is useful where, as in COSMO, a virus is not
considered a Microorganism.
A specialization of both #$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.
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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.
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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 #$Person.
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COSMO note: PhysicalPartOfObject is here interpreted as
a Role, which means that anything classified under this category
must have as part of its definition that it is necessarily a
part of some larger physical object, in the sense specified
in the ontology..
Cyc: The collection of things that are best thought of
as parts of other things, and about which we might have
something useful to say. Think of table legs, sleeves of
garments, etc. This is just to make it easier to search
through all this part stuff when someone needs to do so.
None of us (#$Guha, Karen, Nick ...) are very happy with
this collection ...
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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.
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A specialization of both #$BiologicalAgent and
#$Microorganism. Each instance of #$LivingBiologicalAgent
is a living micro-organism that is also a biological agent.
COSMO note: this category is interpreted as meaning
that the organism is 'living' in some world,
which may not be our real world, but a fictional
or hypothetical world. This distinction is used in
defining the subtype of 'LivingPerson'.
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A specialization of both #$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.
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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.
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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. #$OviparousAnimal.
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A specialization of #$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.
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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.
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Organisms which spend most or all of their time
immersed in salt water.
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This is the collection of (individual) animals in
the phylum Echinodermata. It includes starfish, sea urchins,
sea cucumbers and sand dollars. Echinoderms are #$Coelomates.
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A specialization of #$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 and salts are excluded, but having water up
to 80% as in meat and vegetation still allow a substance
to be considered an 'OrganicSubstance'. For predominantly
organic materials, use 'OrganicCompound'.
Cyc: An instance of #$ExistingStuffType and a
specialization of #$PartiallyTangible. Each specialization
of #$EdibleStuff is a type of partially tangible stuff which
all normal instances of some specialization of
#$Organism-Whole can consume and successfully metabolize a
significant portion of any instance of, with or without
resulting harm to themselves. This collection includes
virtually all animal and vegetable matter, as well as salts,
potable water, and instances of #$OralDrug. It does not
necessarily include things that are ingested but not
metabolized, such as the stones that birds swallow to aid in
digestion, or dirt, paint chips, and coins ingested by
children. The function #$EdibleByFn is used to specify the
collections of edible stuff that are ingestible by all
normal instances of certain specializations of
#$Organism-Whole, including #$Person. Note that whether an
edible substance _also_ has a detrimental effect if eaten is
a separate question. Something can be both edible and poisonous.
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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.
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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.
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The SUMO term for the concept
'AnimalBodyRegion'.
#$ExternalAnatomicalPart is a specialization of
#$OrganismPart. Each instance of #$ExternalAnatomicalPart
is a part of the external anatomy of an organism. Example
subcollections include #$Earlobe and #$Leaf.
bf30473c-9c29-11b1-9dad-c379636f7270
A specialization of both #$Artifact and
#$HumanScaleObject. Each instance of
#$HumanOccupationConstructObject is an artifact that is of a
type typically found in some indoor place where humans live
or work - i.e. in some instance of
#$HumanOccupationConstruct. Since these objects are
normally found indoors, they are all roughly human-sized .
Instances of #$HumanOccupationConstructObject include
everything from furniture to tools, appliances to artwork,
medical examining tables to church altars and pews.
bd590775-9c29-11b1-9dad-c379636f7270
A PhysicalObject that is or was a part of some animal.
NOTE: this differs from Cyc in that Cyc requires that the
part be part of a living animal.
Cyc: A specialization of #$AnimalBodyRegion. Each
instance of #$AnimalBodyPart is an anatomical part of some
living animal, and thus is itself an instance of
#$BiologicalLivingObject (q.v). #$AnimalBodyPart includes
both highly localized organs (for example, hearts) and
physical systems composed of parts distributed throughout an
animal's body (such as an animal's circulatory
system and nervous system). Note that severed limbs and
removed organs are _not_ instances of this collection, since
they are not _parts_ of some living animal.
NOTE also that body liquids such as blood and lymph are not
considered 'AnimalBodyPart' in COSMO, but are categorized
as 'BodyFluid'.
bd58801c-9c29-11b1-9dad-c379636f7270
A specialization of #$ExternalAnatomicalPart, and
#$AnimalBodyPart, and an instance of
#$UniqueAnatomicalPartType: the collection of all heads of
#$Animals. See also the more specialized #$Head-Vertebrate.
bd58ba60-9c29-11b1-9dad-c379636f7270
Any BodyPart which is a covering of another
BodyPart or of an entire Organism. This would include the rinds of
FruitOrVegetables and the skins of Animals..
The thin soft covering on many soft fruits,
such as grapes and plums; not as thick as a rind or as hard as a husk.
The thick covering on many fruits,
such as watermelon or orange, but not hard as a husk.
The hard shell covering many seeds,
such as peanuts or walnuts. The softer husk of certain
fruits such as corn is not a subtype of this Type.
A piece of animal skin.
Cyc: A specialization of #$AnimalBodyPart. Each
instance of #$Skin is an outer protective and tactile
sensory covering (or part of such a covering) for (part of)
an animal's body. This collection includes both the
entire skins of animals, as well as proper parts of such
skins (such as Yul Brynner's scalp).
SUMO: A BodyCovering that comprises part of the surface
of Animals.
bd58d7dd-9c29-11b1-9dad-c379636f7270
Redefined as an attribute value.
Cyc: The collection of objects with a structure that
divides into containing cells or compartments. This
includes both multi-cellular organisms and non-living
cellular objects like beehives.
6d619d58-74bc-11d6-8000-00a0c99cc5ae
The three-dimensional shape of a
typical person: a head, torso, two arms, two
legs. People with missing limbs will have
a different shape attribute.
COSMO note: 'cellular' is reclassified as
a shape attribute.
Cyc: #$MulticellularOrganism is a specialization of
#$Organism-Whole. Each instance of #$MulticellularOrganism
is an organism that is composed of more than one cell. In
other words, this is the collection of all instances of
#$Organism-Whole that are not instances of #$SingleCellOrganism.
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The collection of all instances of #$Animal that
are not instances of #$HomoSapiens.
NOTE: that Cyc distinguished 'Person' and 'Human' but
that distinction is not followed in COSMO,
so 'NonPersonAnimal' has been merged with
'NonHumanAnimal'
Cyc (#$NonPersonAnimal)
The collection of all instances of #$Animal that
are not instances of #$Person, and thus incapable of
participating in the activities and social roles
characteristic of personhood. (For the more
'biological' concept of #$Animals that are not
instances of #$HomoSapiens, see #$NonHumanAnimal).
e6534f90-c2e0-41d7-80ce-bf3bf02a1467
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A specialization of #$Animal and an instance of
#$OrganismClassificationType. Each instance of
#$Poikilotherm is a cold-blooded animal. That is, each
instance is an animal whose body temperature is determined
mainly by its surrounding environmental temperature. Cf. #$Homeotherm.
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Vertebrates whose body temperature is not
internally regulated. (from SUMO)
(disjointDecomposition ColdBloodedVertebrate Amphibian Fish Reptile).
An instance of #$BiologicalClass, and a
specialization of #$Vertebrate. Each instance of #$Fish is
a cold-blooded animal (see the collection #$Poikilotherm)
with gills and fins. Each instance of #$Fish spends all or
almost all of its life under water. Note that the
collection #$Fish excludes fish-shaped examples of #$Mammal,
such as porpoises and whales. Specializations of #$Fish
include the collections #$Salmon, #$Catfish, and #$Tuna.
SUMO: A cold-blooded aquatic Vertebrate characterized by
fins and breathing by gills. Included here are Fish having either a bony
skeleton, such as a perch, or a cartilaginous skeleton, such as a shark.
Also included are those Fish lacking a jaw, such as a lamprey or
hagfish.
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Mammals with pouches for their young.
SUMO: The Class of Mammals which have a pouch for
their young.
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AN organism that eats animals - in Cyc includes
carnivorous plants. In Cyc called 'Carnivore', but that
term is usually reserved for the mammals, so 'Carnivore'
is made a subtype of this category.
Cyc: An #$OrganismClassificationType that classifies
organisms by their typical source of food. Instances of
#$Carnivore typically eat animals (or animal parts or
animal-derived products) exclusively. Note that #$Carnivore
is _not_ an instance of #$BiologicalTaxon (q.v.); cf.
#$CarnivoreOrder. Also note that a #$Carnivore is not
necessarily a #$Heterotroph; e.g. carnivorous plants both
digest insects and produce food using #$Chlorophyll.
bd5904f5-9c29-11b1-9dad-c379636f7270
SUMO: The Class of Mammals with one or two pairs
of incisors for gnawing. Includes rats, mice, guinea pigs, and
rabbits.
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A Substance, not an object, that may be beneficial
or harmful or innocuous, but in any case has some effect
on the physiological functioning of an organism.
SUMO: A Substance that is
capable of inducing a change in the structure or functioning of an
Organism. This Class includes Substances used in the treatment,
diagnosis, prevention or analysis of normal and abnormal body function.
This Class also includes Substances that occur naturally in the body
and are administered therapeutically. Finally, BiologicallyActiveSubstance
includes Nutrients, most drugs of abuse, and agents that require special
handling because of their toxicity.
The collection of substances that can stimulate
immune response. For example, bacteria [#$Bacterium],
#$Viruses, proteins [#$ProteinMolecule] can serve as #$Antigens.
SUMO: Any BiologicallyActiveSubstance that has the
capacity to stimulate the production of Antibodies.
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A specialization of #$MulticellularOrganism and
#$Animal. This is the collection of (individual) organisms
that have three well-defined derm layers, an ectoderm,
endoderm, and mesoderm, and posses a coelem. A coelem is a
fluid-filled body cavity between the outer body wall and the
gut. Members of the phylum Annelida (segmented worms), for
example, are #$Coelomates.
be8ad325-9c29-11b1-9dad-c379636f7270
An instance of #$BiologicalPhylum within the
#$BiologicalKingdom #$Animal, the #$ChordataPhylum contains
the many chordate taxa. All chordate taxa have members who
have a notochord (a flexible rod running the length of the
body) at some stage of development and pharyngeal gills at
some stage of development. The #$ChordataPhylum has as
#$taxonMembers all the specializations of #$Vertebrate
(including #$Person), as well as some non-vertebrate
chordates like Amphioxus.
bd59063b-9c29-11b1-9dad-c379636f7270
An instance of #$BiologicalTaxon within the
#$BiologicalPhylum #$ChordataPhylum. Each instance of
#$Vertebrate is an animal that has a backbone or spine made
of bony or cartilaginous vertebrae, which may be separate or
fused. Notable specializations of #$Vertebrate include
#$Mammal, #$Reptile, #$Bird, and #$Fish.
bd58a5e6-9c29-11b1-9dad-c379636f7270
#$AirBreathingVertebrate is a specialization of
#$Vertebrate and an instance of
#$OrganismClassificationType. Each instance of
#$AirBreathingVertebrate is a vertebrate that usually
respires by breathing #$Air during adult life. Includes
individual #$Mammals, #$Birds, #$Reptiles, and most
#$Amphibians. Most #$AirBreathingVertebrates are
#$TerrestrialOrganisms, but some #$AquaticOrganisms breathe
air (#$Whales, etc.). All #$AirBreathingVertebrates have
#$Lungs and #$RespiratoryTracts.
bef7c9c1-9c29-11b1-9dad-c379636f7270
Mammals (female variety) can suckle their young
(under certain circumstances), and also typically have hair.
The playpus lays eggs, so not all mammals bear their young live.
Cyc: An instance of #$BiologicalClass, and a sub-taxon
of #$Vertebrate. Each instance of #$Mammal is an
air-breathing, warm-blooded animal which, if female, nurses
its young with milk secreted by mammary glands. The skin of
instances of #$Mammal is typically covered with hair (or
sometimes hair modified into scales or plates, as in
pangolins), but some types are almost hairless. All mammals
other than the Monotremes of Australia bear live young
rather than laying eggs, and have teats, which on females
are used for nursing the young. Monotremes do not have
teats, but both male and female produce milk from mammary glands.
bd58a628-9c29-11b1-9dad-c379636f7270
#$Eutheria is a specialization of #$Mammal. Each
instance of #$Eutheria is a placental mammal; most mammals
are members of this collection. #$Eutheria are born live,
nurse from their mothers' #$MammaryGlands and live
outside their mothers' bodies.
c0d463be-9c29-11b1-9dad-c379636f7270
In Cyc called 'CarnivoreOrder'.
SUMO: The Class of flesh-eating Mammals. Members
of this Class typically have four or five claws on each paw. Includes
cats, dogs, bears, racoons, and skunks.
Cyc: An instance of #$BiologicalOrder, and a
specialization of #$Mammal. Instances of #$CarnivoreOrder
are mammals whose teeth are adapted for efficient cutting of
meat and tendon. Although instances of #$CarnivoreOrder have
teeth adapted for eating meat, not all instances of
#$CarnivoreOrder are meat-eaters; #$Bears are omnivorous,
while #$PandaBears are usually vegetarians. See also the
collection #$Carnivore.
NOTE that humans are not classified as Carnivores.
bd58f431-9c29-11b1-9dad-c379636f7270
The Cyc term for the concept
'Carnivore'.
In Cyc termed 'FelidaeFamily', but in COSMO
named familiarly for ease in discovery.
SUMO; The Class of Carnivores with completely
separable toes, slim bodies, and rounded heads. All felines other than
the cheetah have retractable claws.
Cyc: The family of which cats - housecats, lions,
tigers, etc. - are members.
bd58f469-9c29-11b1-9dad-c379636f7270
The Cyc term for the concept
'Feline'.
The genus which contains the species to which
domestic cats belong.
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The collection of all members of the species Felis
domesticus. Most members of this collection are
#$DomesticCats, but feral cats are also included in this
collection. Big cats, e.g., lions, ocelots, or tigers, are
not members of this collection, although they are of its
superset, #$FelidaeFamily.
bd590573-9c29-11b1-9dad-c379636f7270
A specialization of #$TameAnimal. Each instance
of #$DomesticatedAnimal is an animal that has been bred and
trained in such a way that it cannot readily survive in the
wild. Domesticated animals are kept by humans for labor,
transportation, food, or as pets, and their relations with
humans are more or less cooperative. #$DomesticatedAnimal
does _not_ include most wild animals kept in zoos (see
#$CaptiveAnimal). Cf. #$WildAnimal.
SUMO(domesticAnimal) Any Animal that is kept by a Human, as
a pet, as livestock, for exhibition, etc.
c10c22cd-9c29-11b1-9dad-c379636f7270
A specialization of DomesticatedAnimal. Each instance
of DraftAnimal is a relatively large animal, usually
(always?) a mammal, that has been domesticated to supply
power for any of various tasks. Individual animals that are used
solely to carry things (e.g. race horses) are not
instances of this class, though some horses may be used as
draft animals. No species can be a subtype of this Type,
since not all members of any species will be used to supply
power.
Examples are mules, horses or oxen used to pull a plough,
or a horse used to pull a buggy. An animal used to supply power to
turn the wheel of a mill would also be an example.
A specialization of #$NonPersonAnimal. Each
instance of this collection is a non-human animal that is
not domesticated or tame. Note that a captive animal may
still be a wild animal, e.g. zoo animals that are not tame
or domesticated. Specializations of #$WildAnimal are
returned by #$WildAnimalFn. See also #$CaptiveAnimal, #$DomesticatedAnimal.
c100532b-9c29-11b1-9dad-c379636f7270
A specialization of #$NonPersonAnimal. Each
instance of #$TameAnimal is a non-human animal that is
generally not afraid of humans (so that it will generally
not flee when humans approach it), and which will generally
not attack humans. An important specialization of
#$TameAnimal is #$DomesticatedAnimal.
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A collection of animals considered undesirable to
find living in human habitation buildings or other
facilities.
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The collection of all venom-secreting animals.
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A specialization of #$Poikilotherm. Each instance
of #$Invertebrate is an animal that lacks a backbone
(i.e. lacks a no spinal column).
#$Invertebrate includes insects, molluscs, sea squirts,
worms (in a large variety of worm phyla), and many others.
Note: Although #$Invertebrate is a scientific category, it
is not a standard taxon in the biological taxonomy, hence it
is not an instance of #$BiologicalTaxon.
bd58984b-9c29-11b1-9dad-c379636f7270
The collection of all worms; a subset of #$Animal.
Each element of #$Worm is a long, thin, flexible, tubular or
thread-like or ribbon-shaped animal (excluding eels, snakes,
and limbless lizards); most worms are small or even
microscopic. The collection #$Worm includes members of
numerous worm phyla (see #$BiologicalPhylum), for example,
Annelida (earthworms, etc.), Platyhelminthes (flatworms),
Nematoda (nematodes), Nemertia, tapeworms, liver flukes,
etc. #$Worm also includes the vermiform larval stages of
several species of #$Arthropod. #$Worm is not a standard
scientific category (see #$BiologicalTaxon).
SUMO: Long, narrow, soft-bodied Invertebrates.
c0fd58ca-9c29-11b1-9dad-c379636f7270
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A #$BiologicalPhylum and a specialization of
#$Invertebrate. Each instance of #$Arthropod is a member
of a species whose members are typically chitin-armored
invertebrates with jointed bodies and limbs.
Specializations include #$Insect, #$Crustacean, and #$Arachnid.
bd58b048-9c29-11b1-9dad-c379636f7270
Typically aquatic arthropods that have an
exoskeleton and appendages on each segment and two pairs of antenna.
SUMO: A Class of Arthropods that mainly dwells
in water and has a segmented body and a chitinous exoskeleton.
Includes lobsters, crabs, shrimp, and barnacles.
bd58b327-9c29-11b1-9dad-c379636f7270
This is the collection of (individual) animals
belonging to the class Gastropoda. The derivation of the
term is from Greek roots meaning stomach foot . Members
include snails, slugs, abalone, and conchs.
bf2b0c6d-9c29-11b1-9dad-c379636f7270
bd58bf26-9c29-11b1-9dad-c379636f7270
A specialization of #$Poikilotherm and
#$Vertebrate. Each instance of #$Amphibian isa a
cold-blodded and smooth-skinned vertebrate that hatches from
an egg to form an aquatic larva (see #$Larva), which then
metamorphoses into an air-breathing adult (see
#$AirBreathingVertebrate). Important subcollections include
#$Frog and #$Salamander.
SUMO: A cold-blooded, smooth-skinned Vertebrate
which characteristically hatches as an aquatic larva, breathing by
gills. When mature, the Amphibian breathes with Lungs.
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SUMO: An Amphibian that lacks a Tail and lives
at least partially outside of water.
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A group of arthopods having segmented body, no
antenna, and four pairs of legs. Spiders and ticks are
the best known subsets.
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An instance of #$BiologicalClass, and a
specialization of #$Arthropod. Each instance of #$Insect is
an arthropod whose body is segmented into thirds, with three
pairs of legs, a pair of antennae, and sometimes two pairs
of wings. Specializations of #$Insect include #$Bee, #$Ant,
and #$Butterfly.
bd58b8f7-9c29-11b1-9dad-c379636f7270
A collection of animals; a subset of #$Insect. The
#$HymenopteranOrder is one of the largest and
most-significant-to-humans orders in the #$Insect class, and
includes #$Ants, #$Wasps, and #$Bees. Insects in the
#$HymenopteranOrder range from about 0.21 mm (0.008
in.) to about 5 cm (2 in.) in length; usually have
membranous wings with relatively few veins, have mouthparts
modified for chewing and/or sucking, have large compound
eyes, and sometimes have stingers. Many have complex social organizations.
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The collection of bees.
SUMO: A hairy Insect, some species of which produce honey
and/or sting.
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The collection of #$Animals that are not hungry. A
state somewhere in between being #$Hungry and being #$ModeratelyFull
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#$OviparousAnimal is a specialization of
#$NonPersonAnimal. Each instance of #$OviparousAnimal is an
animal that hatches from eggs expelled from its
mother's body. Cf. #$ViviparousAnimal.
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A subset of #$Animal, the collection of all
animals which have a mind and are capable of conscious
thought, or at least are best treated as such if you have to
deal with them.
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The collection of all #$NaturalTangibleStuff
secreted by an organism's body. There are a wide
variety of bodily secretions, including #$Hormones, #$Mucus,
#$InsulinTheSecretion, and #$Semen. Secretions may be
deposited either within the body (e.g., #$BileTheSecretion)
or outside of it (e.g., #$Sweat). Note: Secretions are
different from #$ExcretionSubstance in that secretions are
not necessarily waste products. E.g., they may be a release
of pheromones to attract a mate, a layer of sweat to cool
off the organism, a layer of nectar to attract bees, etc.
Some subsets of #$Secretion-Bodily, such as #$Sweat, are
also subsets of #$ExcretionSubstance (i.e., wastes).
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A specialization of
#$ConventionalClassificationType and hence a collection of
collections. Each instance of #$FoodGroup is a collection
of foodstuffs classified according to their nutritional
content. Instances of #$FoodGroup include #$DairyProduct,
#$CerealFood, #$FruitAndVegetableFood, #$MeatAndLegumeFood.
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A specialization of #$EdibleStuff and an instance
of #$FoodGroup. Each instance of #$FruitAndVegetableFood is
a fruit or a vegetable.
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A specialization of #$PartiallyTangible. Each
instance of #$DrugSubstance is something that can be
introduced into an organism's body to produce certain
physiological effects. This collection includes
naturally-occurring substances, as well as manufactured
substances (for the latter, see the specialization #$DrugProduct).
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The dried milky juice from the unripe seed pods of
the opium poppy plant; has narcotic properties.
SUMO: A substance harvested from the seed capsules of the
opium poppy that contains various powerful alkaloids.
From Random House Webster:
'the dried, condensed juice of a poppy, Papaver somniferum,
that has a narcotic, soporific, analgesic, and astringent
effect and contains morphine, codeine, papaverine, and
other alkaloids used in medicine in their isolated or
derived forms: a narcotic substance, poisonous in large doses.' -RHUD
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drugs used against bacterial infections.
SUMO: A BiologicallyActiveSubstance than can kill
instances of Bacterium.
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An OrganicChemical that has a four-membered ring
which includes an amide bond. Some subtypes of this Type
are widely used and valuable antibacterial agents used
in modern medicine.
An OrganicChemical that two fused six-membered rings,
one of which includes a Nitrogen atom in the ring and an
oxygen double-bonded to a carbon in the same ring (an oxo-group).
Some subtypes of this Type are widely used and valuable antibacterial agents,
such as norfloxocin and ciprofloxacin.
Any of several organic chemicals having
a particular ring structure including the
beta-lactam ring. The most well-known
is penicillin G, also called Benzyl penicillin,
used in human medicine.
The collection of oak trees. An oak has
alternate, simple, deciduous or evergreen leaves. The male
flowers are borne in pendent yellow catkins, appearing with
or after the leaves. The female flowers each has a husk of
overlapping scales that enlarges to hold the fruit, or acorn.
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COSMO: Quercus suber, a type of OakTree that grows near the Mediterranean,
and from whose bark Cork is obtained.
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a compressible solid organic material, less dense than water,
consisting largely of cells filled with gas, obtained from the bark
of certain types of oak tree (Quercus suber) that grow near the Mediterranean Sea.
Cylindrical pieces of cork are used as stoppers in containers, such as
bottles of wine. The excellence of cork for stopping bottles, for thermal
and sound insulation, and as a shock-absorbing material for flooring and packaging
is due to the special shape, size and structure of its cells. When loaded,
the cell walls bend or buckle, giving large recoverable deflexions and large
energy absorption.
A piece of Cork, usually cylindrical or slightly tapered,
designed to be used to seal a container that has an open top. The use of
cork to seal bottles of wine is an old tradition, but it was also used
to seal laboratory glass vessels (much less now, with paraffin film
more common), and sometimes thermos jars or carafes.
In Cyc called 'CorkTheStopper'.
Commonly called simply a 'cork'. NOTE that these days, some cork stoppers
have an attached plastic grip, and we want to include those, so it
would not be accurate to say that the composition is exclusively 'Cork'.
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The collection of all types of material which are
normally used for construction. Instances of this
collection are context dependent with ice being an instance
along the Arctic coast of North America and palm leaves
being an instance throughout most of the tropics. #$Wood
and stone [#$StoneStuff] are instances in most human
societies in which they are available.
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COSMO note: In COSMO, StructuralSupportStuff is a
Substance, not an Object.
Cyc: A specialization of #$SolidTangibleThing. Each
instance of #$StructuralSupportStuff is a hard, rigid
substance of a sort that typically provides some kind of
structural support. Specializations include #$Wood,
#$BoneTheStuff, and #$StoneStuff.
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COSMO note: This is an AttributeValue.
For objects that are fibrous, use 'FibrousObject'.
Cyc: The collection of instances of #$PartiallyTangible
composed mainly of #$Fibers.
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Cyc: The collection of instances of #$PartiallyTangible
composed mainly of #$Fibers..
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A Substance that is composed mostly of fibers. Cotton, Linen,
Paper.
Any of several species of plant from the seeds of which Cotton is derived.
The remainder of this comment is From the USDA site:
http://www.aphis.usda.gov/brs/cotton.html
Four species of the genus Gossypium are known as cotton, which is grown primarily
for the seed hairs that are made into textiles. Cotton is predominant as a
textile fiber because the mature dry hairs twist in such a way that fine,
strong threads can be spun from them. Other products, such as cottonseed oil,
cake, and cotton linters are byproducts of fiber production.
Cotton, a perennial plant cultivated as an annual, is grown in the United States mostly
in areas from Virginia southward and westward to California, in an area often referred
to as the Cotton Belt (McGregor, 1976).
Taxonomy of Cotton
The genus Gossypium, a member of the Malvaceae, consists of 39 species, four of which
are generally cultivated (Fryxell, 1984). The most commonly cultivated species,
G. hirsutum L., is the subject of this EA. Other cultivated species are G. arboreum L.,
G. barbadense L., and G. herbaceum L.
Four species of Gossypium occur in the United States (Fryxell, 1979; Kartesz and Kartesz, 1980).
Gossypium hirsutum is the primary cultivated cotton. Gossypium barbadense is also cultivated.
The other two species, G. thurberi Todaro and G. tomentosum Nuttall ex Seemann,
are wild plants of Arizona and Hawaii, respectively. Gossypium tomentosum is known from
a few strand locations very close to the ocean.
Any of several species of plant of the genus Linum
which are processed to produce the fibrous material 'Linen'.
In particular Linum usitatissimum, a slender, erect, annual plant
with narrow, lance-shaped leaves and blue flowers, is the
Linum most commonly cultivated for its fiber and seeds.
A Substance derived from the seed ('boll') of the Cotton plant (genus Gossypium) that is composed
of fibers which are about 91% cellulose.
A Substance derived from the stalk of the Flax
Plant, in a process of soaking in water called 'Retting'.
In Retting 'the flax fiber is loosened from the outside woody stalk.
This is accomplished through several methods taking from a few days
to several months, depending upon the quality of linen desired.
Linen is composed of 70 to 85 percent cellulose, but the remainder
is natural impurities.'
(from Stan Caplan at: http://web.newsguy.com/natclo/9708.html#aa130)
NOTE: The range is ObjectType. isDerivedfrom relates
certain naturally occurring substances to the
type of object from which they may be derived. 'Derived' in this
sense can mean that the substance (e.g. bone) is still in situ -
or, it can mean that the substance was removed from its natural
setting and was processed in some way, in which case it would
become a ProcessedNaturalSubstance.
isProducedNaturallyBy is a specialization of isDerivedFrom,
and specifies that the Substance which is the subject
is produced naturally (without the aid of people) by some
PhysicalObject.The most typical use will be to specify the origina of
certain biological substances produced by organisms,
but this is very general, and can be used to specify,
for example, that lava is produced by volcanoes.
The kind of 'production' that people do for
artifacts is specified by the different relation
'isManufacturedBy'.
isManufacturedBy relates some Type of
Artifact (e.g. Toyota automobiles) to the
IntelligentAgent (e.g. the Toyota company) that
typically is the manufacturer
for that type of Artifact.
This is a relation on Types of objects.
To specify that a particular object was manufactured
by some individual or organization, use the
relation 'wasCreatedBy'.
COSMO note: in COSMO, Wood is a Substance,
not an Object.
Cyc: A specialization of #$PlantProduct. Each instance
of #$Wood is a piece of solid, rigid, fibrous organic
substance in or #$derivedFrom (q.v.) the inside of the
trunks and limbs of trees. Specializations of #$Wood
include #$Firewood, (#$WoodFn #$OakTree) and (#$WoodFn #$CherryTree).
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The substance Oak,a type of Wood, not a tree.
The substance Maple,a type of Wood, not a tree.
The substance plywood, a artificially layered type of Wood.
Any tree of the pine family.
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The substance pine,a type of Wood, not a tree.
The substance fir, a type of Wood, not a tree.
COSMO note: In COSMO, BoneTheStuff is a Substance, not
an Object. In SUMO, a subtype of 'Tissue'.
Cyc: Hard largely calcareous connective tissue of which
the adult skeleton of most vertebrates is chiefly composed.
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A specialization of #$GaseousTangibleThing. Each
instance of #$Air is one 'piece' among all the portions
of the atmosphere of the Earth, considered as a substance
present in various places, in various quantities, under
various pressures, etc. Examples: the AirInAustin; the
stuffy air in my office; the thin air atop Annapurna. See
also #$TheAtmosphereQuaSinglePieceOfStuff, which is all
ambient #$Air on the planet taken as a single object.
SUMO: Air is the gaseous stuff that makes up the
atmosphere surrounding Earth.
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The collection of mixtures consisting of a medium
and a substance dispersed in the medium in particles too
fine to be seen with an ordinary light microscope but large
enough to be unable to pass through a semipermeable
membrane. This second property distinguishes #$Colloids from
true #$Solutions.
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A PhysicalSubstance in the gaseous state
consisting of some gas with fine suspended particles of
liquid (as in a cloud) or solid (as in smoke).
Cyc: #$AerosolStuff is a collection of all aerosols.
Aerosols are suspensions of small particles in a gas.
Aerosols can be dispensed from aerosol cans, but can also
occur naturally.
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The Cyc term for the concept
'Aerosol'.
A cloud is a kind of #$Suspension that has air as
the suspending fluid. It is of #$ObjectType. Things like
clouds of locusts are metaphorical, and are not treated as
clouds in the kb. See #$Suspension for the structure of the
material out of which clouds are made.
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A 'Cloud' is the kind of cloud that one sees in the sky.
This term is reserved for the common meaning of 'cloud'. for
other kinds of 'cloud' use 'CloudlikObject' or another
specialization of that Type.
Smoke is a particular quantity of smoky
material, a PhysicalObject, not a Substance.
Cyc:Particulate matter suspended in the atmosphere,
resulting from oxidation (combustion).
SUMO: A mixture of fine particles suspended in a gas that is
produced by Combustion.
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SUMO: Any Cloud that is composed primarily of water vapor.
Cyc: A cloud of particles of liquid or solid water in
the atmosphere covering a #$GeographicalRegion.
The approximate Cyc equivalent of 'WaterCloud'
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A kind of suspension in which particles of liquid
are suspended in a gas.
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The collection of clouds (instances of
#$CloudOfH2O) that cover a #$GeographicalRegion at ground-level.
SUMO: Any WaterCloud that is in contact with the ground.
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BodyFluids are fluids found in the bodies of animals, or
secreted by animal, being predominantly water,but are not necessarily solely
solutions, they may contain solids such as cells.
Extracellular material and mixtures of
cells and extracellular material that are produced, excreted or secreted
by an Organism. Included here are Substances such as saliva, sweat,
and gastric acid. Note that these substances are defined as liquids,
and therefore frozen or dried forms do not fall into this category.
If solid forms need to be represented, a different category related
to this category can be created.
InternalBodyFluids are fluids found in the bodies of animals.
Unlike secretions such as sweat, they will have organic materials
as the main significant constituent, and therefore are categorized
as 'OrganicSubstance'.
COSMO: we redefine this as a substance, not an
object. Therefore the Cyc restriction (below) that Blood
cannot be dried has been migrated to the type
'BloodOject'. Dried blood is a separate Type, 'DriedBloodObject'.
Both wet and dried blood is considered in COSMO to be
'composed of' 'Blood'.
Cyc: The collection of all volumes of live blood. Each
instance is a portion of fluid that circulates in an
#$Animal's #$CirculatorySystem or that is preserved in
a living state outside of a body. Dried blood, blood
stains, and scabs are not considered to be #$Blood but
(#$DeadFn #$Blood).
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COSMO: dried blood has some significantly different
properties form the liquid stuff, so we distinguish the
two and relate them byt the relation 'isaDriedFormOfSubstance'..
Some quantity of blood, whether in situ in an animal, or
external - as long as it is still liquid.
Some quantity of blood that is still inside an
animal. It need not be the whole blood complement of an animal.
'ArterialBlood' would be an example.
Some quantity of blood that has dried or congealed
and solidifed - not frozen blood.
Result of the excretion process.
(See 'Excreting')
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SUMO: BodySubstances that are produced
exclusively by Animals.
@ToDo:
NOTE: in SUMO,Honey is a subtype, so this may have
to be interpreted as substances that are not actually
contained as such inside the animal.
SUMO: Any Food that is ingested by Drinking.
Note that this class is disjoint with the other subclasses of Food,
i.e. Meat and FruitOrVegetable.
Called 'Drink' in Cyc:
Cyc; A specialization of both #$FoodOrDrink and
#$LiquidTangibleThing. Each instance of #$Drink is a
portion of a liquid of a type that is ingestible and
commonly consumed by humans or animals. Instances of
#$Drink, unlike instances of #$Food (q.v.), are ingested by
drinking without chewing. Since soup and applesauce are
normally ''eaten'' by being placed in the mouth
with a spoon, they are not considered to be drunk (although
one can certainly drink either), and so are not
specializations of this collection. Specializations of
#$Drink include #$Water-Ingestible, #$Tea-Hot,
#$HotChocolate, #$Lemonade, and #$Beer.
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WN: a beverage made by steeping tea leaves in water;
'iced tea is a cooling drink'
WN-N07825871: sense 1 of 'tea' in WN 2.1.
Beverage carbonated (having carbon dioxide in
supersaturated concentration) either naturally (springs)
or artificially.
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A manufactured (not natural) carbonated beverage,
including carbonated bottled water.
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SUMO: Any Beverage that contains Alcohol.
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SUMO: An AlcoholicBeverage that is prepared by fermenting
malt and hops.
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LightBeer is light in color, not in calories. This
is the typical amber-colored beer that is commonly
consumed, not the dark-colored beer that is also
available.
Sausage as a substance, not an
individual sausage piece.
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The collection of all volumes of mammalian milk.
Each instance of this collection is fluid secreted from the
#$Teat of a female #$Mammal, or a mixture of such fluid from
several teats. Cow's milk which is pasturized is
described by the more specific collection, #$CowsMilk-Product.
SUMO: A nutritious BodySubstance produced by Mammals.
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A product made from milk. The cheese protein is
coagulated, separated from the rest of the liquid, and
hardened to some degree.
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Slightly salty solution excreted by
the sweat glands of animals, especially in hot
environments or during vigorous exertion.
Cyc: By definition this is a liquid. If sweat freezes
or evaporates then it becomes (#$GaseousFn #$Water-Saline)
or (#$SolidFn #$Water-Saline). In case you haven't
caught on by by now, #$Sweat is the fluid excreted from the
sweat glands of the skin.
SUMO: An AnimalSubstance that contains SodiumChloride
and is produced by the sweat glands.
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Slightly salty solution excreted by
the tear duct of the eyes of animals.
A FunctionalSubstance is one that is created and used for a particular purpose.
It is categorized by its function, which is a specialization of purpose.
A Polymer is a substance composed predominantly of large
molecules that themselves contain many units of similar type linked
together by chemical bonds. Plastics and biopolymers
are the most important polymers.
A Polymer (substance) of a kind that is produced
by living organisms. Common kinds are protein, nucleic acid, and
polysaccharide. This Type is not classified as an OrganicCompound
because some instances may be too heterogeneous in composition
to be defined by formula.
Cyc: The collection of macromolecules which are
produced by and can be found within living things, such as
proteins (essentially polymers of amino acids), nucleic
acids (such as DNA or RNA), and polysaccharides (polymers of
simple sugars).
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A polymer whose constituent units are amino acids.
A Protein may have chemical groups attached such as
phosphate or sugars, but it remains a Protein.
NOTE that a Protein must be of a kind produced in
organisms, or something similar. Therefore a
homopolymer produced synthetically is not a Protein,
but a synthetic version of a natural enzyme is
a Protein.
Although Protein generically is not classified as
'OrganicCompound', specific proteins (e.g. BovineSerumALbumin)
may be sufficiently well defined to classify as 'OrganicCompound'.
A type of Polymer (substance) which is
composed of more than one type of constituent monomer unit.
Cyc: The collection of all #$Polymers whose instances
are characterized by having more than one type of #$Monomer
as #$polymericSubComponents. More specifically, if HET is
an instance of #$HeteroPolymer, then there are least two
different #$Monomers such that both are
#$polymericSubComponents of HET and each is an instance of a
different spec of #$Monomer.
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This is the collection of (individual) enzyme
molecules. Enzymes are a unique class of #$Biopolymer which
catalyze a broad spectrum of biochemical reactions. In
COSMO, only a Protein can be an 'Enzyme', though other
polymers such as RNA may exhibit enzyme-like
catalytic activity.
SUMO: A complex Protein that is produced by living
cells and which catalyzes specific biochemical reactions. There are six
main types of enzymes: oxidoreductases, transferases, hydrolases,
lyases, isomerases, and ligases.
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Extracellular material and mixtures of
cells and extracellular material that are produced, excreted or accreted
by an Organism. Included here are Substances such as saliva, dental
enamel, sweat, and gastric acid.
@ToDo
NOTE: Honey is a subtype in SUMO, so these substances
may not always exist as such inside the animal.
Probably a differentiation should be made.
Most BodySubstances are liquid - see 'BodyFluid'.
SUMO: In Animals, a chemical secreted by an
endocrine gland whose products are released into the circulating fluid.
Plant hormones or synthetic hormones which are used only to alter or
control various physiologic processes, e.g., reproductive control agents,
are assigned to the Class BiologicallyActiveSubstance. Hormones act as
chemical messengers and regulate various physiologic processes such as
growth, reproduction, metabolism, etc. They usually fall into two broad
categories, viz. steroid hormones and peptide hormones.
Cyc: A substance formed in some organ of the body and
carried by a body fluid to another organ or tissue where it
has a specific effect.
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Uninteresting is an attribute of things -
events, properties, or objects - that the knowledge
engineer thinks need not be considered as important
by the system. This can be used as a means of
cancelling the 'Salient' attribute, when things that are
usually interesting are of no concern for
a particular application. In such cases, the
system should pay attention to the 'important'
things, and may ignore the 'Salient'
An attribute of things - events, properties, or objects -
that are worthy of paying attention to because they are
known to be important to intelligent agents.
This is a higher degree of 'Salient', and is
inconsistent with 'Uninteresting'.
This is an attribute that can be used to mark things that
an agent should keep in mind.
An Event which is sufficiently beneficial to
someone to be of interest to the builder or
user of the ontology - a subjective judgment..
An Event which is sufficiently harmful to
someone to be of interest to the builder or
user of the ontology - a subjective judgment.
UnpleasantBodyEvent is any event affecting an animal body which
is typically considered unpleasant or harmful. This can be externally
caused, such as being shot by a bullet, or internally caused, such
as having upset stomache or a heart attack. It is limited to physical events
affecting the body, and does not include events that are unpleasant
psychologically (such as an insult, or being fired) but do not
have direct effects on the physical body. The unpleasantness can
range from mildly unpleasant, like a mild electrical shock, to
lethal.
An attribute of dangerous situations or dangerous things.
COSMO note: treated as a way to assign the attribute
'Dangerous'. Everything that is dangerous is an instance
of 'DangerousThing'.
Cyc: A specialization of #$Individual. Each instance of
#$DangerousThing poses danger to either just humans or
organisms in general. Important specializations include
#$DangerousTangibleThing and #$DangerousSituation.
d358c5f4-8c6d-41d7-86ff-a8d78ffda6d4
COSMO note: treated as a way to assign the attribute
'Dangerous' to substances. Every Substance that is dangerous is an instance
of 'DangerousSubstance'.
#$DangerousTangibleThings are those
#$PartiallyTangibles which have some combination of density,
size, material strength, etc., that makes them particularly
efficient at transferring #$EnergyStuff in a way that it
#$damages other #$PartiallyTangible things. The classic
examples are those things whose #$typePrimaryFunction are to
be #$instrument-UsedAsWeapon, namely #$Weapons. Simply being
a spec of this collection does not imply that something is
intended to be used to harm others; for example,
#$Automobiles are #$DangerousTangibleThings even though
that's hardly their #$typePrimaryFunction.
A specialization of #$Situation. In each instance
of #$DangerousSituation there is a significant risk of
death, injury, or property damage. Instances of
#$DangerousSituation which actually result in large numbers
of deaths or injuries or large amounts of property damage,
are instances of #$DisasterEvent. If a #$DangerousSituation
naturally occurs, it is an instance of #$NaturalHazard.
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The collection of all substances with the ability
to cause a disease in a human due to contact or being taken
into the body.
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A #$Collection. Instances are portions of
substances that are harmful to people.
A collection of all delivery systems supported by
the HPAC application.
09079082-bcbf-41d7-8f3c-c20dba4a6a16
The collection of substances that are toxic or
poisonous to humans
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The collection of all substances which, in
sufficient doses, can cause hallucinations, euphoia,
delirium, hyperalertness, drowsiness, or other mental
effects. Many such substances are used recreationally and
many of them are banned from recreational use in various juristictions.
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The collection of substances that can cause
hallucinations. Also known as 'psychedelic drugs'.
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Alcohol is the chemical term for an
OrganicComound that contains a hydroxyl group attached to
a carbon atom that has no double bonds (this excludes
organic acids).
NOTE: for the common 'alcohol' of alcoholic beverages, use
'EthylAlcohol', also called 'grain alcohol'.
EthylAlcohol is the common 'alcohol' of alcoholic
beverages, also called 'grain alcohol'.
In Cyc 'CarbohydrateStuff': A PhysicalSubstance
consisting of a single sugar, or a linked two,
three-, or multi-unit chain containing mostly
sugar molecules, with possibly some appendages.
Cyc: The collection of chemical compounds that includes
#$Sugar-Generic, #$Starch, #$Cellulose, and related
compounds. These compounds are produced naturally by green
plants from carbon dioxide and water (see
#$Photosynthesis-Generic). As food for #$Animals,
#$CarbohydrateStuff supplies energy and is used in the
production of fats.
SUMO: An element of living cells and a source of
energy for Animals. This class includes both simple Carbohydrates,
i.e. sugars, and complex Carbohydrates, i.e. starches.
bdbca564-9c29-11b1-9dad-c379636f7270
A substance consisting of carbohydrates with no
more than three rings.
Cyc: A piece of sugar, i.e., a piece of a substance
made up of sugar molecules.
bd58c83c-9c29-11b1-9dad-c379636f7270
Taste is an attribute that can apply to many substances, not only to food.
757031d6-74c0-11d6-8000-00a0c99cc5ae
Taste is an attribute TYPE that can apply to many substances,
not only to food. Physiologically, Taste should be considered as
a property of substances. But linguistically and intuitively, it may
also be viewed as a property of objects, such as a particular piece of pie.
We therefore permit taste to be assigned as an attribute of either physical
objects or physical substances.
As with other AttributeTypes, this Type is best related to the AttributeValues
associated with each AttributeType by a ternary relation such as
{TheEmpireStateBuilding has Height {1024 feet}}.
In OWL, however, the relation, which must be binary, is more complicated.
For accommodating the limitations of OWL, for each AttributeType ATT
we define a relation 'hasATT' which is binary and points to some value
which is a subclass of one or more associated AttributeValue Types
757031d6-74c0-11d6-8000-00a0c99cc5ae
TasteType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for taste attributes and an argument restriction for the hasTaste relation.
This is a primitive mechanism to accommodate OWL limitations.
hasTaste relates substances, substance types, or individual objects to one or more tastes that are associated with that entity.
757031d6-74c0-11d6-8000-00a0c99cc5ae
The attribute of objects and substances that taste sweet.
febc89f0-74be-11d6-8000-00a0c99cc5ae
A solid food object that tastes sweet.
1dfcb454-74bd-11d6-8000-00a0c99cc5ae
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c5bb063e-74bb-11d6-8000-00a0c99cc5ae
91a98e14-74bc-11d6-8000-00a0c99cc5ae
COSMO note: this is not a specialiation of
EdibleStuff, as we redefine edible stuff as Organic.
In the Cyc terminology,this would be 'EdibleOrDrinkableStuff'.
The problem is that 'EdibleStuff' can be poisonous, so
it is not the same as Food. This type should be
made disjoint from Poisonous stuff.
NOTE: Food would be a 'ConsumableProduct' if all
Food were commercial products, but some foods are
not commercially produced.
Cyc: A specialization of #$EdibleStuff (q.v.). Each
instance of #$FoodOrDrink is a substance which instances of
some type of organism (that is, some sub-collection of
#$Organism-Whole) normally consume a significant part of.
Important specializations of #$FoodOrDrink include #$Food
(instances of which require chewing in order to be consumed)
and #$Drink (instances of which are liquids that can be
consumed without chewing).
bd58e69c-9c29-11b1-9dad-c379636f7270
NOTE; EdibleStuff is now organic, so salt
would not be EdibleStuff. This is redefined as
a subtype of FoodOrDrink
Cyc: A specialization of #$EdibleStuff. Each instance
of #$FoodIngredientOnly is an edible substance that is used
in making other food but isn't eaten by itself.
Instances of #$FoodIngredientOnly may or may not require
some preparation. For example, #$TableSalt, #$VegetableOil,
and #$Ketchup are specializations of #$FoodIngredientOnly,
since all of their instances are used only as ingredients or
condiments. In contrast, #$Egg-Chickens is not a
specialization of #$FoodIngredientOnly; some of its
instances serve as ingredients in cooking other dishes, but
other instances are simply eaten after poaching or frying.
Types of food, such as #$Pizza, whose instances are never
merely ingredients, are specializations of #$Food.
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Substances used to sweeten other ConsumableStuffs
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A specialization of #$FoodIngredientOnly. Each
instance of #$Condiment is a substance used to flavor or
complement a foodstuff. Some commonly used condiments are
ketchup, mustard, relish, mayonaise, salt and pepper.
Instances of #$Condiment are not eaten by themselves, but
they are often served in their own dishes, so that the
consumer can season his/her own food directly.
COSMO note: Condiments in COSMO are always artifacts,
in that they have been processed in some way to make them
usable as component of prepared food. Thus, unlike
Food in general, a Condiment is a Product and
therefore a ConsumableProduct.
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A carbohydrate with two rings, such
as sucrose, the common table sugar.
SUMO; A simple Carbohydrate that has a sweet
taste and consists mostly or entirely of sucrose.
This is the substance of which common table sugar
consists, and is usually extracted from sugar cane or
sugar beets.
In chemistry the term 'sugar' refers to a generic
category of substances, but in COSMO the generic Type
is called 'Sugar-Generic' and the common
term 'sugar' is reserved for the substance that is most
commonly called 'sugar', i.e. table sugar- considered
as a substance and not as an Object.
In Cyc called 'Sugar-Table', and specifically refers to the form
that is ganular.
Cyc: Common table sugar, or sucrose. A white
crystalline substance used to sweeten foods and beverages.
Molecules have the empirical formula C12H22O11.
bd58aadd-9c29-11b1-9dad-c379636f7270
The chemical term for the concept
'Sugar' in this ontology..
A carbohydrate with one ring, such
as glucose or fructose. The six-carbon
D- series monosaccharides are: allose, altose, glucoes, mannose,
gulose, idose, and galactose,
A carbohydrate with one ring, which is
one of the two linked monosaccharide components of common table sugar.
A carbohydrate with one ring, which is
one of the two parts of common table sugar.
An OrganicCompound in which each molecule
has one carbon atom bonded to four hydrogen atoms.
All pieces of solid animal material.
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More detail about elephant is provided in the
BLO context segment.
bd589578-9c29-11b1-9dad-c379636f7270
The substance derived from elephant tusks.
Other types of 'ivory' (walrus tusks?) will be in a different
category.
bd58cbfb-9c29-11b1-9dad-c379636f7270
A collection of tangible stuff. Every instance of
#$MolecularStuff is a portion of stuff composed of
covalently-bonded molecules. Thus, #$Water and #$DNAStuff
are subcollections of #$MolecularStuff; each of their
instances consists of covalently bonded molecules. But
instances of #$Salt-NaCl are not examples of
#$MolecularStuff. Also, #$Oxygen is not a subcollection of
#$MolecularStuff, since #$Oxygen denotes anything composed
of that element, not just O2 (molecular oxygen) and O3
(ozone).
bd59e38c-9c29-11b1-9dad-c379636f7270
In Cyc was 'NucleicAcidType'.
Cyc: A collection of collections. Instances are
acids (see #$AcidType) composed of chains of nucleotides
(see #$PolynucleotideStrand).
1212993e-0ad6-11d6-8000-0050dac4bdee
Deoxyribonucleic acid, the collection of all instances of DNA, the
chemical compound composed of individual #$DNAMolecules.
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The collection of all instances of RNA, the
chemical compound composed of individual #$RNAMolecules.
1cfdeb82-0ae5-11d6-8000-0050dac4bdee
A specialization of #$EdibleStuff. Each instance
of #$Nutrient is a substance considered necessary or
beneficial in the diet of a person or animal. If a food or
a pill is sold in a package, often the nutrients in the food
or pill are listed on the package label. Specializations of
#$Nutrient include #$EdibleSodium, #$ProteinStuff,
#$EdibleCalcium, #$EdibleIron, and #$Vitamin.
SUMO: A BiologicallyActiveSubstance required by an Organism.
It is generally ingested as Food, and it is of primary interest because of its role
in the biologic functioning of the Organism.
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Food is a collective term denoting any substance that is eaten
by animals for nourishment, or can be eaten for nourishment.
NOTE that Food is a subtype of 'EdibleStuff' which has been redefined
from the Cyc meaning to exclude liquids, and include only
organic materials.
'Food' in COSMO is a substance, not a PhysicalObject.
For the PhysicalObjects that consist of Food substances,
see 'FoodObject'.
Cyc comment: An instance of #$ExistingStuffType, and a
specialization of #$FoodOrDrink. Each instance of #$Food is
a particular portion of food of a type which can be, and
habitually is, eaten by humans or other animals. Here the
notion of _eating_ is important; eating an instance of
#$Food will generally require biting or chewing, but if
placed into the mouth (e.g. with a utensil) in a manner not
considered to be drinking, it is still considered eating.
Thus, edible stuff normally taken in via drinking,
inhalation, or osmosis is excluded from this collection. A
borderline example is a bowl of bouillon, which, although it
can be drunk from the bowl is normally ''eaten''
with a spoon; a borderline non-example is a very thick
milkshake, which may be eaten with a spoon, but is normally
drunk (possibly using a straw) from a glass. Instances of
#$Food provide calories and/or nutrients that humans or
animals need.
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A specialization of #$Food. Each instance of
#$CookedFood is a foodstuff that has been cooked. Possible
sub-collections include MicrowavedFood, GrilledFood,
RoastedFood, SteamedFood, BoiledFood, #$BakedFood,
ToastedFood, FriedFood.
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A substance: The collection of all instances of #$Food that
have not been cooked.
SUMO: Food that is not the result of Cooking.
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SUMO: Any Food which was originally part of the muscle
tissue of an Animal and is not ingested by drinking. Note that
this class covers both raw
meat and meat that has been prepared in some way, e.g. by cooking.
Note too that preparations involving a combination of Meat
and FruitOrVegetable are classed directly under Food,
not as subtypes of this Type.
NOTE that whole animals, even though they may be eaten by
other animals, are not categorized as 'Meat'.
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Meat from domestic cattle.
SUMO: Meat that was originally part of a Cow.
(or bull?).
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An edible substance (solid or liquid) that is eaten
primarily for the pleasure of its taste, rather than for its
nutritional value, though it may have some nutritional value..
An edible dark brown solid substance created by processing
of seeds of the cacao plant. It is often sweetened and may
be mixed with other substances such as vanilla. This is the substance.
A PieceOfChocolate would be the object called 'a chocolate'.
A solid DessertFood consisting of Chocolate.
Pieces of chocolate are one of the most popular DessertFoods.
Reproductive structure of Organisms.
Consists of an Embryonic Object and a nutritive/protective envelope.
Note that this class includes seeds, spores, and FruitOrVegetables, as
well as the eggs produced by Animals.
NOTE that this is not classed as a 'body part' because it
is more commonly thought of as existing outside the body, though
produced there.
bdb69f71-9c29-11b1-9dad-c379636f7270
SUMO: The fertilized or unfertilized female ReproductiveBody
of an Animal. This includes Bird and Reptile eggs, as well as mammalian
ova.
NOTE that this is not classed as a 'body part' because it
is more commonly thought of as existing outside the body, though
produced there.
bdb69f71-9c29-11b1-9dad-c379636f7270
An Egg complete with shell, laid by a bird of any kind.
The edible portion of a bird's egg, considered
as a food substance.
A specialization of #$PlantBLO and #$OrganismPart.
Each instance of this collection is a physical part of some
#$Plant. An important specialization of this collection is
#$BotanicalOrgan; but #$PlantPart also includes many smaller
plant parts which display a similar level of organization --
they have vascular tissue, ground tissue, and an epidermis
- but are not included in the traditional understanding of
a #$BotanicalOrgan (i.e. leaves, stems, roots and flowers).
See also #$PlantPartType.
In SUMO called 'PlantAnatomicalStructure'
SUMO: AnatomicalStructures that
are possessed exclusively by Plants.
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A specialization of #$PlantBLO. Each instance of
#$Seed is a small nodule or granule consisting of a young
angiosperm and its protective container during the early
(zygotic and embryonic stages) of development. If
conditions are right, instances of #$Seed will grow to
become adult plants.
SUMO: The fertilized or unfertilized female ReproductiveBody
of a FloweringPlant.
bd58abc2-9c29-11b1-9dad-c379636f7270
The vitamin itself not necessarily in the form of
a pill - could be a constituent of a pill or of food.
In COSMO this is a Substance, not an Object.
SUMO: A Nutrient present in natural products or made
synthetically, which is essential in the diet of Humans and other higher
Animals. Included here are Vitamin precursors and provitamins.
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A FoodObject is a PhysicalObject, solid
or liquid, which consists mostly of Food, which is
a substance..
be995b13-9c29-11b1-9dad-c379636f7270
This is the subcollection of #$Food that is
normally in a #$Solid-StateOfMatter when eaten.
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The collection of foods and beverages normally
eaten by instances of #$Person as part of #$HavingBreakfast.
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COSMO: substance, not an object. A PlantProuct is not
necessarily organic, though most are.
Cyc: The collection of #$Products that are plants or
plant parts (individually or in bulk), or substances derived
from plants, which are produced by people or countries and
made available for use, sale or exchange. If an item is a
plant or plant part, it is also an instance of #$VegetableMatter.
In SUMO called 'PlantSubstance'
SUMO: BodySubstances that are produced exclusively by Plants.
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The SUMO term for 'PlantProduct'.
Plants or parts of plants from which we get Seasonings used to add
flavor to food
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Seasonings used to add flavor to food
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hasConcentration specifies the concentration (in units of mass per volume,
e.g. g/cc) of a substance (represented in COSMO as a class).
This attribute is optional, as one may want to refer
to substances without being specific about the concentration. But
when it is important to specify the concentration (or the percent
composition in a mixture - see 'hasPercentComposition'), this attribute
should be defined. Each time a concentration or percent composition
is defined, this creates a new Substance, and a new subclass of
Substance needs to be defined.
LocationMeasureType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for physical substances and an argument restriction for
the hasLocation relation.
This is a primitive mechanism to accommodate OWL limitations on relation arguments.
MeasureType is a metatype which is a specialization of rdfs:Class that
can serve as type for physical substances and an argument restriction for
relations concerning types of measure (Length, Temperature, Color).
MeasureType instances may be either AttributeTypes or AttributeValues. It may
be better to distingiush the two, but as of v. 0.46, the same metaclass is used
for the two different aspects of quantitative attributes.
This is a primitive mechanism to accommodate OWL limitations on relation arguments.
hasLocation points to a measure that specifies the location
(typically Latitude and Longitude) for a PhysicalObject.
This might be a subproperty of 'isLocatedAt', but that
relation has different argument types and is transitive.
A rule could specify the relation thus:
(iff
(and
(isLocatedAt ?PO ?Loc)
(isanInstanceOf ?PO PhysicalObject)
(isanInstanceOf ?Loc LocationMeasureType))
(hasLocation ?PO ?Loc)).
Since a LocationMeasure cannot be the first argument of the
isLocatedAt relation (it is not an Object), the transitivity cannot continue
beyond the point where a LocationMeasureType is referenced.
Redefined as an attribute value.
Cyc: The collection of instances of #$PartiallyTangible
that consist of a group of granules. Except possibly for
groups of very small numbers of granules, #$Granular things
are #$FluidTangibleThing and #$Pileable.
0e5896ac-74be-11d6-8000-00a0c99cc5ae
VisiblyGranular is the property of substances
whose individual grains are so large that they can be seen
and handled individually. The common form of coal used
for heating is an example. Sand, table salt, and table
sugar are borderline included examples of granular substances..
Powdered is the property of granular substances
whose individual grains are so small that they cannot be seen
and handled individually. The common flour used in baking
is an example of a powdered substance.
A Substance that is powdered.
Cyc: A specialization of #$Granular. Instances of
#$Powder are composed of many fine particles and are #$FluidTangibleThing.
SUMO: Any Solid Substance which consists of loose,
identical, and very small particles.
fc6d15d0-74bd-11d6-8000-00a0c99cc5ae
An object that is thin but extended in the other two dimensions.
An object that is thin in one dimension and
circular in the other two dimensions, with the thin
dimension less than one-tenth the length of the diameter
of the circle.
A Geometircal, abstract disk.
Any disk-shaped object, such as a CD or
a phonograph record, or a dinner plate - the latter being
only approximately disk-shaped. But a shallow soup
bowl is not flat enough to qualify as a Disk. A borderline
cas would be a wheel like a vehicle tire.
The property of a three-dimensional object that has a circular
cross-section and extends in the third dimension by a length
at least one-quarter that of the diameter of the circle.
NOTE: Cylinder is a shape, and .
This is an abstract geometric figure.
A Cylinder may be solid, or may have a hollow
center, in which case it is an instance of the subtype 'Tube'.
Cyc: An instance of #$ThreeDimensionalShapeType and a
specialization of #$RoundThing and
#$ThreeDimensionalGeometricThing. Each instance of
#$Cylinder is a three-dimensional object bounded by a
circular base and top. Note that the sides of a #$Cylinder
might be straight or curved; i.e. cross-sections taken with
respect to the sides, while all roughly circular, might or
might not be parallel to the base or top. Examples include
spatially localized objects, such as the cylinders that
house pistons in an internal combustion engine, as well as
abstract cylinders. A specialization of #$Cylinder is #$Tube.
NOTE that this is a GeometricFigure, an AbstractObject,
not a physical object, and is disjoint with PhysicalObject.
c1006021-9c29-11b1-9dad-c379636f7270
Any Cylinder-shaped object, solid
or hollow, such as a steel bar, a wooden pole, or
a straight pipe. Each of these is only approximately
cylinder-shaped; the screw threads on the end of
a pipe do not disqualify it as an instance of
this Type.
The property of a three-dimensional object that
has a circular cross-section, is hollow in the center,
and extends in the third dimension by a length at least
three times that of the diameter of the circle. Something can
be TubeShaped even if it is curved, like a rolled-up
garden hose. This could also be the property of a tube-shaped
layer with the center filled with some other material,
such as the insulation on an electrical wire.
TubeGeometrical is an abstract Geometrical thing
with at tube shape. For the physical 'Tube' see 'Tube'.
Notice that a Tube, unlike a Cylinder, does not
have to be straight; it can be a bent cylinder.
Cyc: A specialization of #$Cylinder (q.v.). Each
instance of #$Tube is a hollow cylinder whose height is much
greater than the radius of its base. Examples include
spatially-localized objects, such as pipes and hoses, as
well as certain abstract cylinders..
c10060cb-9c29-11b1-9dad-c379636f7270
SUMO: A long, narrow, and hollow
Artifact that is designed for
moving Fluids from place to another.
COSMO: a solid Cylinder-shaped object, hollow in the
center throughout its length, which can be stright
or curved, rigid or flexible. A straight pipe
and a rolled-up garden hose are instances,
but TubeShaped layers that contain solid
material inside are also instances, and this
distinguishes a 'Tube' from its subtype 'Pipe',
which cannot have a solid fixed inside.
NOTE: although a Tube is designed for things
to pass through, and is therefor not a
storage container, it can 'contain' things while
they are passing through, or temporarily stopped.
This instance of
#$ConstructionArtifactTypeByExistentialStatus describes
instances of #$ConstructionArtifact that are no longer
maintained, i.e., no maintenance operations are conducted
to preserve their operability.
55ad32d2-74bf-11d6-8000-00a0c99cc5ae
The attribute of a PhysicalObject that is
small enough to throw away, or to haul to a dump site,
and has been discarded. Includes trash at the side
of the road.
The SUMO term for the concept
'ConstructionArtifact' in this ontology..
#$PartOfAnHSC is a specialization of
#$ConstructionArtifact and #$PhysicalPartOfObject. Each
instance of #$PartOfAnHSC is a built-in part of some
#$HumanShelterConstruction; that is, each instance is built
with the intention of remaining a part of the construction.
Notable specializations of #$PartOfAnHSC include
#$FloorInAConstruction, #$PartOfBuilding, and #$WallOfAConstruction.
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#$PartOfBuilding is a specialization of
#$PartOfAnHSC. Each instance of #$PartOfBuilding is a part
of a building that is 'built-in', that is, built
with the intention of remaining as part of the building.
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A specialization of both #$SpatialThing-Localized
and #$SomethingExisting (qq.v.). Each instance of
#$EnduringThing-Localized is a spatial enduring thing at
which an event can occur or a situation can obtain.
Positive examples include planets, the borders between
countries, human beings, rocks, and atoms. Negative example
include situations, events, abstract objects, and regions of
space that exclusively act as possible locations for other
spatial objects (see #$SpaceRegion). An important
specialization of #$EnduringThing-Localized is #$Place
(q.v.). The salient distinction between places (instances of
#$Place) and locations (instances of
#$EnduringThing-Localized) is that places are assumed to
have relatively permanent locations, whereas locations need
not have permanent locations. Thus, from the perspective of
someone standing on a beach, the crest of a breaking wave
can be a location at which foaming is occuring, but it
cannot be such a place.
a37965b8-6247-41d8-95c6-b6517874be8d
Any RigidObject that is > 2X longer than it is wide, and
is relatively straight, with only minor deivations,
such as the common warping of a piece of lumber. THe
edge does not have to smooth or cylindrical, it can have bumos
and features, but it should be sufficiently long and
narrow and without curves that most people would describe
it as 'straight'.
MoleculeType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for classes of individual physical molecules and
an argument restriction for the isaMoleculeOfSubstance relation.
This is a primitive mechanism to accommodate OWL limitations on relation arguments.
EmittableObjectType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for EmittableObjects and an argument restriction for the canEmit relation.
This is a primitive mechanism to accommodate OWL limitations.
An EmittableObject is something that can be emitted in
an Emission event; to be reasonable, it should be microscopic,
like radiation. IF something like a bullet is propelled, that would be
a propulsion event
A NanoScaleObject is something smaller than
a microbe, i.e. has a length dimension less than 100 nanometers.
Molecules, atoms, photons, and subatomic particles are subtypes
A Photon is a subatomic particle that packages a certain
amount of electromagnetic radiation at a particular wavelength.
It has zero rest mass, but a relativistic mass that depends on its
frequency according to Planck's law.
A RadioWavePhoton is a Photon with a wavelength.in the Radio wave length.
canEmit relates a physical object to some type of emittable
object (usually a form of radiation) that it is capable of emitting.
This can be for natural things, like a quantity of radioactive material,
or devices like radio transmitters
COSMO note: in Cyc this could be a substance,
but in COSMO it can only be a physical object.- for
natural objects in their natural place,
see 'NaturalObjectInSitu'. For inorganic substances
see 'InorganicMaterial'.
Cyc: An instance of #$ExistingStuffType, and a
specialization of #$InanimateThing. Each instance of
#$InanimateThing-Natural is an #$InanimateThing that was not
created by an #$Agent in a #$PurposefulAction. Thus, the
#$MoonOfEarth, human #$Sweat staining a shirt, and most
footprints left by people in the snow belong to this
collection, but wood chips left around a tree being chopped
down, tailings left from a mine, and the #$ArcDeTriomphe do not.
bda91555-9c29-11b1-9dad-c379636f7270
A collection of natural (i.e. not man-made)
objects. It is a subclass of #$InanimateThing-Natural,
distinguished from it mainly by only having subclasses which
are existing object-types. Thus, #$CelestialObject would be
a subclass of this collection, but #$Dirt would not.
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A specialization of #$MicroscopicScaleObject.
Each instance of #$ChemicalObject is an object whose
behavior is typically described in terms of its outer cloud
of #$Electrons. Specializations of #$ChemicalObject include
the collections #$Atom, #$Molecule, and #$Ion.
bd58916a-9c29-11b1-9dad-c379636f7270
A subcollection of #$ChemicalObject and
#$ComplexPhysicalObject. Each instance of #$Molecule is a
microscopic-scale object whose component atoms are all
chemically bonded to each other; typically, this means that
the atoms are covalently bonded. Examples: some instances
of #$Molecule, including molecules of oxygen (O2), ozone
(O3), water (H2O), carbon monoxide (CO), carbon dioxide
(CO2), etc., contain covalently bonded atoms belonging to
the collection #$Oxygen. Some highly complex examples of
#$Molecule are those belonging to the collection
#$DNAMolecule. See also #$MoleculeFn. Note: #$Diamond
and other macroscopic covalent solids are excluded from
belonging to #$Molecule by the constraint that instances of
#$Molecule are microscopic.
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isaMoleculeOfSubstance relates molecules (physical objects) to the
substances that have that molecule as a unit. In implementations
that allow functions, a molcule can be generated by a function o n
the substance. Where molcules are reified, this relation will
serve a similar purpose.
SubstanceInaSpecificShape is a category which helps to refer to substance-like stuff
which has some specific shape. To be in this category requires that
a Substance be solid, so that it can retain its shape.
Examples are lumber ('dimensional lumber'. e.g. 2x4s),
cloth, or aluminum foil, or steel bearings.
These categories might also in some cases be represented as a group of objects -
reflecting a collective noun designation in grammar.
SubstanceShapeType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for physical substances in a particular shape 'SubstanceInaSpecificShape'
and an argument restriction for the isaFormOfSubstance relation.
This is a primitive mechanism to accommodate OWL limitations on relation arguments.
isaShapedFormOfSubstance relates categories of shaped substances
to the substance of which it is composed. The shaped form itself is considered
collectively as a substance, conceptually being some number of individual
objects, or some extent of divisible material in that particular shape. Lumber or aluminum foil
would be examples that should be related to their constituent substances.
Petroleum is a natural mixture of PhysicalSubstances, composed mostly
of organic hydrocarbons, found in deposits under the ground, that is
a liquid at normal temperature and is typically viscous and dark-colored.
Most petroleum is formed by the decomposition of animal and vegetable material
over millions of years.
Cyc: Called 'Petroleum-CrudeOil' in Cyc:
A subset of #$Oil and a
#$TangibleStuffCompositionType, petroleum is the crude oil
that is usually pumped from the ground and used to make
gasoline, petrochemicals, plastics, etc. See also
#$PetroleumProduct and #$PetroleumProduct-Refined.
COSMO note: Petroleum is considered as an
artificial substance, since this Type refers to the
material pumped from the ground, not the
in situ substance.
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The Class of all clock Seconds.
SI TimeDuration. Symbol: s. It is one of the base units in SI, and it is currently defined as follows: the SecondDuration is the duration of 9192631770 periods of the radiation corresponding to the transition between the two hyperfine levels of the ground state of the cesium 133 atom.
A BinaryFunction that assigns a PositiveRealNumber and a subclass of Minutes to the Seconds within each Minute corresponding to that PositiveRealNumber. For example, (SecondFn 4 (MinuteFn 5 Hour)) is the Class of all fourth Seconds of every fifth Minute of every hour. For another example, (SecondFn 8 Minute) would return the eighth second of every minute. For still another example, (SecondFn 9 (MinuteFn 15 (HourFn 14 (DayFn 18 (MonthFn 8 (YearFn 1912)))))) denotes 9 seconds and 15 minutes after 2 PM on the 18th day of August 1912.
A BinaryFunction that assigns a PositiveRealNumber and a subclass of Minutes to the Seconds within each Minute corresponding to that PositiveRealNumber. For example, (SecondFn 4 (MinuteFn 5 Hour)) is the Class of all fourth Seconds of every fifth Minute of every hour. For another example, (SecondFn 8 Minute) would return the eighth second of every minute. For still another example, (SecondFn 9 (MinuteFn 15 (HourFn 14 (DayFn 18 (MonthFn 8 (YearFn 1912)))))) denotes 9 seconds and 15 minutes after 2 PM on the 18th day of August 1912.
(SecondFn PositiveRealNumber Minute )
An AirConveyance is any artifact designed to convey objects through the air, including blimps and heavier-than-air craft.
A #$MountableTransporter is a transporter that one
'rides' or 'rides on' but does not 'ride in'.
This collection was originally created to enable the
following sorts of natural language interpretations. Anyone
who is said to 'ride' such an object is most likely to
be the #$driverActor. If someone 'rides' a non
#$MountableTransporter (e.g. a train) is most likely not a
#$driverActor but a #$passengers. Positive exemplars
include horses, jet skis, motorcycles, bicycles. Negative
exemplars include cars, trains, planes. A borderline
positive example is a skateboard. When one 'rides' a
skateboard one is most likely the #$driverActor, but, unlike
typical #$MountableTransporters, one is also most likely not sitting.
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hadTransportedObject points from a TransportationEvent
to some Person or Cargo that was transported during that TransportationEvent.
To know what TransportationDevice was used, it is necessary to
find the referenced Event and find the TransportationDevice used
in that Event.
usedTransportationDevice points from a TransportationEvent
to some TransportationDevice that was used
in that Event. Some composite TransporationEvents may have
multiple subevents that are TransporationEvents, and
each TransportationEvent must use only one TransportationDevice,
in this particualr relation.
In the case where, for example, a container ship
carries many containers, and each container is a
TransportationDevice, the transport via one container
will be one TransportationEvent if referenced by this relation.
The composite Event in which multiple containers are shipped on
one vessel will also be an individual TransportationEvent,
and the Event of transporting all of those containers can
be specified by the use of this relation, pointing to
the vessel on which they were transported.
Thus, the placing of an object in a container starts
one TransportationEvent, using that container. Placing
that container in another container, or on a
TransportationDevice, starts another TransportationEvent.
Such container-in-container events can be nested indefinitely.
wasaTransporterInEvent points from a TransportationDevice
to some TransportationEvent in which the transporter was used.
A TransportationDevice can be the transporter in many
TransportationEvents.
A UnaryFunction that maps a GraphPath to the sum of the arcWeights on the GraphArcs in the GraphPath.
(PathWeightFn GraphPath)
In SUMO a time interval, in Cyc an Event. We adopt the
time interval interpretation for COSMO.
COSMO-TODO perhaps this should just be a TemporalThing?
A specialization of #$PhysicalEvent. Each
instance of #$SeasonOfYear is an event characterized by
specific meteorological or climatic conditions that occurs
during an annual climate cycle (see #$AnnualClimateCycle).
Notable specializations are #$WinterSeason, #$SpringSeason,
#$SummerSeason, and #$FallSeason.
SUMO: SeasonOfYear is the class of four seasons correlated with
the calendar Year and associated with changes in the length of
daylight and with overall temperature changes. Depending upon the
GeographicArea, a SeasonOfYear may also be associated with
weather patterns (e.g., rainy, dry, windy). The characteristics
of seasons (cold vs. hot temperatures, long vs. short days) are reversed from
the NorthernHemisphere to the SouthernHemisphere.
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A specialization of #$SeasonOfYear. Each instance
of #$WarmSeason is the warmer time of the seasonal cycle at
a particular region. In most places on Earth, an instance
of #$WarmSeason temporally subsumes anb instance of
#$SummerSeason. Each instance of #$WarmSeason is a weather
season that is part of an annual cliomate cycle (see
#$AnnualClimateCycle). Note that #$WarmSeason is _not_ a
specialization of #$CalendarSeason.
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A specialization of #$SeasonOfYear. Each instance
of #$SummerSeason is the time of greatest warmth during a
temperate climate cycle (see #$TemperateClimateCycle).
Instances of #$SummerSeason are characterized solely by
climatic conditions; consequently, #$SummerSeason is _not_ a
specialization of #$CalendarSeason. For the collection of
summers defined by dates on a calendar, see #$CalendarSummer.
SUMO: The SeasonOfYear that begins at the summer solstice
and ends at the autumnal equinox.
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A specialization of #$SeasonOfYear. Each instance
of #$FallSeason is the season during a temperate climate
cycle (see #$TemperateClimateCycle) during which the bulk of
harvesting occurs and many plants cease growth in order to
enter a dormant period for the coming Winter. Thus instances
of #$FallSeason also typically have harvest celebrations as
sub-events. Note that #$FallSeason represents the climatic
aspects of Fall; it is _not_ a specialization of
#$CalendarSeason. For the collection of temporal extents of
fall seasons, see #$CalendarAutumn.
SUMO: The SeasonOfYear that begins at the autumnal
equinox and ends at the winter solstice.
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A specialization of#$SeasonOfYear. Each instance
of #$SpringSeason is, in a temperate climate cycle (see
#$TemperateClimateCycle), the time ice from the preceding
Winter melts, the average temperature starts to increase,
the days get longer, plants begin to put forth buds, etc.
Note that #$SpringSeason represents the climatic aspects of
spring; it is _not_ a specialization of #$CalendarSpring.
For the collection of the purely temporal aspects of
spring, see #$CalendarSpring.
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The SeasonOfYear that begins at the spring equinox and ends at the summer solstice.
A specialization of #$SeasonOfYear. Each instance
of #$ColdSeason is the cooler part of an annual climate
cycle for a region (see #$AnnualClimateCycle). If a place
has a Winter (see #$WinterSeason), the cold season generally
includes the Winter. Note that #$WinterSeason is _not_ a
specialization of #$CalendarSeason (q.v.).
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The SeasonOfYear that begins at the winter solstice
and ends at the spring equinox.
Cyc: A specialization of #$ColdSeason. In the
#$TemperateClimateCycle, generally a time of cold and
dormancy. #$WinterSeason represents the climatic aspects of
Winter; for its purely temporal aspects, see #$CalendarWinter.
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The measurement of the speed of data transfer in a communications system.
The collection of non-natural individuals. This
collection is hard to precisely define but, roughly,
something is an instance of this collection just in case it
is one of the following: 1) #$Individual acts that are
intentionally performed by #$IntelligentAgents, or 2)
#$Individuals that in some significant sense could only
have been the result of the intentional activities of
#$IntelligentAgents (or groups thereof). Positive examples
in the first category include #$CaesareanSections, negative
examples include eating. Positive examples in the second
category include instances of industrial pollution and tire
tracks. Negative examples include human vomit and human
(bare) footprints.
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A collection of tangible things. An instance of
#$InanimateThing-NonNatural is a tangible which was created
during a #$PurposefulAction by an #$Agent (or a group of
#$Agents working together) whether or not that creation was
intended. If the creation was intended the thing created is
an instance of the more specific collection, #$Artifact.
Let's consider some positive and negative examples.
In addition to the obvious human #$Artifacts (buildings,
tools, textiles, power lines), this collection includes
#$Artifacts made by #$NonPersonAnimals, such as bird nests,
termite mounds, and beaver dams. By-products (see
#$byProducts) of #$PurposefulActions, such as wood chips
created when chopping down a tree and slag created when
obtaining metal from #$MineralOre, are instances of
#$InanimateThing-NonNatural but not of #$Artifact. For more
details on what is included in the concept #$Artifact,
examine its comment. Negative examples include bodily
excretions (see #$ExcretionSubstance), most instances of
tracks made while walking through mud or snow (both being
instances of #$InanimateThing-Natural, and spoken words
(being intangible).
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A specialization of#$SolidTangibleThing. Each
instance of #$HolderGripper is an object that can apply
pressure to another object and thereby grip it in such a way
that its motion is restricted.
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A specialization of #$SolidTangibleThing. Each
instance of #$Connection-Physical is a group consisting of
parts of at least two instances of #$PartiallyTangible that
are in physical contact and which are connected in way such
that they resist spatial separation. Examples include the
connection between a table leg and a tabletop, two pieces of
metal welded together, and a hinge joining a CD case cover
to its backing (the last would be an instance of the more
specialized collection #$Joint-Physical). While each
#$Connection-Physical is an instance of
#$SolidTangibleThing, and therefore has a determinate
spatial boundary, there are many cases in which there are no
easily describable boundaries between the parts of connected
objects that are parts of the connection, and those which
are not. For example, consider a connection between a table
and one of its legs. If the leg is merely glued to the
bottom surface of the table top, the exact spatial
boundaries of the connection bewteen the parts is not clear.
In contrast, the connection between a sewing needle and a
thread attached by a knot to its eye is more clearly
defined, because the boundaries of their connected parts are
more easily determined. The group consisting of the knot and
the eye of the needle determine the spatial extent of the connection.
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A specialization of #$Connection-Physical. Each
instance of #$Joint-Physical is a group consisting of parts
of at least two instances of #$PartiallyTangible that are
mechanically connected in the manner of a joint. Examples
include an elbow, and a hinge joining a door to a frame.
While each #$Joint-Physical is an instance of
#$PartiallyTangible, and therefore has a determinate spatial
boundary, there are many cases in which there are no easily
describable boundaries between the parts of joint-connected
objects that are parts of the joint, and those which are
not. For example, consider a ball and socket joint
connecting some hip bone to a femur. The boundaries of this
joint are obscure due to the fact that exact boundaries of
the socket portion of the hip and the ball of the femur are
obscure. In contrast, the spatial boundaries of a joint
comprising a detachable hinge, such as those that typically
connect a door to frame, are clear.
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A specialization of both
#$PartiallyTangibleProduct and #$SolidTangibleThing . Each
instance of #$SolidTangibleArtifact is a partially tangible
product that is also a solid. Instances include both solid
objects (for example, instances of the collection
#$Automobile) as well as portions of stuff in solid form
(for example, instances of the collection #$Cloth). Note
that items that are always sold as part of something else
(for example, the instances of #$DiskSector) are not
instances of #$SolidTangibleArtifact.
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A RigidObject is a SolidObject that will not distort its shape greater
than 10% in the vertical dimension when supported by three or four
sharply pointed rigid objects, placed at the periphery of the
RigidObject, in the Earth's gravitational field. This will exclude
most semi-solid gels. Long beams may fail this test, though the same
beam in a shorter length (having to support less mass in the middle) may
pass the test. Thus rigidity is a property of objects, not of materials,
and depends not only on the inherent hardness of a material, but its shape
and size. A thin sheet of a material will not be rigid though a beam of
the same material can be.
A SupportingObject is an ArtifactObject that was designed to serve as
a support, to hold something in a particular place in a gravitational
field. This is a very broad category, including chairs, lamp posts,
and various platforms. IT also includes supports that
are part of a path, such as a ladder. But it does not include
floors or other integral parts of structures, or flexible supports such
as a rope stretched across two supporting anchors, or a hammock
stretched etween two trees.
The categories will usually be classified by what the SupportingObject
is designed to support. A chair, for example, is designed to
support one person while sitting.
The collection of all objects designed or evolved
to be used as coverings for other objects. The intended
purpose could be to shelter or protect the covered object,
or even just to serve a decorative function. Examples
include paint, #$Tile, #$Wigs, #$Carpets, and #$Eyelids.
NOTE that a Covering is not necessarily an Artifact, as it
may be part of an Organism, but it is funcional, in that
it has a purpose, even though that purpose may be a
result of evolutionary provesses.
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For covering-Object and its subtypes,
this specifies wha the Covering is intended to cover
(normally) hwne it is in its intended place..
A structured system of artifacts intended to play
the collective role of #$constrainingObject in a non-trivial
subset of the collection of #$Movement-TranslationEvents
such that the #$objectMoving is an instance of
#$ModernMilitaryUnit-Deployable. Collections of instances of
#$ObstacleSystem-Military designed to impede the movements
of certain kinds of military unit can be referenced via
#$MilitarySpecialtyObstacleFn: collections where the type
is intended to impede the performance of certain tasks can
be referenced via #$MilitaryTaskObstacleFn.
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The collection of events in which at least two
spatially distinct objects become spatially configured
relative to each other, producing an instance of #$Configuration.
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The collection of events in which one object
becomes attached to another. This may involve fasteners of
some sort in which case one should use the specialization
#$ConnectingTogether or processes in which no fasteners are
used, e.g. magnets moving together, two objects rusting
together, chemical bonding.
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A specialization of both #$AttachmentEvent and
#$ActionOnObject (q.v.). In a #$ConnectingTogether event,
two or more tangible things get physically connected
together (attached) by means of some sort of connector or
fastener. Specializations of this collection include
#$Riveting, #$Splicing, and #$ChemicalBonding. Note that a
#$ConnectingTogether need not be a
#$Movement-TranslationEvent, since the objects being
connected may be already at rest with respect to each other.
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Couplers are things which play a role such that
they may form a connection to another thing, for the purpose
of transmitting force, stuffs, ...
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The class of TimeIntervals that begin at Sunrise and end at Sunset.
The class of TimeIntervals that begin at noon and end at Sunset.
This BinaryFunction maps a RealNumber and a UnitOfMeasure to that Number of units. It is used for expressing ConstantQuantities. For example, the concept of three meters is represented as (MeasureFn 3 Meter).
(MeasureFn RealNumber UnitOfMeasure )
An AbstractDocument is an abstract symbolic object that has at least
one part that is an AbstractText. Note that this 'document'
is abstract, not a physical document. Each AbstraactDocument has
at least one physical object that represents that document.
Note that a one-way message can be considered as a complete document,
but is more specific in having a sender and a list of intended recipients.
Any artifact, physical or abstract, that is
considered significant within a culture or some part
of a culture. Sacred texts are examples of abstract
artifacts significant to a religion. An example of
a PhysicalObject would be a building (e.g. the Parthenon
in Athens or St. Peter's in Rome) significant to a
culture.
The collection of all texts that are sacred to
adherents of a #$Religion.
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An Object that is reserved only for use
in religious activities. Such objects can be concrete
(a building, a chalice, an icon, a sacrificial animal) or abstract
(words that can only be spoken in a particular place
or rite). These are culture-specific, and sacred to
adherents of some specific Religion. Most will
be artifacts.
A SacredText that is taken as presenting the core
basis for some religion. This is applied mostly to the Hebrew and Christian
bibles and to the Koran, but is also applied to other texts
such as the 'Vedic Scriptures' of the Hindu religion..
hasLastEditDate relates an AbstractDocument to its
most recent edit date, which is expressed as a DateTimeGroup.
The information in such an assertion will often be incorrect because
it is not updated frequently, so with a grain of salt we
should interpret an asseriton of this type as meaning the
documnent was last edited on that date **or later**..
A Certificate that expresses the content of an
invention that has been accorded legal protection by a governemental
entity.
The collection of all facilities that are in a
closed state. The collection #$ClosedFacility is used to
describe a facility that is not currently available for its
normal or expected activity. For example, (#$isa
BorderCheckpoint-N-S-Korea #$ClosedFacility). Unless the
context provides proper temporal qualification, the time
period of closure should be specified explicitly.
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A specialization of #$InanimateThing. Each
instance of #$HumanlyOccupiedSpatialObject is a place that
humans occupy. Instances include both movable things, such
as cars and ships, and things having a more or less
permanent location, such as houses or office buildings.
Instances include things made by human beings, such as
subway stations or concert halls, as well as things not made
by human beings, such as caves.
A container for liquids or gases.
In Cyc called 'FluidReservoir'
Cyc: A specialization of #$ContainerArtifact. Each
instance of #$FluidReservoir is a container designed to hold
fluids. Instances of #$FluidReservoir generally have an
opening, which may be small and resealable (as in a
#$Bottle) or large and open (as in a #$Tub). Note a special
negative case: natural 'reservoirs', such as #$Lakes,
are not #$ContainerArtifacts - though the #$Dams that
create some of them are artifacts, the reservoir water is
contained in the natural landscape - and hence such
reservoirs are not instances of #$FluidReservoir.
SUMO: A Container which is used to store Fluids,
i.e. Liquids and Gases.
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The Cyc term for the concept
'FluidContainer' in this ontology..
Container product intended to serve as the
packaging for other products.
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cylindrical container for holding stuff, usually
liquid, with a single portal on the very top.
SUMO: A Container whose top is narrower than its bottom, which
has no handle, and which is intended to store Liquids.
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An ElectronicDevice is a Device whose primary function is to transform
electronic signals. Receptions and transmission of radio waves necessarily
involves transforming signals, therefore every device whose primary function
necessarily includes transmission or reception is an ElectronicDevice.
#$InformationRecordingDevice is a specialization
of #$PhysicalDevice. Each instance of
#$InformationRecordingDevice is a device used for the
recording of sensory information (i.e., audio and visual,
but not encoded as character strings.) So an instance would
be your answering machine at home (an #$AnsweringMachine),
your cam-corder (a #$VideoCamera), but NOT your address book
or your copy of the Yellow Pages. Note: A borderline case
is a #$PersonalDigitalAssistant (such as an Apple Newton)
used to record handwritten script. If it then processes
that information and converts it to ASCII characters, it has
stopped being an #$InformationRecordingDevice as this
constant is defined.
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A specialization of
#$ArtifactTypeByGenericCategory. Each instance of #$Camera
is a #$VisualInformationRecordingDevice that focuses a
#$VisualImage through a #$Lens-Artificial and records it on
some kind of storage medium, e.g. #$PhotographicFilm (see
#$FilmCamera) or #$ComputerMemory (see #$DigitalCamera). A
#$Camera may record #$StillImages one at a time (see
#$StillCamera) or in rapid succession to create a
#$MovingImage (see #$VideoCamera).
SUMO: A Device which is capable of Photographing.
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#$PhysicalFilter is a specialization of
#$NonPoweredDevice. Each instance of #$PhysicalFilter is a
simple physical filter device, which allows some
materials/objects to pass through, while preventing others
from doing so. Some notable specializations are
#$CoffeeFilter and #$WindowScreen. Natural filters do not
fall within this collection.
COSMO note: this generic concept of 'Filter' includes
things not always called filters, such as
screens used for filtering solid mixtures. For the
more common liquid and gas filters, use 'Filter'.
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A PhysicalFilter that is used for
filtering fluids - gases or liquids. The auto
air intake filter and a coffee maker filter
are examples.
SUMO: A Device whose purpose is to remove part of a
Solution that is passed through the Filter.
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A Device whose purpose is to attach one thing
to something else, e.g. nails, screws, buttons, etc.
In SUMO called 'AttachingDevice'.
In Cyc called 'Connector'"
Cyc: A specialization of #$NonPoweredDevice. Each
instance of #$Connector is a device which connects two
objects. An instance of #$Connector may be a part
incorporated into one or both of the objects connected, or
it may be a totally separate device. Notable
specializations of #$Connector include #$Staple, #$Pin, and #$Nail.
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The SUMO term for the concept
'Fastener' in this ontology..
The Cyc term for the concept
'Fastener' in this ontology..
Each instance of Tape is a piece of
Tape - an Object, not a Substance. Though not
explicitly specified in Cyc or SUMO, in COSMO
an essential element of Tape is a film of adhesive
material on at least one surface that allows Tape
to be used to hold objects together. A non-adhesive
tape-shaped object would be a 'ribbon' - not yet (v0.33)
represented.
Cyc: #$Tape is the #$Collection of all tape. An
instance of #$Tape is a thin, flat strip. It can be made
from plastic, cloth, or similar material. Tape is very
flexible. Its strength depends on the material from which
it is made.
SUMO: A thin strip of Fabric or Paper that is used to attach
two things.
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A collection of devices each of which has a single
#$primaryFunction. Each instance of #$SinglePurposeDevice
may have more than one function, but will have only one
_primary_ function. For example, a car is a single purpose
device because it has the primary function of providing
transportation. Of course, a car can provide shelter as
well as transportation; but a convertible with a badly torn
roof still functions as a car (because its primary function
is transportation) even though it does not function as much
of a shelter. It is also possible for a
#$SinglePurposeDevice to have other functions associated
with it, even though they are not functions of that device
per se. For example, if a car has a cigarette lighter, a
clock, etc., those parts have their own functions, which are
performed in the car and enjoyed by the users of the car
while they are using the car. However, the functions of
those devices (lighting cigarettes and telling time) are
generally not considered to be the functions of the car
itself. If someone utters the sentence 'Fred used his car
today' we would guess that Fred drove/rode somewhere in
the car, and would be surprised/amused/annoyed/confused if
we later discover that the speaker meant only that Fred used
the car's lighter and the clock but didn't travel
somewhere by car.
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The state of being unlocked. As a #$LockedState,
this refers to the state of a locking device. As a
#$SecurityAttribute, this refers to the state of an object
that may have a lock, such as a house, car, or bicycle. In
this sense, #$Unlocked is a kind of #$OpenAccess.
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A specialization of #$PhysicalDevice. Each
instance of #$NonPoweredDevice is a device which does not
need to have any kind of energy supplied to it in order for
it to perform its intended function. Examples of
#$NonPoweredDevices include tables, floor mats, bookshelves,
shirts, and coat hangars. A hammer would not be an instance
of #$NonPoweredDevice, since it requires kinetic energy to
perform its intended function.
bd59041c-9c29-11b1-9dad-c379636f7270
#$SeatingDevice is a specialization of
#$PhysicalDevice. Each instance of #$SeatingDevice is a
device whose #$primaryFunction is to serve as a sitting
place for people. Types of seating devices include sofas,
chairs, benches, camp and stadium stools, theatre seats,
swings, bicycle seats, saddles, and more.
NOTE that among setaing devices, a 'Chair' is fairly specific,
being portable. Some seats for single persons will therefore not
be 'Chairs' in this terminology.
bd588351-9c29-11b1-9dad-c379636f7270
SUMO: A Holder that is designed for Food, dishes, and
flatware.
bd5887ab-9c29-11b1-9dad-c379636f7270
What one usually sits on when one rides a horse.
COSMO note: what's on a camel?
SUMO: A Device which allows a Human to ride on a
Horse.
c0fbdb2c-9c29-11b1-9dad-c379636f7270
A specialization of both #$ConstructionArtifact
and #$HumanlyOccupiedSpatialObject. Each instance of
#$HumanOccupationConstruct is a construction artifact whose
primary function is to serve as a place where people perform
certain activities. Instances of #$HumanOccupationConstruct
include instances of #$HumanShelterConstruction (e.g.,
houses), sub-regions within a #$HumanShelterConstruction
which are intended for human use (e.g., rooms, shower
stalls), and regions in any transportation vehicle which
are designed for human occupancy (e.g., a cockpit, a
passenger compartment). Note that some buildings which are
not themselves instances of #$HumanOccupationConstruct, such
as #$HooverDam, may have a sub-region which is a
#$HumanOccupationConstruct (e.g., the control room at the
top of the dam). Note also that the collection
#$HumanOccupationConstruct is broad enough to include tents,
boiler rooms, elevator shafts, steam tunnels, and the space
inside the #$LincolnMemorialInWashingtonDC. Consequently,
an instance of #$HumanOccupationConstruct need not be
completely indoors (see #$Indoors-IsolatedFromOutside),
although it cannot be purely outdoors (see #$OutdoorLocation).
bd58a036-9c29-11b1-9dad-c379636f7270
SUMO: The Class of StationaryArtifacts which are intended to house
Humans and their activities.
OPENCYC 1: MAY 23, 2002
A collection of artifacts; a subcollection of #$FixedStructure and of
#$HumanShelterConstruction. An instance of #$Building is typically a substantial
structure and must have walls and a roof, with rooms inside or at least some
area designed to be occupied by humans (but not necessarily as a residence).
Examples include the #$EmpireStateBuilding, Michael Jackson's house in L.A.,
King Arthur's castle, an #$AircraftHangar at O'Hare, a #$Lighthouse in
the Mediterranean sea, the #$SydneyOperaHouse, the #$WashingtonMonumentInWashingtonDC, etc.
Theater is the generic concept of either a building or part of a building
whose primary or salient function is to provide a place for
small groups of people to present visual or sound performances
(live, or recorded as in a movie theater) to an audience. There is
no limit on the size, except that it must be large enough to hold
an audience of more than two people; as with other artifacts,the
criterion for being a Theater depends only on the purpose
for which the artifact was created (or modified or adapted).
A Building that was created (or modified or adapted) to serve
as a Theater (to present performances).
An instance of Theater Building, opened in 1997,
in Newark, NJ, USA, to hold live performances, musical or other.
Its formal name is the 'New Jersey Performing Arts Center',
informally NJPAC.
From : http://www.newarkmetro.rutgers.edu/reports/display.php?id=126
''The New Jersey Performing Arts Center
By Lovet Obakpolor
Newark's commitment to the arts is reflected in the New Jersey
Performing Arts Center, the city's largest cultural center.
This 12-acre site, on the Newark riverfront between Military Park
and McCarter Highway, offers an intimate 514-seat theater and
a 2,750-seat hall where international celebrities and New Jersey's
finest performers shine. NJPAC has gained national attention,
serving as a model for its programming, audience, diversity and
education leadership. It has also played an integral role in returning
nightlife to the state's largest city.
NJPAC provides a certain uniqueness that no other performing arts center
has offered. Diversity of its audience members and performers is evident
at the center. One in four of all ticketholders represents minority
communities, including 17 percent African American. NJPAC thrives as
a different kind of cultural center that integrates both traditional
and nontraditional audiences.'' . . .
''After a decade of planning and a $187 million capital campaign,
NJPAC held its world premiere on Oct. 18, 1997. It debuted to great
fanfare and acclaim. Since then, residents of New Jersey and people
from all over the world continue to visit the performing arts center.
In its first season, 500,000 patrons visited NJPAC. Former President
Bill Clinton and Vice President Al Gore visited NJPAC.
Former New Jersey Governor Christine Todd Whitman held her inauguration
at NJPAC, the first gubernatorial inauguration to be held outside
of Trenton since 1932.''
-1
A specialization of #$ConstructionArtifact. Each
instance of #$ShelterConstruction is an artifact built by
some agent, including but not limited to humans, and
intended for use as a shelter. Instances of
#$ShelterConstruction include bird nests, termite mounds,
beaver dams, the #$SydneyOperaHouse, the
#$PalaceOfFineArts-SanFrancisco, and the #$NewYorkHiltonAtBroadway.
bd589a82-9c29-11b1-9dad-c379636f7270
A large, rural building usually found on farms
which is used to house livestock or for storage of farm implements.
SUMO: A Building on a Farm that is used for keeping
DomesticAnimals, Fodder or harvested crops.
bd6294c4-9c29-11b1-9dad-c379636f7270
The collection of all nests built by animals.
#$NestForBirds and #$NestForBees are two major
specializations of #$Nest.
SUMO: Any structure which is created by nonhuman Animals for
the purpose of giving birth to their offspring.
bd9631d8-9c29-11b1-9dad-c379636f7270
A specialization of both #$ShelterConstruction and
#$HumanOccupationConstruct. Each instance of
#$HumanShelterConstruction is a place designed to shelter
people from the elements by allowing them to get indoors.
Specializations include #$ModernHumanResidence,
#$SchoolBuilding, #$ShoppingMallBuilding, and many others.
Each instance of #$HumanShelterConstruction must have a roof
and typically has sides, though the latter may be flimsy (as
in instances of #$TentTheShelter) or even absent (as in some
instances of #$ParkingGarage).
bd58cd3f-9c29-11b1-9dad-c379636f7270
Called 'ModernHumanResidence' in Cyc:
A construct containing one or more residential
units.
Cyc: A specialization of both #$HumanResidence and
#$ModernShelterConstruction. Each instance of
#$ModernHumanResidence is a humanly constructed shelter of a
modern type in which people live. Such residences are the
typical dwellings in the developed world of the late 20th
century and may be found in the more affluent regions of the
developing world. Examples include houses in suburban
'developments', modern apartment buildings,
'modular' homes, etc.
NOTE that buildings designed for temporary residents
such as hotels and hospitals are included in this Type.
SUMO: A Building or part of a Building which provides
some accomodation for sleeping.
bd58f076-9c29-11b1-9dad-c379636f7270
The Cyc term for the concept
'Residence' in this ontology..
The collection of all
#$HumanLargeGroupOccupationConstructs intended to serve as
permanent residences for a large number of people, e.g. an
#$ApartmentBuilding or a #$Condominium.
SUMO: A Building which provides some
accomodation for sleeping. Note that this class does not cover just
permanent residences, e.g. Houses and condominium and apartment buildings,
but also temporary residences, e.g. hotels and dormitories.
ResidentialBuildings are also distinguished from CommercialBuildings,
which are intended to serve an organizational rather than a residential
function.
81e2c682-5b0b-11d6-8000-0090279a5907
A SpaceInAHOC is a PhysicalObject that comprises
the whole or part of a structure in which people may live, do business,
or perform any other activity that people can do indoors.
As a 'Cavity' this means that there is room to contain
things - objects, people, etc.
There is a certain ambiguity in this Cyc concept: as a 'feature'
a Cavity should not be identical to a whole object, but
a 'HumanOccupationConstruct' can be a whole structure as
well as a part. In COSMO We retain this ambiguity and interpret
this category as including whole structures as well as
parts of structures. The emphasis is on the space
inside the structure, but this category is *not* a region of
space, it is a PhysicalObject.
Cyc: A specialization of both #$Cavity and
#$HumanOccupationConstruct. Each instance of #$SpaceInAHOC
is a space found inside some instance of
#$HumanOccupationConstruct (HOC). Instances include all
major spaces inside any #$HumanOccupationConstruct,
including not only rooms (instances of
#$RoomInAConstruction), but also halls, elevator shafts,
attics, stairwells, and the spaces inside trains, cars, and
airplanes that are designed for human occupation. Other
building parts which are not open spatial regions (e.g.,
walls, plumbing, etc.) are _not_ included in this
collection; cf. #$PartOfBuilding.
bd589ff6-9c29-11b1-9dad-c379636f7270
#$SpaceInAFixedHOC is a specialization of
#$SpaceInAHOC and #$Place. Each instance of
#$SpaceInAFixedHOC is a space within some instance of a
fixed (as opposed to moveable) #$HumanOccupationConstruct
(q.v.). Positive examples include rooms within #$Buildings,
while negative examples include spaces within recreational vehicles.
bfafbf8f-9c29-11b1-9dad-c379636f7270
Cyc: #$RoomInAConstruction is a specialization of
#$SpaceInAFixedHOC and #$CavityWithWalls. Each instance of
#$RoomInAConstruction is a room found in a #$ConstructionArtifact.
SUMO: (Room) A properPart of a Building which is separated from
the exterior of the Building and/or other Rooms of the Building by walls.
Some Rooms may have a specific purpose, e.g. sleeping, bathing, cooking,
entertainment, etc.
bd589fb2-9c29-11b1-9dad-c379636f7270
The Cyc term for 'Room'.
The collection of kitchens as they tend to be in
the late 20th century in more developed countries or in more
developed places in the Third World. Small kitchens like in
staff rooms of small organizations which don't have
stoves or refrigerators are considered ab. So are kitchens
where you would tend a bar.
SUMO: A Room intended for Cooking.
bd589f3c-9c29-11b1-9dad-c379636f7270
SUMO: A Room intended primarily for sleeping.
bd58d0a9-9c29-11b1-9dad-c379636f7270
A suite, bunch of rooms, (or even just one single
room) which are thought of as one unit. #$MultiRoomUnits can
have rooms.
NOTE That an Apartment is condiedered a multi-room
unit, even though some apartments (like
'efficiency' apartments) may be a single room.
bd588961-9c29-11b1-9dad-c379636f7270
A TemporaryResidenceUnit is any room or suite of rooms,
whether in a fixed construction or on a vehicle such as
a ship, that is built with the intention to be used
as a temporary residence, with at a minimum some sleeping
arrangeent, by humans. This includes rooms in hotels, motels,
or rented rooms in private residences, space in a dormitory,
barracks, tent, mobile home, etc.
For dwelling units designed as permanent residences, see
'SingleResidenceUnit'.
The Teepee of a Native American is not included here,
though it is designed to be easily moved, it is intended
to serve as the permanent residence of its occupants.
Apartments are excluded, though they may be considered in
some sense 'temporary' they are not necessarily any more
temporary than a single-family home.
Cyc: #$SingleResidenceUnit is a specialization of
#$ModernHumanResidence. Each instance of
#$SingleResidenceUnit is either a modern-style detached
house, an apartment, or another instance of
#$ModernHumanResidence designed to accomodate either a
single person or a single family (i.e., instance of
#$FamilyCohabitationUnit (q.v.)). Usually, each instance of
#$SingleResidenceUnit has a unique mailing address.
**Excluded** are dormitories, military billets, rooms
in hotels or motels, or on ships.
NOTE that in conformance with the SUMO specification,
this category is for constructs designed to be
a permanent residence. Hotels and motels are
separate subtypes of 'HumanOccupationConstruct'.
In SUMO called 'SingleFamilyResidence':
SUMO: A PermanentResidence which is
intended to be the home of a single SocialUnit. This class covers
Houses, ApartmentUnits, and CondominiumUnits.
bd58b1b2-9c29-11b1-9dad-c379636f7270
The SUMO term for the concept
'SingleResidenceUnit' in this ontology.
The term SingleFamilyResidence has been used to
refer to detached houses, and so may be misleading..
A building which contains a mob of separate
apartments, each of which is a #$ModernHumanResidence itself.
SUMO: A ResidentialBuilding containing
ApartmentUnits.
bd58e92a-9c29-11b1-9dad-c379636f7270
An apartment where people live.
SUMO: A SingleFamilyResidence that is not owned
by any member of the SocialUnit that lives there.
COSMO note: slight difference: in COSMO the
distinction between an 'Apartment' and a
'CondominiumUnit' is that the former is
a living unit in a building that is owned by
one LegalAgent, whether or not the LegalAgent
lives in that Apartment, whereas the latter is owned
by someone who doesn't own the whole building,
whether or not the owner lives in the CondominiumUnit.
Apartments in condominiums where the units are
owned by different people (who may or may not live
in their owned units) are classified as 'CondominiumUnit'.
bd58b117-9c29-11b1-9dad-c379636f7270
The term used in both SUMO and Cyc for the concept
'ApartmentUnit' in this ontology.
A room (usually in a private residence, but
not in a hotel or motel, and possibly in other types
of structure) where a person lives, and which does
not have both private kitchen and toilet facilities.
Same as an Apartment, but
owned by someone who does not own the whol
building. The CondominiumApartment may of may not be
ownede by the person who lives in it.
Apartments in condominiums where the units are
owned by different people (who may or may not live
in their owned units) are calssified as 'CondominiumApartment'.
A set of rooms where some type of activity
other than residing is performed. Not to be confused with a 'Studio' apartment,
which is an 'Apartment'.
NOTE: conforming to the Cyc 'MultiRoomUnit' definition,
a Studio may in fact consist of a single room.
be00b81b-9c29-11b1-9dad-c379636f7270
An artist's studio where the art gets made.
SUMO: A Room, suite of Rooms or Building which is
devoted to the creation of ArtWorks.
bd588503-9c29-11b1-9dad-c379636f7270
#$StorageConstruct is a specialization of
#$ContainerArtifact. Each instance of #$StorageConstruct is
a container used primarily for storing something and
includes such things as closets, trunks of cars, and attics.
Negative examples would be #$Sink, #$Sandbox, and
#$SewerLine, since their primary purpose is something other
than storing something.
bd58ced5-9c29-11b1-9dad-c379636f7270
The unit was created solely as a means of
expressing the box-like shape and qualities of instances of
its specs. We will probably want to kill it when a better
scheme for representing this is put in force.
bd58d05e-9c29-11b1-9dad-c379636f7270
A Container designed to hold something
temporarily while it is being processed in some way.
The object contained should come out having some
attributes different from when it went in.
Something happens inside.
Clasic example: an Oven.
The common term for the concept
'BoxTheContainer' in this ontology..
A Box used to package goods as a unit for sale
or shipment. Holds items during the shipping and selling
processes.
The collection of built-in storage areas in a structure
bd58f80d-9c29-11b1-9dad-c379636f7270
A specialization of #$PartOfBuilding. Each
instance of #$PartOfRoomInAConstruction is a part of some
room in a construction artifact (see the collection
#$RoomInAConstruction). The collection
#$PartOfRoomInAConstruction includes as instances both solid
parts, such as instances of #$Mantel, as well as enclosed
regions, such as those contained by cabinets and cupboards.
Note that instances of #$PartOfRoomInAConstruction are
required to be features which are 'built-in'; that
is, built with the intention of remaining as part of the room.
bd58efed-9c29-11b1-9dad-c379636f7270
The collection of all #$ConstructionArtifacts,
one major function of which is to hold large amounts of
products. A #$Warehouse is a good example, though
StorageFacilities need not be restricted to buildings;
parts of a #$StorageFacility can include the grounds
surrounding a #$Warehouse. In the case of military
StorageFacilities, there will often be several
#$Warehouses or similar structures located at one facility.
bee741ca-9c29-11b1-9dad-c379636f7270
A specialization of #$MechanicalDevice. Each
instance of #$HouseholdAppliance is a device used in one of
the tasks typically carried on in a home, such as food
preparation, food storage, laundry, household cleaning,
personal cleaning, and cooling or heating the house for
comfort. Specializations of #$HouseholdAppliance include
the collections #$Oven, #$Refrigerator, #$ClothesDryer,
#$VacuumCleaner, #$HotWaterHeater, and #$Furnace.
bd588993-9c29-11b1-9dad-c379636f7270
More or less built-in stuff like washbasins,
closets, on the wall coat hangers etc. that one finds in
houses or other buildings.
bd589c15-9c29-11b1-9dad-c379636f7270
Features conducive to material comfort or
convenience, or that enhance the value of a #$HumanOccupationConstruct.
bd58a90d-9c29-11b1-9dad-c379636f7270
In Cyc termed 'FloorInAConstruction'.
cyc: a specialization of
#$PartOfAnHSC and #$Wall-GenericBarrier. Each instance of
#$FloorInAConstruction is a physical floor in a building
(typically made to walk upon), _not_ the level (the story
composed of rooms or halls - see #$LevelOfAConstruction).
The floor can include any floor in a building such as the
floor of a room on the third floor as well as the floor of
the entire first level of the building. This includes just
the horizontal surface - not the subfloor. It also does
not include floor coverings like carpet or tile.
SUMO: A StationaryArtifact that is the bottom surface
of a Room.
bd58f893-9c29-11b1-9dad-c379636f7270
The Cyc term for 'Floor'.
The collection of all objects designed to be used
as coverings for floors. The intended purpose could be to
shelter or protect the floor, or even just to serve a
decorative function. Examples include #$FloorTiles, #$Rugs,
#$Carpets and wooden flooring.
c087fcd5-9c29-11b1-9dad-c379636f7270
The collection of pieces of the material Tile,
in sheets.
bd590a2e-9c29-11b1-9dad-c379636f7270
The collection of all instances of #$Tile that are
intended to be used as #$Covering-Objects for instances of #$FloorInAConstruction.
bf28a301-9c29-11b1-9dad-c379636f7270
bd58bc89-9c29-11b1-9dad-c379636f7270
A walled, roomlike structure within a HOC, used
for storage, and having a portal to another room or a
passageway of the HOC.
SUMO: A relatively small Room used for storage.
bd589cd7-9c29-11b1-9dad-c379636f7270
A room where clothing is cleaned. Usually
contains a washing machine and a dryer.
bd589c56-9c29-11b1-9dad-c379636f7270
bd589e35-9c29-11b1-9dad-c379636f7270
Any room that contains a toilet. Specs are the
various kinds.
bd58ddeb-9c29-11b1-9dad-c379636f7270
A specialization of #$PoweredDevice. Each
instance of #$HeatingDevice is a device whose primary
function (see the predicate #$primaryFunction) is to
generate heat to raise the temperature of something else.
The thing being heated might be in gaseous form (for
example, the air in a room), in liquid form (for example,
the water in a pool), or in solid form (for example, food in
an oven). A given instance of #$HeatingDevice typically has
some energy input, some way of converting that energy to
heat, and some way of delivering the heat to the object(s)
to be heated.
SUMO: A Device whose purpose is Heating something,
e.g. electric heaters, heat lamps, ovens, stoves, etc.
bd58befe-9c29-11b1-9dad-c379636f7270
A specialization of #$PoweredDevice. Each
instance of #$ElectricalDevice is a device that requires an
input of electrical current (as its #$energySource) in order
to perform its intended function(s). Instances of
#$ElectricalDevice include both complex devices (for
example, instances of the collections #$StereoSystem or
#$Computer) and simpler ones (for example, instances of the
collection #$ElectricalComponent).
SUMO: (ElectricDevice)A Device that uses Electricity as its
primary power source.
bd58d451-9c29-11b1-9dad-c379636f7270
The SUMO term for 'ElectricalDevice'.
bfd79b87-9c29-11b1-9dad-c379636f7270
A collection of physical devices. An instance of
#$MusicalInstrument is a device that (in the standard case)
is designed to be manipulated by a person to generate music
- that is, s/he successively plays the notes of the music
by manipulating the instrument during the playing. Possibly
the player also supplies by muscle power the force that
produces the sound, but possibly it uses another power
source (e.g., electricity, or steam). The music may or may
not be of his or her own composition, but the player's
actions determine that the notes are produced by the
instrument (in the standard sense). Note: If the
directive role of the human player is subsumed by the device
- as it is, e.g., by some electronic instruments which are
programmable and/or pre-programmed to produce music or
musical sounds - the device loses some of its
instrument-like quality, and some automated uses may be
abnormal cases of 'playing' an instrument. An older
but analogous example is: player pianos. If the device is
pre-programmed so that humans can't direct the music at
all, then the device is not a musical instrument (but a
musical device) - for example, music boxes. Also excluded
from #$MusicalInstrument are devices which produce music 'at
random' (such as wind chimes). Devices such as radios,
tape decks, CD players, which are used to play wholly
pre-recorded or otherwise other-controlled music, are also
not included in this collection.
SUMO: A Device which is manipulated by a Human
and whose purpose is to produce Music.
bd58c8e8-9c29-11b1-9dad-c379636f7270
#$MeasuringDevice is a specialization of
#$PhysicalDevice. Each instance of #$MeasuringDevice is a
device used for measuring some quantity such as #$Distance,
#$Volume, #$Temperature, etc. Specializations of
#$MeasuringDevice include #$Thermometer,
#$Scale-MeasuringDevice, and #$Odometer.)
SUMO: Any Device whose purpose is to measure a
PhysicalQuantity.
bd590901-9c29-11b1-9dad-c379636f7270
A specialization of #$MechanicalDevice. Each
instance of #$Clock is a device designed to be used to keep
track of time.
SUMO: Any Device that measures and represents TimeDuration
or TimePosition.
bd58f3f2-9c29-11b1-9dad-c379636f7270
Thermometers that are normally used for measuring purposes.
SUMO: Any Device that measures and represents
TemperatureMeasure.
bd58a441-9c29-11b1-9dad-c379636f7270
The subcollection of #$PhysicalDevice that
contains all instances that are intended to be the
#$deviceUsed in a #$Communicating (one way or
bidirectional). Examples include #$RadioReceiver,
#$Telephone, etc.
c02c88c9-9c29-11b1-9dad-c379636f7270
Electrical Telephones of all sorts. A Device used
to transmit sound information long distances by converting
them into electrical signals.
SUMO: A Device that permits LinguisticCommunication
between remote points by converting sound into electrical signals that are
then transmitted. When the signals are received, they are converted back
into sound.
bd58d305-9c29-11b1-9dad-c379636f7270
Cellular mobile telephone unit usually used in automobiles
bd58e3ea-9c29-11b1-9dad-c379636f7270
The collection of devices used to heat the air in
humanly-occupied constructs. Different from ovens and hair
dryers, whose primary functions are NOT to heat the air, but
to heat something else.
bd5894f6-9c29-11b1-9dad-c379636f7270
This refers to any shelf that may be on the wall
in a room, or part of a piece of furniture or appliance.
The shelves of a movable bookcase as well as the built-in shelves in a
closet are examples.
NOTE that in COSMO we broaden this to include shelves on the outside of a building,
such as horizontal window ledges.
bd58d8ff-9c29-11b1-9dad-c379636f7270
The collection of all fireplace mantels. A mantel
is a beam or shelf above the fireplace. It is usually built
in, part of the room, not a moveable piece of furniture.
c10066b0-9c29-11b1-9dad-c379636f7270
WindowLedge is the horizontal surface outside the lower
part of a window portal. This is restricted to horizontal window ledges,
that can hold things like flower pots, and is not applicable to
sloping window ledges that cannot serve as a supporting surface for
non-attached objects.
Electric-powered Household Appliances
bd588951-9c29-11b1-9dad-c379636f7270
A fixture that gives off light.
COSMO note: The SUMO definition, not requiring the light
to be fixed to a structure, is satisfied by the
'LightingDevice' Type. This Type is for (more or less)
permanently installed fixtures designed to give light,
such as a chandelier attached to the ceiling or a wall light..
NOTE that a fixture is a 'Protrusion' from a wall or ceiling,
or floor.
Cyc: Light fixtures are lights that are permanently
attached as parts of rooms or buildings. e.g. Flourescent
light fixtures in office building ceilings.
SUMO: Any Device whose purpose is to be a source of
visible light.
bd58ef52-9c29-11b1-9dad-c379636f7270
c1007dbc-9c29-11b1-9dad-c379636f7270
Garages in Modern Houses
bd58b16b-9c29-11b1-9dad-c379636f7270
A specialization of #$SolidTangibleThing. Each
instance of #$PortalCovering is a solid tangible object that
covers a portal. Instances of #$PortalCovering may be
either flexible or rigid, and they may be either fixed in
place or removable. Examples include windows (in buildings
or automobiles), doors, shutters, screens, draperies, window
blinds, convertible tops, lids, and corks.
NOTE: in Cyc this is not an Artifact, possibly
to permit reference to some natural things whih
are PortalCoverings?? Is a mouth a PortalCovering?
It isn't specified as such in Cyc.
bd589d69-9c29-11b1-9dad-c379636f7270
Called 'DoorwayCovering' in Cyc.
Cyc: A specialization of #$PortalCovering. Each
instance of #$DoorwayCovering is a physical object used to
cover some kind of portal, including but not limited to
doorways in buildings. This collection also includes doors
of cars, buses, subways, elevators, garages, airplane
hangars - coverings over any doors that people (and perhaps
vehicles) pass through.
bd5899ff-9c29-11b1-9dad-c379636f7270
A Cyc term meaning about the same thing as 'Door',
which is preferred for its intuitive meaning..
The door that goes on garages for modern houses.
They open vertically and are big enough to cover the space
cars go through.
bd58ef01-9c29-11b1-9dad-c379636f7270
be43f94c-9c29-11b1-9dad-c379636f7270
bf80f027-9c29-11b1-9dad-c379636f7270
The collection of all curtains, usually made from
(#$SolidFn #$Plastic), hung from a
#$ShowerCurtainRod with #$ShowerCurtainRings and used in
instances of #$TakingAShower to prevent water
from leaving the #$ShowerStall.
c0fd51e5-9c29-11b1-9dad-c379636f7270
A specialization of #$PhysicalDevice and
#$PhysicalPartOfObject. Each instance of #$VehiclePart is a
device that is typically a proper part of a vehicle, or is
intended to be used as a proper part of a vehicle.
bd588183-9c29-11b1-9dad-c379636f7270
A specialization of #$VehiclePart. Each instance
of #$AutoPart is a physical object designed to be a proper
part of an instance of #$Automobile.
bd58ac46-9c29-11b1-9dad-c379636f7270
The collection of all road vehicle hatch-back coverings.
c1006fc3-9c29-11b1-9dad-c379636f7270
A PhysicalObject that consists of garbage -
whether household or other types of refuse.
Cyc: Flesh out this unit! The collection of all
tangible garbage in the world. Requires some concept of
things being no longer useful to the person who throws the
object out. Almost anything becomes garbage, once it has
been thrown out.
bd58cb0e-9c29-11b1-9dad-c379636f7270
A System consist of a group of two or more physical objects that
are designed (by people or evolution) to work together to perform
some function, plus the AttributeValues attached to those objects,
and the relations among those objects - the attributes and relations
are component elements of the Group, thus distinguishing a System from
a simple group of Objects.. There is therefore some significant relation
between any Object in a System and some other Object in the System.
The System is an aggregate consisting not only of the Objects, but also
of the relations between them. This is the basic Entity that participates
in Situations.
NOTE: In Cyc something as simple as a shield or TurtleShell can qualify as
a 'System' so the requirement for two objects may need to be taken
liberally: a shield needs a handle, so that can qualify as the second
'object'. Usually a System has several distinct Objects that interact
in some way beyond merely being attached to each other.
@@ToDo: Although this generic notion of System is not a PhysicalObject, it
can have PhysicalObjects as subypes and instances. The PhysicalObject
instances will have a group of objects identical to the ObjectGroup that is related
to the System by the 'containsObjects' relation.
This seems to violate the notion of the System as containing the
relations, and may not be logically coherent, but as of v0.39
it is not clear that this will cause any problems, and is a
convenience fudge, to be reconsidered. This is in a way reminiscent of
Cyc's CompositeTangibleAndIntangible category, but judiciously used.
Possibly the relations should be considered not as a part of the
System, but an attribute, and that could avoid any logical problems.For later.
Because a System is more than just the Objects it contains (it includes
the relations), it is not represented an ObjectGroup, but
is related to the Objects it contains by the 'containsObjects'
relation. Formally, the relations among the objects are part
of the system but at this point it is not clear that attempting
to represent those relations generically will be useful. Perhaps
that will be useful at a future point.
Note that a System, whether artifactual or natural, must have
a DesignFunction. If the System is broken, diseased, or malfunctioning it
may not be able to perform that function, but will still retain
its identity as a System because the identity arises from the
purpose (human or evolutionary) for which the System was created.
#$ProtectiveSystem is the collection of objects
that are supposed to prevent damage. Instances of
#$ProtectiveSystem will either lower something's
vulnerability or lower the #$DegreeOfDamage it incurs in a
situation. Also, instances of #$ProtectiveSystem can either
be part of the object protected or distinct from it. This
collection includes both natural systems (e.g., turtle
shells and cacti thistles) as well as intentionally designed
systems (e.g., shields and barricades). To refer to the
latter specifically, use #$DefenseSystem.
The collection of products which add directly to
the infrastructure of some place.
be8139ce-9c29-11b1-9dad-c379636f7270
A PathSystem may be abstract (such as a connected abstract graph),
or concrete such as a road system in some geographical area.
Some interesting path systems are the Internet
('TheInternet' here) and TheWorldwideTelephoneSystem.
Cyc: The collection of all specified systems of paths
and links, including both tangible path systems (such as the
system of streets in a city) and abstract path systems (such
as a multigraph). Each instance of #$PathSystem consists of
a nonempty set of points (where each point is an instance of
#$Thing, and is related to the instance of #$PathSystem via
the predicate #$pointInSystem), a set of nodes (a subset of
the set of points - each node is related to the instance of
#$PathSystem via the predicate #$nodeInSystem) a set of
links (where each link is an instance of #$Path-Simple, and
is related to the instance of #$PathSystem via the predicate
#$linkInSystem), and optionally a set of loops (where each
loop is an instance of #$Path-Cyclic, and is related to the
instance of #$PathSystem via the predicate #$loopInSystem).
In order to specify which link is between which two nodes in
the system, which point is on which link in the system,
which node is on which loop in the system, and so on, see
the following predicates: #$pathBetween, #$pointOnPath,
#$pointOnCycle, #$betweenOnPath, #$linkBetweenInSystem,
#$junctionInSystem, #$deadEndInSystem,
#$isolatedNodeInSystem, and #$connectedInSystem. Notable
specializations of #$PathSystem include
#$Semi-DirectedPathSystem, #$Multigraph, and
#$SimplePathSystem. In order to specify the subsystem
relation between path systems, see the predicate #$subPathSystems.
bfd62da4-9c29-11b1-9dad-c379636f7270
A specialization of #$EnduringThing-Localized and
#$PathSystem (qq.v.). Each instance of #$SpatialPathSystem
is a systems of spatial paths (see #$Path-Spatial).
Specializations of #$SpatialPathSystem include
#$TransportationPathSystem and #$ElectricPowerGrid.
c11199d0-9c29-11b1-9dad-c379636f7270
A specialization of #$PathSystem instances of
which are systems of spatial paths used for transportation.
Examples include a country's rail system, a
state's highway system, and the system of hiking
trails in a given national park.
be65e84e-9c29-11b1-9dad-c379636f7270
A specialization of #$SpatialThing-Localized.
Each instance of #$CustomarySystemOfLinks is a customary or
conventional network system consisting of interconnected
links (instances of #$Path-Customary) and nodes of obvious
types, where the elements of the system (i.e., the points,
nodes, and links of the system) can be assumed without
specifying them as sets (note that this is in contrast to
instances of #$PathSystem, in which the sets of point,
nodes, links, and loops (if any) have to be specified for
the system). Instances of #$CustomarySystemOfLinks include
pipe systems, road systems, vascular systems, wiring
systems, and mechanical linkages. The links of any
#$CustomarySystemOfLinks are assumed to share certain
characteristics. For example, in a road system, pipes are
not links, nor are streetlights, road paint, or other
non-roadways; only the roadways forming the road system are
links in that system. Moreover, what constitutes a
#$JunctionOfPaths (q.v.) or #$pathTerminus (q.v.) in the
system should be obvious from the system type. The links
are related to the assumed system by
#$linksOfCustomarySystem (q.v.).
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#$PathArtifactSystem is a specialization of
#$Artifact-NonAgentive, #$InanimateThing, and
#$CustomarySystemOfLinks. Each instance of
#$PathArtifactSystem is an artificial system consisting of
several instances of #$PathArtifact (q.v.). Important
specializations of #$PathArtifactSystem include
#$ComputerNetwork, #$RoadSystem, and #$SewerSystem
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The collection of all road systems, systems of one
or more #$PathForWheeledVehicles interconnected to allow a
#$LandTransportationDevice (normally a #$RoadVehicle or a
#$Train-TransportationDevice) to travel. The roads or
tracks in a #$LandVehiclePathSystem may be publically or
privately owned or maintained. Typically, though not
always, raods in such a system are paved, and wide enough to
allow passage of passenger automobiles under normal
conditions. Note that #$PathForWheeledVehicles includes
#$ParkingLots, #$AirplaneRunways, and #$Railways; these
could in principal be parts of a #$LandVehiclePathSystem if
they are accessible to other parts. In practice, most
#$AirplaneRunways and all #$Railways are not accessible from
nearby streets, so they would not be considered part of the
same #$LandVehiclePathSystem.
be58cbc4-9c29-11b1-9dad-c379636f7270
'(#$ableToAffect AGENT THING)'; means
that AGENT is capable of causing some change in THING. This
does not imply that AGENT ever actually does cause any
change in THING, but that THING is within AGENT's
'zone of influence'. For instance, I am able to
affect the ceiling panel above my head, even though
I've never done anything to it. In contrast, I cannot
affect the moon. This is an inherently vague notion, since
one's ability to influence objects tends to diminish as
they grow larger--or smaller--and farther away. However,
it's an important common sense concept, since we must
learn what we can and cannot affect in order to understand
our capabilities and limitations and plan actions accordingly.
c038990d-9c29-11b1-9dad-c379636f7270
This predicate relates agents to things of which
they have part or whole ownership. (#$hasOwnershipIn AGENT
THING) means that AGENT owns a part (or the whole) of THING.
For example, Ted Turner #$hasOwnershipIn Atlanta's
Olympic Stadium; there may be other owners. See also
#$legalOwnerOf and #$ownsShare.
c10af144-9c29-11b1-9dad-c379636f7270
A predicate that relates #$SocialBeings to things
that they own. (#$owns AGENT OBJECT) means that AGENT has
full ownership of OBJECT. Thus, AGENT enjoys #$FullUseRights
(q.v.) over OBJECT. OBJECT might be a physical artifact, a
parcel of land, an animal, a piece of intellectual property
, or anything else that can be owned. Note that, although
ownership often involves control, #$owns is _not_ a
specialization of #$controls, as there are many exceptions.
For example, when the owner of a building leases it to
someone, the former gives up almost all control over the
buiding for the term of the lease.
bd58d753-9c29-11b1-9dad-c379636f7270
COSMO note: in Cyc named 'assets'.
Cyc comment: Assets are economic resources (things of value)
owned by an agent which are expected to benefit future operations.
NOTE that hasAssets is a subproperty of 'owns' and therefore must
point to something fully owned by the agent. If a LegalAgent has only
a part ownership in something, that part ownership must be
reified as an entity in itself in order to use this relation to point to
that part ownership as an asset.
bd58bef9-9c29-11b1-9dad-c379636f7270
isOwnedBy is the inverse of 'owns'. Since 'owns' implies
full ownership (which may be exercised by a group of people), this relation
is functional
A CredibilityAttribute is an attribute of information asserted to be
or suspected to be intended as factual. The Credibility will depend
largely on the source of the assertions, but may also be confirmed or
contradicted by other assertions or observations.
KnownToBeTrue is the highest level that can be assigned to a document or
other assertion, and should only be applied to something that has had multiple
reliable confirmations..
HighlyCredible is a very high level of credibility, that leaves only a remote
possibility that an assertion may be false.
ProbablyTrue is a level of credibility that ranges from having some
meaningful evidence to having several confirming assertions.
PossiblyTrue is a level of credibility that Comes from an assertion that is of
unknown reliability to an observation that is suggestive but not conclusive;
in both cases there should be no countervailing evidence.
Doubtful is a level of credibility that applies to an assertion that
is contradicted by either direct evidence or common experience.
ProbablyFalse is a level of credibility that applies to an assertion that
is contradicted by strong evidence or well-established principles.
KnownToBeFalse is a level of credibility that applies to an assertion that
is contradicted by an assertion that is known to be true, or that violates
principles of physics.
#$Reflectance is a collection of collections.
Each instance is a collection of things with a particular
degree of reflectance.
COSMO note: The type of radiation reflected will
depend on the context: for visible light, a mirror is the
prototype of something with high reflectance; some
polished metals will also have that property. For radar,
some objects will have high reflectance, butg a stealth bomber
will have low reflectance.
db3f5bee-74ad-11d6-8000-00a0c99cc5ae
High reflectance is the attribute of
an object that reflects most of the EM radiation (in
some particular wavelength range) impinging on it.
The prototype object having this character for visible light
is the mirror.
Shiny
a95154c8-74be-11d6-8000-00a0c99cc5ae
A PhysicalObject with high reflectance,
like a mirror.
Surface texture of physical objects.
b492f1de-74be-11d6-8000-00a0c99cc5ae
COSMO: an attribute, not an Object.
Cyc: The collection of all things which are unique and
made for one customer, possibly according to that
customer's specifications; made to order. Instances
include tailored clothes, suspension bridges, skyscrapers,
and some meals. Tract houses, manufactured houses, and
(most) mobile homes are not instances of this collection,
although
c052adc2-9c29-11b1-9dad-c379636f7270
COSMO note: In cyc, named 'Custom-Made'.
Cyc: The collection of all things which are unique and
made for one customer, possibly according to that
customer's specifications; made to order. Instances
include tailored clothes, suspension bridges, skyscrapers,
and some meals. Tract houses, manufactured houses, and
(most) mobile homes are not instances of this collection,
although
c052adc2-9c29-11b1-9dad-c379636f7270
The collection of instances of #$PhysicalObject
that are collapsible. A collapsible object is one which is
rigid but whose parts have been designed in such a way as to
be 'folded' into a more compact shape.
4c25f9b4-74c0-11d6-8000-00a0c99cc5ae
COSMO note: In Cyc, this class has physical objects
in it that are flat. For COSMO, this is redefined as an AttributeValue.
Cyc comment: A flat surface is flat overall. It may have
texture or may have relatively small subregions which are
concave, convex, have holes all the way through etc.. Need
not be horizontal. See #$SheetShaped for
'two-sided' or 'flat' objects such as
boards, uncrumpled sheets of paper, or Compact Discs.
209bf3e4-74bf-11d6-8000-00a0c99cc5ae
COSMO note: In Cyc, this class was called 'Flat', which
was reused as an attribute.
Cyc comment: A flat surface is flat overall. It may have
texture or may have relatively small subregions which are
concave, convex, have holes all the way through etc.. Need
not be horizontal. See #$SheetShaped for
'two-sided' or 'flat' objects such as
boards, uncrumpled sheets of paper, or Compact Discs.
209bf3e4-74bf-11d6-8000-00a0c99cc5ae
The Class of Attributes relating to the color of Objects.
The attribute of containing at least a tinge of #$RedColor.
f81d90d8-74bb-11d6-8000-00a0c99cc5ae
The attribute of having a color sufficiently close
to a pure red to be called 'red' rather than some varian
such as 'maroon' or 'purple' or 'rose'. Still provides
a wide ragne of actual colors.
d0bfe42e-74ba-11d6-8000-00a0c99cc5ae
A PhysicalSubstance that is red.
A PhysicalObject that is red.
34899668-74ba-11d6-8000-00a0c99cc5ae
8585995c-74bc-11d6-8000-00a0c99cc5ae
c93b5eae-74bf-11d6-8000-00a0c99cc5ae
9c7e11ce-74bd-11d6-8000-00a0c99cc5ae
4b0a1f44-74be-11d6-8000-00a0c99cc5ae
COSMO note: some Cyc parents (garnet
and maroon) have been moved to subtypes.
This is closer to the 'color region'
notion of color attribute subclassing.
b0a556e0-74bc-11d6-8000-00a0c99cc5ae
ae8c2534-74bf-11d6-8000-00a0c99cc5ae
34b7fc7e-74bf-11d6-8000-00a0c99cc5ae
The color beige
b5e3c4b4-74be-11d6-8000-00a0c99cc5ae
573e7da0-74be-11d6-8000-00a0c99cc5ae
8a8c5974-74bf-11d6-8000-00a0c99cc5ae
The color greyColor
f226bc78-74bf-11d6-8000-00a0c99cc5ae
289223fc-74bf-11d6-8000-00a0c99cc5ae
The attribute of containing at least a tinge of #$BlueColor.
797adc74-74be-11d6-8000-00a0c99cc5ae
The color blue
499d948c-74bf-11d6-8000-00a0c99cc5ae
39e4beac-74bb-11d6-8000-00a0c99cc5ae
7a6c8ad6-74bb-11d6-8000-00a0c99cc5ae
dcd84b8e-74ba-11d6-8000-00a0c99cc5ae
The attribute of containing at least a tinge of #$BlackColor.
ec344b0a-74bf-11d6-8000-00a0c99cc5ae
The color black.
d480ff26-74bf-11d6-8000-00a0c99cc5ae
d7f57f1e-74bb-11d6-8000-00a0c99cc5ae
In Cyc called 'Hair-stuff'.
Cyc: The collection of the material of which
#$Hair-Strands are composed.
COSMO NOTE: Cyc did not distinguish between
homogeneous objects, substances, and the
qualities of such objects, so this
category has been assigned to PhysicalObject.
This is the collection of all quantities of hair,
it is not a substance..
2031be32-9f3c-11d6-8000-00a0c9c6d1c3
COSMO note: 'HairObject' can be any quantity of
hair. A MobOfHair must be more than a few strands, enough
so that the individual strands recede in perception to the
collection as a whole.
Cyc: A mob of hairs found on mammals
bd58afe2-9c29-11b1-9dad-c379636f7270
A mob of hairs found on the top of a head
bd588487-9c29-11b1-9dad-c379636f7270
The collection of the material of which
#$Hair-Strands of instances of #$HomoSapiens are composed.
Not necessarily on the head.
4c8b2440-533c-11d8-9abb-0002b396fafa
A quantity of human head hair. An instance
of #$AnimalBodyPartType and a
specialization of #$HairOnHead and #$HumanHair-Stuff. Each
instance of #$HairOnHead-Human is a #$MobOfHair-Mammal found
on an instance of #$HomoSapiens.
4c8afd34-533c-11d8-9abb-0002b396fafa
Facial hair covering at least the chin.
bd588381-9c29-11b1-9dad-c379636f7270
Hair just above a man's upper lip
bd588339-9c29-11b1-9dad-c379636f7270
NOTE: this is black hair, an object,
not an attribute.
edcdc788-74bb-11d6-8000-00a0c99cc5ae
COSMO: some quantity of blonde hair.
Cyc: The human hair color blonde, a kind of yellow or
gold or very light brown.
2c881676-74bd-11d6-8000-00a0c99cc5ae
f30bd660-74be-11d6-8000-00a0c99cc5ae
The color orange
910de2b8-74ba-11d6-8000-00a0c99cc5ae
The attribute of containing at least a tinge of #$YellowColor.
ccd0b86e-74bc-11d6-8000-00a0c99cc5ae
A pale yellowish color with a
tinge of brown.
d0390f2e-74bc-11d6-8000-00a0c99cc5ae
The color yellow.
9ec0752a-74b9-11d6-8000-00a0c99cc5ae
e10cea02-74ba-11d6-8000-00a0c99cc5ae
The attribute of containing at least a tinge of #$BrownColor.
a480a5da-74bd-11d6-8000-00a0c99cc5ae
The color brown.
068e8e84-74c0-11d6-8000-00a0c99cc5ae
c9e5825a-74bd-11d6-8000-00a0c99cc5ae
d5bf45d6-74bb-11d6-8000-00a0c99cc5ae
e2e0ff84-74bb-11d6-8000-00a0c99cc5ae
93f6e374-74bc-11d6-8000-00a0c99cc5ae
8fc521c8-74ba-11d6-8000-00a0c99cc5ae
62b797de-74be-11d6-8000-00a0c99cc5ae
The attribute of containing at least a tinge of #$GreenColor.
8020ef36-74ba-11d6-8000-00a0c99cc5ae
The color Green
fb22d636-74bf-11d6-8000-00a0c99cc5ae
e633cfa0-74bf-11d6-8000-00a0c99cc5ae
86a3e2f4-74c0-11d6-8000-00a0c99cc5ae
68e286d0-74c0-11d6-8000-00a0c99cc5ae
2a7ff542-74bd-11d6-8000-00a0c99cc5ae
6de6c7e4-74bc-11d6-8000-00a0c99cc5ae
76fb110e-74bd-11d6-8000-00a0c99cc5ae
6c0d21a8-74c0-11d6-8000-00a0c99cc5ae
ca985d5c-74b9-11d6-8000-00a0c99cc5ae
The color white.
0635b018-74be-11d6-8000-00a0c99cc5ae
96da7ff2-74bb-11d6-8000-00a0c99cc5ae
bb5da480-74bb-11d6-8000-00a0c99cc5ae
609111ba-74be-11d6-8000-00a0c99cc5ae
99e7ad26-74bd-11d6-8000-00a0c99cc5ae
2733986a-74ba-11d6-8000-00a0c99cc5ae
2eff842c-74bb-11d6-8000-00a0c99cc5ae
a38bfad6-74bc-11d6-8000-00a0c99cc5ae
1252d6a6-74bd-11d6-8000-00a0c99cc5ae
f53e7c5a-74bc-11d6-8000-00a0c99cc5ae
Smooth.
cba12494-74ba-11d6-8000-00a0c99cc5ae
An object that is Smooth.
cba12494-74ba-11d6-8000-00a0c99cc5ae
Abnormal is a property that can be assigned to anything
that is not just unusual, but unusual in a negative way..
Sick is an AttributeValue of an organism that is in
an AilmentCondition state. In COSMO this is very general,
including those who are merely experiencing a dull ache.
It is the opposite of 'Healthy'.
This is a synonym of 'ill' and 'ailing'. The term 'unwell'
may also be used in the same sense.
A synonym for the attribute 'Sick'.
A synonym for the attribute 'Sick'.
The attribute describing the security level of
objects to which access is restricted in some way. Kinds of
#$LimitedAccess include #$Locked, #$PhysicallyRestricted,
and #$PasswordProtected.
5fd6c6c8-74c0-11d6-8000-00a0c99cc5ae
An attribute of things that are available without
payment. This is the attribute assigned to the Cyc concept 'FreeThing'.
The collection of all #$TemporalThings that are
available at no cost.
c0bf44e0-9c29-11b1-9dad-c379636f7270
COSMO note: In Cyc this is an object,here reinterpreted
as an AttributeValue.
Cyc: The attribute that describes those things that
have a formal, traditional, balanced style; which adhere to
high standards and principles; which have been evaluated and
are considered standard and authoritative. Classics
maintain their standing as models of their kind over time.
94d19b3e-74b9-11d6-8000-00a0c99cc5ae
CoSMO note: This concept in Cyc is named 'Classic'.
Cyc: The attribute that describes those things that
have a formal, traditional, balanced style; which adhere to
high standards and principles; which have been evaluated and
are considered standard and authoritative. Classics
maintain their standing as models of their kind over time.
94d19b3e-74b9-11d6-8000-00a0c99cc5ae
COSMO note: this type has been reinterpreted as
a QualitativeAttributeValue..
Cyc: The collection of all things that do not have mass
appeal, which are viewed as alternatives to things with mass appeal.
c0f2b5fe-9c29-11b1-9dad-c379636f7270
COSMO: the AttributeValue attached to things that
are recently created - artificially or naturally. 'Recent' is
a vague term, and relative to noremal time period expectations.
Cyc: The collection of all #$Artifacts which have been
recently (a context-dependent term) produced and are in a
state little altered from that immediately following manufacture.
The collection of all #$Artifacts which have been
recently (a context-dependent term) produced and are in a
state little altered from that immediately following manufacture.
7c370e2c-74c0-11d6-8000-00a0c99cc5ae
Used as an attribute of a product to indicate
it's used.
16ae588e-74bc-11d6-8000-00a0c99cc5ae
COSMO: the AttributeValue attached to artifacts that
were created more than 25 years before the time poiint of reference.
usually 'antique' means over 100 years old.
An Artifact that is over 100 years old,
or at least (used loosely) old enough to no longer be in common use.
An Attribute of Food.
Cyc: An instance of #$PreparationAttribute. Instances
of #$Raw are in or nearly in their natural state, and in
particular have not been #$Cooked.
f23223f2-74b9-11d6-8000-00a0c99cc5ae
An Attribute of Food.
Cyc: The subcollection of #$EdibleStuff whose instances
have been cooked. Food becomes #$Cooked as the result of an
event of #$CookingFood. Specialized forms of #$Cooked
include #$Steamed, #$Baked, #$Microwaved and #$Grilled.
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COSMO: In Cyc, 'OpenAccess' - reinterpreted
for COSMO as an AttributeValue. Thi should be restricted to
artifacts taht can be secured in some way.
Cyc: The attribute describing objects to which access
is completely open. Kinds of objects with #$OpenAccess
include #$Unlocked objects, unencrypted
#$InternetCommunication, and unguarded pots of gold.
In Cyc, 'OpenAccess'.
Cyc: The attribute describing objects to which access
is completely open. Kinds of objects with #$OpenAccess
include #$Unlocked objects, unencrypted
#$InternetCommunication, and unguarded pots of gold.
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The collecion of instances of #$SolidTangibleThing
that break easily when subjected to a low or moderate
impact or application of force, such as most instances of #$Glass.
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Substances with the intrinsic property of
breaking easily when subjected to a low or moderate
impact or application of force, such as most instances of #$Glass.
The property of substances or objects that
emit ionizing radiation, typically one or more of:
alpha rays (helium nuclei), beta rays (electrons) or gamma rays
(electromagnetic radiation shorter than x-rays in wavelength)..
In Cyc 'RadioactiveStuff':
Cyc: instances are radioactive substances
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An instance of #$TangibleStuffStateType (q.v.);
the collection of tangible things that are tactually
intermediate between solids and fluids. When a semisolid
object is subjected to a sufficient force, it deforms
substantially and does not break or crack. It may return to
its original shape, like a sponge, or retain the shape which
resulted from the applied force, like soft clay. As with
#$SolidTangibleThings, semisolids have shapes independent of
their containers (see #$ContainerIndependentShape) and they
cannot be poured.
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Compressible is the quality of objects and solid substances
that permits objects to become narrower in width, in the direction of
a line between two other objects that are exerting a force on the
compressible object. The deformation will be mostly or completely
reversed when the force is removed, and this reversible quality makes
this attribute more specific than 'deformable'.
This differs from 'flexible' in that a flexible object may not
be compressible, and the quality of 'Flexible' is usually applied to
objects that are long relative to their girth, whereas 'Compressible'
is mostly applied to objects that are not much longer than they
are wide. A long couch cushion would perhaps be among the longest objects
that would be characterized as 'Compressible'
NOTE: all solid objects compress to some extent; 'compressible' has
the common-sense meaning that an object can compress noticeably (to a person)
when a force that a person can easily apply (less than 50 pounds, with a hand)
is pressed against the object. This is a quality that is usually attributed to
objects that are not very long relative to their girth. Examples are sponges,
some kinds of cake, cork, inflated rubber balls, inflated auto tires,
foam pillows and cushions.
A SolidObject that is Compressible.
An attribute of PhysicalObjects specifying
solid substances or objects that can be compressed easily with moderate force,
and will resume their original shape when the force is removed.
The foam used in foam pillows is an instance. Some types
of cake also have that property; the softer parts of flesh, such
as where muscles are, have this property.
This attribute is a subtype of 'Compressible' specifying
a higher degree of compressibility (compressing to the
same extent with less force). A cork stopper is
compressible, but not spongy. A foam pillow is
spongy.
A quality of substances or objects made of those
substances, that allows the objects to be deformed relatively easily
and easily cut with a knife. Opposite of 'Hard'.
A quality of substances or objects made of those
substances, such that objects hving this attribute resist
being bent and are difficult to cut with a knife. Hardness
has degrees; to have this attribute a substance or
object should be harder than wood.
A quality of solid substances or objects by which
they are capable of absorbing water and some other liquids.
An Object that is Absorbant.
Small is an attribute that speficies that something
is small relative to some norm or expected value. It has
no absolute quantitative implication, and is strictly interpreted
in some context.
Large is an attribute that speficies that something
is Large relative to some norm or expected value. It has
no absolute quantitative implication, and is strictly interpreted
in some context.
Soluble is an attribute of PhysicalSubstances that
means that at least 3 grams of the substance will dissolve
in 100 ml of water. This 'soluble' is specifically for water,
and has the common-sense meaning that, if one had a small quantity of a
pwdery substance and wanted to wash it away, sinsing with water will
do the job fairly quickly. The quantitative attribute
'ConcentrationMeasure' specifies the actual amount of
solute in each volume of solution, and is related to
a solution by the relation 'hasConcentration'.
NOTE: in this qualitative classification, 'Insoluble' means
a solubility of less than 0.1 gram per 100 ml, and 'PartlySoluble'
means between 0.1 and 3 grams per 100 ml..
Insoluble is an attribute of PhysicalSubstances that
means that less than 0.1 gram of the substance will dissolve
in 100 ml of water. This 'soluble' is specifically for water,
and has the common-sense meaning that, if one had a small quantity of a
pwdery substance and wanted to wash it away, rinsing with water will
not do the job fairly quickly. The quantitative attribute
'ConcentrationMeasure' specifies the actual amount of
solute in each volume of solution, and is related to
a solution by the relation 'hasConcentration'.
Solubility in other solvents is not yet (v0.43) represented.
NOTE: in this qualitative classification, 'Soluble' means
a solubility of at least 3 grams per 100 ml, and 'PartlySoluble'
means between 0.1 and 3 grams per 100 ml.
PartlySoluble is an attribute of PhysicalSubstances that
means that the maximum equilibrium concentration of that
substance in water will be between than 0.1 gram and 3 grams
per 100 ml of water. This 'PartlySoluble' is specifically for water,
and has the common-sense meaning that, if one had a small quantity of a
pwdery substance and wanted to wash it away, rinsing with water will
do the job, but not necessarily very quickly. The quantitative attribute
'ConcentrationMeasure' specifies the actual amount of
solute in each volume of solution, and is related to
a solution by the relation 'hasConcentration'.
Solubility in other solvents is not yet (v0.43) represented.
NOTE: in this qualitative classification, 'Soluble' means
a solubility of at least 3 grams per 100 ml, and 'Insoluble'
means that less than 0.1 gram will dissolve in 100 ml.
Spreadable is a physical attribute of substances that
are viscous liquids, like paint, or very soft solids,
like butter. When spread on a surface, they tend to stick even
when the surface is tilted, rather than running off as would
water or another non-visous liquid. These substances
are often used by spreading with a brush or knife.
The substance with this attribute run the range from
viscous liquids to soft solids like butter or jam.
An Object that is bendable.
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A physical attribute. #$Foldable is the
#$PhysicalStructuralAttribute of being foldable in a
flexible way, like towels or paper. Note a distinction
between #$Foldable objects and #$Collapsible objects:
#$Collapsible objects are #$Rigid objects collapsed by means
of #$HingedJoints, while #$Foldable objects are flexible overall.
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Can be folded over like cloth, but when folded
so that the planes of two hinged segments are parallel and
the two palnes touch within less than a few thicknesses of the
hinge line, the hinge line is retained when the
force is removed, and the object is said to be 'creased'
or 'folded'. Some types of SubstanceInaSpecificShape
like paper and metal foil have this property.
has greater than Inelastic Elasticity
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has greater than Inelastic Elasticity
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An object that can be folded.
has greater than Inelastic Elasticity
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Having an edge that is thin and sharp enough to cut things
that are not as hard.
A sub-collection of #$PhysicalEvent. In each
instance of #$SeparationEvent, an object is cut, scraped,
broken, cracked or pulverized, so that part of the object is
no longer attached where it once was. Note that the part
need not be completely separated from the object; it may
still be attached in places. See the specialization
#$Separation-Complete for the case of complete separation.
SUMO 'Separating'
A Process where a SelfConnectedObject is
separated into (some of) its parts. Note that Separating is different
from Detaching in that the latter only results in the two objects not
being connected. Note too that Separating is different from
Removing in that one or both of the two things which are separated
may or may not be moved from the location where they were separated.
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The SUMO term approximately equivalent to Cyc 'SocialOccurrence'.
A specialization of both
#$PurposefulPhysicalAction and #$SocialOccurrence. Each
instance of #$HelpingAnAgent is an event in which some agent
(see the collection #$Agent) helps another agent, either by
doing something that directly benefits that agent, or by
preventing something that would harm that agent. Notable
specializations of #$HelpingAnAgent include
#$RescuingSomeone, #$ReliefOperation, and #$ServiceEvent.
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SUMO: An IntentionalProcess that
involves an Organization.
Cyc: Elements of #$Punishing are events which one agent
does to another agent in return for some offense.
COSMO note: in SUMO 'Punishing' is an OrganizationalProcess,
i.e. it involves an Organization. In COSMO, it does
not have to involve an Organization, so that parent
is omitted; e.g., a parent can punish a child.
SUMO: Any OrganizationalProcess where the agent
does something to the destination that the agent knows is undesirable
for the destination.
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A specialization of #$HelpingAnAgent. Each
instance of #$ServiceEvent is an event in which one or more
agents (related to the event via the predicate
#$providerOfService) do something for one or more other
agents (related to the event via the predicate
#$recipientOfService). A service event may involve
maintenance, repair, or refurbishing of some object
belonging to the recipient(s) of the service (including care
of his/her person), or it may involve gathering or
transmitting information, providing advice, entertainment,
transportation, etc. to the recipient(s). Service events
may or may not be done for payment. Those done for payment
are instances of #$ServiceProduct.
COSMO IMPORTANT NOTE: Some things called 'services' are actually rights.
For example, when one buys internet access, one is buying the right
to use the IP's computers and communications lines - even if they
are never used. Such a purchase of rights may be called a service,
but only the actual service event - in this case, the event of using
an internet connection - is classified here as a 'service'.
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Indicates the actions needed for the recipient to
receive some service from a professional provider. Only one
of these actions is the actual #$ProfessionalServicing
process itself; the recipient must also make an appointment
and (via inheritance from even more general scripts) show up
for the appointment, pay for the service, etc.
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A WebServiceEvent is a service that is executed by a computer using Web connections between requester and executing conputer. The 'Provider' will typically be an organization or person, and is distinct from the computer used to execute the service.
As a Product, a WebServiceEvent has to have a The 'maker/manufacurer/creator'.
Thisiwill be the agent that set up the commoputer to provide the service, whether or not it is for profit. We do not expect computers to providing serives on their own volition; an artifact has to be made by a CognitiveAgent. If at some point certain computers come to be classified as CognitiveAgents, they it may be possible for them to provide services of their own 'volition'.
The collection of actions that are legal.
In Cyc this was named 'LegalAction', but that term is used in
COSMO to mean an action in a court of law.
Cyc: Since different things are legal/illegal in different areas this
collection should only be used in a microtheory that
specifies the area where the instances of this collection
are legal.
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Activities which require a certain amount of
physical or mental exertion, and which are not done purely
for recreation, but rather as part of an occupation (to make
a living), or to contribute to some goal, or out of some
other obligation or necessity. Positive examples include a
student doing homework for school, a homeowner mowing her
lawn, a teacher teaching class, etc.
NOTE that working is not necessarily a service, as
it could be a manufacturing event.
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In Cyc called 'HealthCare'.
Cyc: A collection of events. Each element of
#$HealthCare is a purposeful action in which an agent acts
to maintain, preserve, or promote the health of an #$Animal.
Two important subcollections are (#$SubcollectionOfAboutFn
#$HealthCare #$Person) and (#$SubcollectionOfAboutFn
#$HealthCare #$NonPersonAnimal).
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The collection of medical procedures,
including diagnosis and treatment.
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A collection of events. Each instance of
#$MedicalCareEvent is an event in which a medical care
professional provides a medical service to some human or
animal patient(s). Notable specializations of
#$MedicalCareEvent include #$MedicalTesting,
#$HospitalCareEvent, and #$Surgery.
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An Event in which a functional object that is
malfunctioning is modified so that the malfunctioning component
functions properly.
SUMO: The Class of Processes where the agent
makes a modification or series of modifications to an Object that is not
functioning as intended so that it works properly.
In Cyc termed 'SimpleReparing':
Cyc: The collection of events in which something gets fixed..
(=>
(and
(instance ?REPAIR Repairing)
(patient ?REPAIR ?OBJ))
(exists (?DAMAGE)
(and
(instance ?DAMAGE Damaging)
(patient ?DAMAGE ?OBJ)
(earlier (WhenFn ?DAMAGE) (WhenFn ?REPAIR)))))
The Process corresponding to a RepairingEvent.
The Cyc term for TherapeuticProcess.
The common term for 'TakingCareOfSomething'.
A purposeful Event performed on the body of
an animal for the ultimate goal of improving the health state of
an animal. This is more general than
in SUMO, as it includes some diagnostic procedures and cosmetic
procedures, all presumably done as part of the actions needed
to create some improvement in the health state of an animal, as
perceived by the person doing the treatment (for non-human animals
or unconscious people), or by the person requesting the
procedure. One type of MedicalCareEvent that is not included
here is a laboratory test on a sample from a patient.
NOTE: improving the health state can be interpreted as merely
improving the state of comfort, as 'Massaging' is classified
as a subtype of this Type in SUMO.
SUMO: A Process that is carried out
for the purpose of curing, improving or reducing the pain associated
with a DiseaseOrSyndrome.
In Cyc called both 'TreatmentProcedure' and
'MedicalTreatmentEvent' appear to be similar to
the SUMO 'TherapeuticProcess', so all are merged
here in this Type.
:
Cyc (TreatmentProcedure): The collection of procedures during which some
organism is treated with respect to some physiological
condition affecting it or one of its parts.
Cyc (MedicalTreatmentEvent) A subcollection of #$MedicalCareEvent. Each
instance of #$MedicalTreatmentEvent is a procedure performed
by one or more medical professionals to alleviate or
ameliorate a #$PhysiologicalCondition (q.v.).
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(=>
(and
(instance ?PROC TherapeuticProcess)
(patient ?PROC ?BIO))
(or
(instance ?BIO Organism)
(exists (?ORG)
(and
(instance ?ORG Organism)
(part ?BIO ?ORG)))))
The Cyc term for TherapeuticProcess.
A Cyc term similar in meaning to 'TherapeuticProcess'.
Cyc: A specialization of #$MedicalCareEvent. Each
instance of #$Surgery is a medical care event in which a
medical professional cuts a part of a living body, either to
examine what's inside (a diagnostic, exploratory
surgery) or to treat an ailment (an instance of
#$MedicalTreatmentEvent). Instances of #$Surgery which are
also instances of #$MedicalTreatmentEvent include: removal
of some object - such as a cancer or an organ that's
causing trouble - from the body; insertion of a medical
device (e.g, a pacemaker) into the body; repair of some
internal structure.
COSMO Note: This is the general act of surgery, without
distinction as to purpose.
Cyc makes the distinction between surgery
to repair an illness and other types of surgery. In COSMO
that distinction is not (v0.3) represented in this
Type, but the more specific Cyc type 'SurgicalTreatment'
is included as a subType of this Type.
SUMO: Any TherapeuticProcess that involves making an
incision in the Animal that is the patient of the TherapeuticProcess.
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(=>
(and
(instance ?ACT Surgery)
(patient ?ACT ?ANIMAL))
(exists (?SUBACT)
(and
(instance ?SUBACT Cutting)
(instance ?ANIMAL Animal)
(patient ?SUBACT ?ANIMAL)
(subProcess ?SUBACT ?ACT))))
This is the collection of surgeries which are
#$MedicalTreatmentEvents, that is, it includes surgery
designed to treat a medical condition, but excludes both
diagnostic and cosmetic surgery.
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A specialization of #$PurposefulAction and
#$ThinkingAboutTheStateOfTheWorld. Each instance of this
collection is an event in which at least one agent evaluates
some real-world thing or situation. Notable specializations
of #$Evaluating include #$MeasuringSomething,
#$MedicalTesting, and #$Navigating. This collection differs
from #$AnalyzingSomething in that the latter does not
necessarily involve some extra-mental entity.
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This is the collection of actions in which an
agent compares two or more items.
SUMO: The Class of IntentionalPsychologicalProcesses
which involve comparing, relating, contrasting, etc. the properties of
two or more Entities.
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A SUMO concept, aproximately equivalent to
'PurposefulMentalActivity'
The class of events in which an intelligent agent
recalls something from memory. Before the remembering, the
doer did not have the recalled fact in mind. Afterwards,
they do.
SUMO: The Class of PsychologicalProcesses which
involve the recollection of prior experiences and/or of knowledge
which was previously acquired.
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In SUMO called 'Calculating'.
This category includes all operations on numbers
including simple counting of objects, whether
physical or mental.
It excludes mathematical operations on purely symbolic
non-numerical objects, but calculations in which
manipulation of symbols produces a numerical
result, as in some algebra operations, is
included.
SUMO: IntentionalPsychologicalProcesses which involve
the consideration and/or manipulation of instances of Quantity.
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A specialization of #$Evaluating. Each instance of
this collection is an event in which at least one agent
evaluates the numeric quantity of some (reasonably discrete)
group of things by assigning numbers to each thing in turn.
The items counted may not necessarily be tangible objects
(e.g, close your eyes and count to 10 , a mathematician
counting the number of primes between 1 and 100). See also #$CountingDevice.
SUMO: Enumerating something. The Class of Calculating
Processes where the aim is to determine the Number corresponding to the
patient.
f0d89a14-8ea3-11d6-8000-0001031bfeec
Called 'Planning' in both Cyc and SUMO.
Cyc: An instance of #$TemporalStuffType and a
specialization of #$PurposefulAction and
#$AtLeastPartiallyMentalEvent. Each instance of #$Planning
is an event in which an #$IntelligentAgent (or #$Group
thereof) thinks about how it will influence a future course
of events. #$Planning is not the same as #$MakingAPlan,
since one can plan without actually producing a #$Plan.
Rather, #$MakingAPlan is a specialization of #$Planning.
SUMO: Specifying a set of actions in order to meet a
set of goals or objectives.
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The collection of all temporal things, including
both activities and objects, that are either created or
adopted by any culture that has them, and thus can
distinguish one culture or set of cultures from another.
NOTE: A CulturalThing does not have to be unique to a single culture, but
to serve as a distinguishing feature, it should not be common to
a majority of the cultures defined in the ontology.
Some examples of 'CulturalThing' (From Otis Military Cultural Terms):
'Cultures have symbols that provide non-language in-group communication.
This includes: body marking, wearing of symbolic art, fetishes, colors,
geometric design, ground markings, and use of television and media for
communication of in-group religious beliefs and practices are known.
Poetry seems especially important as it is shorthand for other forms
of written communication. Music is a powerful symbol of religious practice
and carries messages far and above the actual words, rhythm, instrumentation,
or tune.'
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A very broad concept: the sum of the beliefs and practices
(including preferences in any form of behavior) that distinguish
the style of living of some human group. See also 'Subculture' and
'CulturalThing'.
The definition for the sociological sense is adopted from the Random House
Webster:
RHW: (Anthropology) the sum total of ways of living built up by a group of human beings
and transmitted from one generation to another.
For COSMO, this includes not merely groups focused on some geographical area,
but also groups who adopt sets of beliefs and practices for a particular
purpose; therefore 'scientific culture' would be a specialization of this
sense and could describe the ways scientists behave *as scientists*.
An individual may participate in more than one culture.
NOTE that subgroups of a particular Culture may have their own
subculture, such as 'TeenageCulture'.
In the Yale HRAF, the term 'TOTAL CULTURE' appears to be used as the base
category for comments about 'Culture', and is described thus:
(TOTAL_CULTURE, code 180): Summary statements on the total culture as analyzed,
interpreted, or described. The '180' categories are intended to include
descriptive and interpretive materials which pertain to the entire
culture or which override a number of more specific categories. Consequently
much of the material pertinent to the individual topics below will be
found only under other headings.
The Group of characteristics that provide the overall
character of a Culture distinguishing it from others. An
attribute or Group of attributes of a Culture.
From Yale HRAF: ETHOS (Yale HRAF code 181)
'General orientation of the culture; predominating interests, values,
themes, and motivations; characterizations of the total culture
(e.g., as 'conservative,' 'competitive,' 'militaristic,'
'spirit-ridden,' 'Apollonian,' 'folk,' 'urban'); allegations and
inferences as to national character; etc.
A Subculture is a Culture associated with an identifiable
subgroup within a larger GroupOfPeople
From the Palomar Cultural Anthropology glossary:
'a regional, social, or ethnic group that is distinguishable from other
groups in a society. Members of a subculture often share a common identity,
food tradition, dialect or language, and other cultural traits that come from
their common ancestral background and experience. Subcultures are
most likely to exist in complex, diverse societies, such as the U.S. and
Canada, in which people have come from many different parts of the world.'
The notion of a 'request' involves both the event
in which a Request communication is made and the content
of that communication. The content of a request can be
interpreted as a combination of assertion and question:
the assertion is that some information or action is desired, and
the question is whether the listener will provide the information
or do the action.
This Type represents the request event. The content of the request
is represented as 'RequestContent'. This request is generic,
including computer communications to other computers.
For the specifically human activity, use
'Requesting'.
Cyc: An illocutionary force associated with requests.
If a communication act has this illocutionary force it is
the speaker's intention to ask the listener to perform
the action(s) described in his/her utterance. If the
listener responds positively, s/he places him/herself under
an obligation to do the indicated action. 'Speaker'
and 'listener' are broadly interpreted to mean,
respectively, any #$senderOfInfo and #$recipientOfInfo.
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SUMO: A request expresses a desire that some future
action be performed. For example, the 5th Battalion requested air support
from the 3rd Bomber Group. Note that this class covers proposals,
recommendations, suggestions, LegalAppeals, etc.
This notion of requesting is specifically for people, using
language. For the more generic event including computer
requests, use the parent type 'Request'. For the informational
content of a Request,use 'RequestContent'.
SUMO: A formal or informal process of private worship which
may or may not be carried out in a ReligiousBuilding.
NOTE that 'Praying' is represented as a subtype
of 'Requesting' The prayer of purely giving thanks would
not fall into this category - not provision yet.
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The collection of activities, methods, and tactics
in furtherance of affecting governmental policies (or
sometimes activities of other large institutions).
In SUMO called 'PoliticalProcess', but in COSMO not restricted
to affecting governmental policy.
SUMO: An OrganizationalProcess carried
out by, for or against officially constituted governments. Some examples
would be voting on proposed legislation, electing a government representative,
or even overthrowing a government in a revolution.
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The SUMO equivalent of 'Politics'.
A synonym for 'Politics'.
A synonym for 'Politics'.
A collection of events. Each instance of
#$SelectingSomething is an event, perhaps an extended
activity, during which something is selected. Selecting may
be relatively simple or prolonged and complex; e.g.,
selecting an apple from a grocery store's produce
counter, or choosing a general contractor to build a new
courthouse. An instance of #$SelectingSomething may have
sub-events (see the predicate #$subEvents) which are
instances of #$Research or #$Evaluating, in which an agent
gathers information about the options. The selecting ends
with a choice being made.
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A collection of events. Each element of
#$SelectingBetween is a #$SelectingSomething event in which
the selection is made from a set of alternatives. The thing
that is finally selected is the #$chosenItem.
In SUMO called 'Selecting'
SUMO: The Class of IntentionalPsychologicalProcesses
which involve opting for one or more Entity out of a larger set of Entities.
Note that this covers all cases of judging or evaluating.
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A SUMO synonym for 'SelectingBetween'.
The subclass of Selecting where the agent
opts for one course of action out of a set of multiple possibilities
that are open to him/her.
NOTE that the SUMO 'Deciding' is more specific than
Cyc 'SelectingBetween' because the notion of an Action
is more prominent. every 'selection' implies
some action, but in selecting an object like an apple
from a basket the action element has less
prominent than in, for example, voting, or choosing
a path to a goal. This intujition may not be
useful in practise..
The SUMO term for the general event
of 'InformationTransferEvent'.
The transfer of information from one or more IntentionalAgents
or Automatons (e.g. automated communications devices)
to one or more other IntentionalAgents.
COSMO NOTE: that 'Communication' in COSMO is a subtype
of 'InformationTransferEvent' in which some
IntelligentAgent must be the intented recipient. Not
every creation of an Information BearingThing (IBT) is
a 'Communication', but jotting a note for one's own purposes
is a Communication, even if no one else is intended to see it,
because there is an intended recipient - but the creator
and recipient are the same agent.
Communication(SUMO) communication-event(DOLCE)
SUMO: ('Communication') A SocialInteraction that involves
the transfer of information between two or more CognitiveAgents.
Note that Communication is closely related to, but essentially
different from, ContentDevelopment. The latter involves the creation
or modification of a ContentBearingObject, while Communication is
the transfer of information for the purpose of conveying a message.
SUMO partitions 'Communication' into:
Stating Supposing Directing Committing Expressing Declaring.
SUMO: relatedInternalConcept Communication ContentDevelopment.
In Cyc called 'Communicating':
Cyc: A specialization of #$PurposefulAction and
characterized by one or more #$InformationTransferEvent
sub-events. Each instance of #$Communicating is an event in
which the transfer of information between or among agents is
a focal action; communicating is the main purpose and/or
goal in the event. That may be contrasted with events which
involve communication but wherein the focus is different,
e.g., playing cards (wherein the progressive actions - and
winning - of the game are focal). Since #$Communicating is
a specialization of #$PurposefulAction, each #$Communicating
event must be intentional on the part of the
#$communicatorOfInfo; it may or may not be intentional on
the part of the agent playing the #$infoCommunicatedTo role.
Hence, a speaker on a soapbox haranguing an indifferent
crowd is performing an instance of #$Communicating. In
contrast, Juliet soliloquizing on her balcony, unaware that
Romeo is listening to her, is not #$Communicating; rather
Romeo (and Juliet, unaware) are engaged in an
#$Eavesdropping. Communicating may be either a one-way or a
two-way transfer of information (cf.
#$CommunicationAct-Single, #$MultiDirectionalCommunication).
Every event belonging to #$Communicating contains at least
one transfer of information between at least two agents who
participate in the event. (Note that the latter requirement
excludes reading and writing from #$Communicating, when
those events are just the private accessing or generating of
information.) Communicating may be specialized in various
ways, such as, by the method or medium used (e.g.,
#$AudioCommunicating, #$NonVerbalCommunicating,
#$FaceToFacePresenceCommunicating); by the type of
information involved (e.g., #$MakingAnAgreement); by the
purpose of the communication (e.g., #$Teaching,
#$Negotiating); by the agents involved (e.g.,
#$IntraOrganizationCommunication, #$StageProduction).
Examples of #$Communicating include a symphony performance,
an email message, a telephone call, a speech, a handshake,
issuing a traffic ticket - all of which normally, and
focally, involve communication between two or more agents.
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The SUMO term for the general event
of 'Communication'.
A Message is a Document that is sent through some medium from a sender
(which may be a group of people) to one or more recipients.
mentionsTopic relates an AbstractDocument,
abstract Proposition, or communication to one or more topics
discussed in the document. The Topic can be of any type. There may be more
than one topic, but there should be at least one. Peripheral or insignificant topics
could be, but would not usually be expected to be mentioned using
this relation. The domain is 'AbstractDocument' but the range - the topic - could
be of any type at all.
isMentionedIn relates an entity of any type - class, individual, relation,
proposition - to some form of communication or text in which it is mentioned..
hasTopic relates a Document, Text, or Communication to one or more
topics discussed in the Message. This is a specialization of 'mentionsTopic',
and the Topics related by this relation would be expected to be
more in focus than the Topics related by the 'mentiosTopic'
relation. There may be more than one topic, but
there should be at least one. Peripheral or insignificant topics
are less likely to be mentioned using this relation than
when using the 'mentionsTopic' relation.
The more specific domain here is 'Message' but the range - the topic
- could be of any type at all.
Linguistically, this relation can be phrased as (Doc is about Topic).
describes relates a document or AbstractString to some term or word
that is defined or described by the first string.
hasIntendedRecipient points from a Message (a
product of a Communication - an Event) to the
intended recipient of that Message. This is more broad
than just human linguistic communication, and includes recipients
which may be animals (e.g. mating animals receiving mating
signals) or automatons that do not have human-level
intelligence..
A specialization of #$InformationTransferEvent
(q.v.) and #$PhysicalEvent each instance of which involves
at least one #$PartiallyTangible, either as its source (see
#$informationOrigin), as (at least one of) its
destination(s) (see #$informationDestination), or both. (A
partially tangible source or destination, note, must
pre-exist the transfer event.) Indeed, most if not all
actual information transfer events are physical events; but
#$InformationTransferPhysicalEvent does in principle exclude
those such as telepathic communications between disembodied
spirits or other #$Agent-Intangibles.
NOTE: in SUMO, all 'Communication' Events appear to be
intended as physical, we leave 'Communication'
in COSMO as more general, to include spirits
communicating.
NOTE that this event is categorized as a SocialOccurrence
even though it may be carried out on both ends by machines,
because at this time (2007) all communicating machines do
so as automatic agents of people.
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The collection of all events in which information
is transferred electronically. Examples include all
instances of #$TelephoneConversation, #$EMailSending, and
#$PuttingUpAWebsite.
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A collection of #$SingleDoerActions. Each element
of #$Voting is the casting of a vote by a single
#$IntelligentAgent. Instances of #$Voting are typically
carried out by marking a physical or electronic ballot
(secret or otherwise) or by verbally stating a preference in
a voice vote. Note that #$Voting refers to an individual
act of voting, not to the larger-scale 'vote' on
an issue by all participating members of an #$Organization.
SUMO: Voting is the activity of voting in an
Election. Voting is typically done by individuals, while Elections
are conducted by Organizations. The voting process by an individual
voter is part of an Election process.
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In SUMO and Cyc termed 'Designing'.
SUMO: The spatial analogue of Planning. Designing a
Collection of Objects involves determining a placement of the Objects
with respect to one another and perhaps other Objects as well, in order to
satisfy a particular purpose.
Cyc: The act of designing something, be it clothing,
cars, computer chips or buildings.
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A specialization of #$PurposefulPhysicalAction
(q.v.). Each instance of #$ControllingSomething is a
purposeful physical action in which an agent intentionally
controls an object (i.e. instance of #$SomethingExisting).
It is not necessary that the agent touch the object being
controlled (see #$objectControlled), only that s/he
exercise control over some of its movements, functioning, or
actions. Specializations of #$ControllingSomething include
#$GuidingAMovingObject (some instances of which involve a
#$RemoteControlDevice), #$HandlingAnObject, #$Braking,
#$SteeringADeviceByHand, #$PlayingAMusicalInstrument,
#$CuttingFabric, #$CarryingWhileLocomoting, and
#$FlushingAToilet. When a #$ControlDevice (q.v.) is being
used by an agent for its primary function, a
#$ControllingSomething event is typically taking place.
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A collection of events and a specialization of
#$ActionOnObject, #$ControllingSomething,
#$PhysicalContactEvent, and #$SensoryEvent (qq.v.). Each
instance of #$HandlingAnObject is an event in which an
object (see #$SomethingExisting) is touched and manipulated
by some #$Agent. Specializations of this collection include
#$ManipulatingWithFingers and #$HandlingADevice (qq.v.).
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This is the subcollection of actions of
#$ControllingSomething in which the #$objectControlled is a #$PhysicalDevice.
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A specialization of #$HandlingAnObject. Each
instance of #$HandlingADevice is an event in which a device
is manipulated (with the operator holding and touching the
device) so that it can be used for its #$primaryFunction.
Specializations of #$HandlingADevice include #$Pruning,
#$PlayingAMusicalInstrument, #$OperatingAHouseholdAppliance,
#$PumpingGasEvent, and #$WritingByHand.
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A specialization of both #$HandlingADevice and
#$SeparationEvent. Each instance of #$CuttingSomething is
an event in which some piece of material stuff is cut,
whether or not a complete separation of parts occurs.
Specializations of #$CuttingSomething include
#$CuttingNails, #$Butchering, and #$CuttingFabric.
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1f34ed22-74be-11d6-8000-00a0c99cc5ae
Woven like fabric.
290c5958-74bd-11d6-8000-00a0c99cc5ae
5b2930ea-7508-41d7-9270-9f787c2a7d6d
#$TextileArtifact is a specialization of
#$Artifact-NonAgentive, #$DurableGoods,
#$SolidTangibleArtifact, and #$CommodityProduct. Each
instance of #$TextileArtifact is a product made by spinning,
weaving, knitting, wrapping, pressing, or other processes
used to form fibers into usable materials such as cloth or
linen. Notable specializations of #$TextileArtifact include
#$Cloth, #$Cord-Textile, and #$Netting.
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Woven like fabric.
290c5958-74bd-11d6-8000-00a0c99cc5ae
Includes anything which tapers to a pointy or
sharp end--pens, pencils, needles, pins, nails, and
wood-screws, but not wires (no taper). Most knives would be
included, but only because they have pointy ends. A knife
with a rounded ended and a sharp blade would not be included.
0122c774-74bd-11d6-8000-00a0c99cc5ae
In Cyc 'PointyEnded', a PhysicalObject.
An object that is pointy-ended.
Not curved.
COSMO note: In cyc this is an Object, in COSMO an
attribute. For the object, see 'StraightObject'.
9fff4e00-74bb-11d6-8000-00a0c99cc5ae
A specialization of both #$SpaceRegionLimit and
#$SpatialThing-Localized. Each instance of #$Border is a
spatial thing that constitutes the boundary between two
other spatial things. Specializations of #$Border include
#$HumanRegionalBorder and #$TimeZoneBorder.
bd62894d-9c29-11b1-9dad-c379636f7270
A PhysicalFeature is either a part of a PhysicalObject,
or some hole, cavity, or path through an object that has some
spatial shape and can reasonably be referred to as something having
some kind of identity. It is parasitic on the PhysicalObject that
gives it its identity, and therefore has the character of a
Role. It is possible in some cases, like a handle, to be an Object
that has had a separate identity at manufacture time, but is always viewed in its
role as being or intended to be part of another object.
Holes in Objects or bumps on objects are common Features that
are not simply identifiable as traditional parts of objects.
Features also include parts that are colored differently from other
parts of an object: a tatoo on a person's skin is a PhysicalFeature.
Also included are parts that are attached or embedded, such as the hair on
an animal, or the absence of hair in certain parts (e.g. a bald patch at the
crown of the head).
This category is heterogeneous, its subtypes being either
regions or PhysicalObjects.
COSMO Note: This is a heterogeneous category,
which could be a region or a PhysicalObject.
Cyc: The collection of all cavities, including
instances of #$Crevice, deep concavities or holes, and
cavities of containers (for example, the interior of a
box). Instances of #$Cavity can include walls as parts, in
which case they are instances of #$CavityWithWalls.
Instances of #$Cavity, unlike instances of #$Container, do
not have well defined outside walls.
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A specialization of #$PartiallyTangible and
#$Cavity. Each instance of #$CavityWithWalls is an
individual that spatially subsumes both the intangible space
region inside a cavity (see #$CavityInteriorRegion) and
the surfaces that constitute the inner walls of the cavity.
Compare #$CavityWithWalls to the collection #$Cavity - some
instances of #$Cavity have their walls as parts, and some do not.
bddcd29a-9c29-11b1-9dad-c379636f7270
#$Doorway is a specialization of #$Portal,
#$CavityWithWalls, and #$Artifact-NonAgentive. Each
instance of #$Doorway is a portal in some instance of
#$HumanOccupationConstruct (q.v.), suitable for people (and
perhaps vehicles) to enter and exit. Each instance of
#$Doorway includes the frame, not merely the empty space
within the doorway. Instances of #$Doorway include doorways
to houses, office buildings, elevators, automobiles,
airplanes, and garages.
SUMO: A StationaryArtifact consisting of a frame that
holds a Door.
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The collection of all long, slender cavities or
cracks or furrows in otherwise solid objects. The width of
a crevice is significantly less than its length. The depth
of a crevice is often greater than its width, and is never
significantly less than its width.
c0fcdf4c-9c29-11b1-9dad-c379636f7270
A Three-dimensional Object that has one dimension
much thinner (> 10X) than the other two, and one
of the other two dimensions is much shorter (> 5X) than
the other.
A type of cordlike textile larger in diameter than
thread. Used for knitting and weaving.
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SUMO: Artifacts that are created by weaving together
natural or synthetic fibers (se Cloth) or by treating the skins
of certain sorts of Animals (see 'leather'), or by flocking short
fibers, as with felt. Note that
this Class includes articles that are created by stitching together
various types of fabrics, e.g. bedspreads. On the other
hand, Clothing is not a subclass of Fabric, because many clothing items
contain elements that are not fabrics..
An Object made of some Fabric.
COSMO note: In Cyc Cloth was an object, but that
concept has been renamed 'PieceOfCloth' and the name 'Cloth'
has been reassigned to the Substance that has the form of a
PieceOfCloth. The Cyc comments below indicate the intent of
what a piece of cloth should be, and the substance represented
by this category is the substance of which such pieces of cloth are
composed.
Cyc comment: #$Cloth is a specialization of #$TextileArtifact.
Each instance of #$Cloth is a piece of textile sheet woven
or knitted or pressed out of fibers. Instances of #$Cloth
are commonly used as material inputs to the manufacture of
such things as clothing items, towels, sails for sailing
craft, parachutes, and draperies.
The Substance Leather - for a piece of Leather,
use 'LeatherObject'. Note that as a subtype of 'Fabric',
Leather is considered an ArtificialSubstance - because
it must be processed to become Leather.
Cyc: A specialization of #$SolidTangibleThing. Each
instance of #$Leather is a piece of tanned animal hide.
Instances of #$Leather are commonly used as material inputs
to the manufacture of shoes, gloves, upholstery, satchels
and purses, saddles, and other items.
SUMO: A Fabric that is the result of tanning an Animal
Skin.
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An Object made of Leather.
Cyc: A specialization of #$SolidTangibleThing. Each
instance of #$Leather is a piece of tanned animal hide.
Instances of #$Leather are commonly used as material inputs
to the manufacture of shoes, gloves, upholstery, satchels
and purses, saddles, and other items.
SUMO: A Fabric that is the result of tanning an Animal
Skin.
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The collection of stuff that is intended to cover
one's bed.
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A large typically rectangular piece of soft
fabric, used as a bedcovering for warmth.
SUMO: A piece of Fabric whose purpose is to keep a
person who is in bed warm.
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A specialization of #$PhysicalObject. Each
instance of #$SheetOfSomeStuff is a partially tangible thing
which (in its intrinsic shape - see
#$CurrentShapeVsIntrinsicShape) is continuous and, when
flattened, uncrumpled, unfurled, etc., has one dimension
which is significantly smaller than the other two
dimensions. Although each instance of #$SheetOfSomeStuff is
a _continuous_ sheet, it may be penetrable, so
#$Screen-Mesh, #$Netting, and #$LaceCloth are
specializations of #$SheetOfSomeStuff. Instances of
#$SheetOfSomeStuff may be in solid, liquid, or gaseous
form. An instance of #$Puddle on a relatively flat surface
(but not in a deep pothole) or an instance of
#$AltoStratusCloud would be instances of this collection.
Note that being an instance of #$SheetOfSomeStuff implies
nothing about the current configuration of the instance; in
particular, instances of #$SheetOfSomeStuff need not be
perpetually lying flat. For example, aluminum foil on a
roll or a bedspread crumpled up on a bed are instances of
#$SheetOfSomeStuff. Cf. #$SheetShaped.
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A specialization of #$SheetOfSomeStuff. Each
instance of #$FreeSheet is a sheet of tangible stuff that
has two sides open to the environment. That is, over most
of each of its surfaces, it is not related by
#$sheetSurfaceConnected (q.v.) with something else.
Specializations include #$SheetOfPaper, #$Towel, #$Fence,
and #$CreditCard.
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A sheet-like object that is significantly
stiffer than 20-pound paper and will not droop when one end is
held horizontal. The composition of a Board is usually cellulosic,
either paper stiffened with glue, or wood, or some glued composite.
But a stiff sheet made of plastic (such as a whiteboard) may also
be called a 'Board', and a blackboard made of slate is a Board.
A piece of cardboard thick enough not to droop is also a Board.
A HorizontalSurface is a flat artifact
physical object (usually part of another PhysicalObject)
that is intended to be used when oriented horizontally
with respect to the Earth's surface (gravity),
and typically is shaped and oriented that way because it is
used to support something under gravity.
In some cases, such as the seat of a folding chair,
the surface may not be oriented horizontally when not
used as intended, or (for fixed surfaces in a construct)
before it is installed in its intended location..
A SlopingSurface is a flat or almost
flat artifact physical object (which may be part of another PhysicalObject)
that is intended to be used when oriented on a slope
with respect to the Earth's surface (gravity).
It may be supported only at both ends, or the surface
layer on a sloping path firmly attached to the ground.
COSMO-ToDo Cloth was an Object in OpenCyc, and that concept has been
replaced by this concept 'PieceOfCloth', leaving 'Cloth' as a Substance.
Cyc comment: #$Cloth is a specialization of #$TextileArtifact.
Each instance of #$Cloth is a piece of textile sheet woven
or knitted or pressed out of fibers. Instances of #$Cloth
are commonly used as material inputs to the manufacture of
such things as clothing items, towels, sails for sailing
craft, parachutes, and draperies.
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The brick construction attached to a chimney which
opens into a room and in which fuel is burned. A negative
example would be #$ElectricFireplace, because it is not a
permatnent structure, nor does it burn fuel. A positive
example would be a #$GasFireplace.
SUMO: A Device in a Building which is used for burning wood,
coal, etc for heat.
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COSMO note: in COSMO this is a Substance,
though in Cyc it is an Object.For the Cyc Object, see
'GlassObject'.
Cyc: A specialization of #$InorganicStuff. Each
instance of #$Glass is a piece of glass; e.g., a wine
bottle, a plate glass window, a microscope slide, a crystal
water goblet, or the mirrors of a reflecting telescope.
COSMO note: in COSMO this is the Object
termed 'Glass' in Cyc. In COSMO, 'Glass' is a Substance.
Cyc: A specialization of #$InorganicStuff. Each
instance of #$Glass is a piece of glass; e.g., a wine
bottle, a plate glass window, a microscope slide, a crystal
water goblet, or the mirrors of a reflecting telescope.
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COSMO: a sheetlike Substance.consisting mostly of
cellulose (from wood fiber, cotton, or linen).
NOTE: paper is created in sheetlike forms, but shredded paper is
still paper, as long as it is still perceptibly sheetlike.
If not perceptibly sheetlike, it is no longer 'Paper'.
'Paper' will not be restricted to the larger writing-quality
sheets only. Paper thick enough and stiff enough to qualify as
a 'Card' is still 'paper' (though a plastic car is not).
For the substance which is sheet-like
paper usable for writing, use 'PaperSheeting'.
Plastic or other sheetlike materials not mainly created
from cellulose are not 'Paper' in this sense.
paper currency does consist of 'Paper'.
Cyc: A specialization of #$SolidTangibleArtifact. Each
instance of #$Paper is a portion of paper, considered as a
'stuff' out of which things can be made.
Specializations of #$Paper include #$Cardboard,
#$SheetOfPaper, and #$Bill-Currency.
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A specialization of #$SolidTangibleArtifact. Each
instance of #$Paper is a portion of paper, considered as a
'stuff' out of which things can be made.
Specializations of #$Paper include #$Cardboard,
#$SheetOfPaper, and #$Bill-Currency.
bd589b34-9c29-11b1-9dad-c379636f7270
A thin sheet of paper that will hang down when
one end is held horizontally; 20 pounds or less in weight.
It can be smoothly calendered for writing, or absorbant
like a paper towel.
Any substance that must be in a sheet-like form. Things
like 'foil' and 'fabric' made of a specific substance will necessarily
have a sheetlike shape..
The Substance 'Paper' in a sheet-like form..
A measure defining a location, relative to an object
or coordinate system.
Any measure intended to specify Geographic coordinates
(on the Earth) as a Latitude and Longitude measure, whether
specifically including possible error estimates or not. As
this category is conceptual, the actual format representing the
measure is not restricted.
NOTE that LatLong is a type of LocationMeasure, but
as a subtype of GenericLocation, an instance of
LatLong can also be used as a Location in specifying
locations.
An instance-level relation that specifies the
centroid location of an entity (object or Event) as a geographical
location in some form of Latitude and Longitude format.
A GeoOrientationMeasure is an OrientationMeasure
for which one degree of freedom is missing, namely
that the direction vector is constrained to lie in
the plane defined by the Earth's surface, and the
reference grid will be the Latitude and Longitude grid
for the Earth..
OrientationMeasure is a DirectionMeasure
that applies to Objects that have some preferred direction,
i.e. a front and back. Therefore any 'FrontAndBackSidedObject'
or HexalateralObject will have a preferred direction, and
can be said to have an OrientationMeasure with respect to
some reference object.
An OrientationMeasure can also be measured by a NavigationDevice,
such as a Compass, that specifies a geographical orientation
of the device itself and allows one to infer the geographical
orientation of the person or vehicle on which the device rests.
GML_DirectionMeasure is a DirectionMeasure
expressed in the manner specified in the Geography
markup language (GML) standard from the Open Geospatial Consortium.
(see http://www.opengis.net/gml/).
A two-dimensional directional measure
(i.e. a Vector) that is constrained to point along
the surface of the Earth. This can be represented as one-dimensional
if one of the axes is fixed, typically True North.
Then the direction can be represented and interpreted as
degrees clockwise relative to True North.
In SUMO called 'DirectionalAttribute':
SUMO: The subclass of PositionalAttributes
that concern compass directions.
A measure of direction along
the surface of the Earth in which True North is one
fixed axis, and the measure in degrees represents the
clockwise deviation of the direction from True North.
The Class of relations. There are three kinds
of Relation: Predicate, Function, and List. Predicates and
Functions both denote sets of ordered n-tuples. The difference between
these two Classes is that Predicates cover formula-forming operators, while
Functions cover term-forming operators. A List, on the other hand, is a
particular ordered n-tuple.
A Predicate is a sentence-forming Relation.
Each tuple in the Relation is a finite, ordered sequence of objects.
The fact that a particular tuple is an element of a Predicate is denoted
by '(*predicate* arg_1 arg_2 .. arg_n)', where the arg_i are the
objects so related. In the case of BinaryPredicates, the fact can
be read as 'arg_1 is *predicate* arg_2' or 'a *predicate* of
arg_1 is arg_2'. (rdf:type rdf:resource = '#InheritableRelation'/)
TernaryRelations relate three items.
The two subclasses of TernaryRelation are TernaryPredicate and
BinaryFunction.
The Class of Predicates that require
exactly three arguments.
BinaryRelations are relations that are
true only of pairs of things. BinaryRelations are represented as slots
in frame systems.
Called just 'Function' in SUMO, but in
COSMO that term is reserved for funitons that are actions performed
by artifacts or naturally evolved biological systems.
SUMO (Function) ; Function-Denotational (Cyc)
A Function in COSMO is used to create new terms (instances or classes) from
combinations of other terms. This is somewhat analogous to the use in mathematics
and computers,. This notion is not directly supported in OWL, but the Functions are represented in all variant notations of the COSMO, so that they can be translated into notations where functions can be used, and used in that form.
SUMO: A Function is a term-forming Relation that
maps from a n-tuple of arguments to a range and that associates this
n-tuple with at most one range element. Note that the range is a SetOrClass,
and each element of the range is an instance of the SetOrClass.
OPENCYC 1: MAY 23, 2002\n#$Function-Denotational is the collection of functions
the CycL expressions for which can be used to form non-atomic terms (NATs).
Specifically, when such a function-denoting expression is appropriately combined
with other expressions (i.e. the former is in the 0th argument position and the latter are of the correct number and type) the resulting expression is a new CycL term - a NAT - that may then freely appear as a component in other CycL expressions. The NAT will itself denote the value (if any) of the function denoted by the former expression for the sequence of arguments denoted, respectively, by the latter expressions. For example, #$GovernmentFn is a unary denotational function, and so the CycL constant '#$GovernmentFn' requires one (syntactic) argument (such as the constant '#$France') to form a NAT (in this case, the expression '(#$GovernmentFn #$France)'). This NAT, which denotes the government of France, can in turn serve as a (syntactic) argument in any CycL expression in which (a term for) an instance of #$RegionalGovernment can occur. Alternatively, we could have created a specific new term 'GovernmentOfFrance', asserted that its denotation is an instance of #$RegionalGovernment, and so on. But two related advantages to having NATs in CycL are that they (i) allow for a drastic reduction in the total number of constant terms needed in the CycL vocabulary and (ii) provide a convenient and systematic way to form appropriate new terms as needed out of existing vocabulary (which terms can then inherit from various existing rules and other assertions involving the terms' component expressions). <PARAGRAPH> Important subcollections of #$Function-Denotational include #$IndividualDenotingFunction (whose instances always return instances of #$Individual), #$CollectionDenotingFunction, #$SetDenotingFunction, and #$FunctionDenotingFunction (which is itself a subcollection of the first). NATs formed using terms that denote instances of #$FunctionDenotingFunction often denote instances of #$Function-Denotational themselves. Thus, like most other things, denotational functions can be denoted in CycL either by constants (e.g. '#$GovernmentFn') or - although this is less common - by NATs (e.g. '(#$FunctionToArg 2 #$biologicalMother)'). Note that the collection #$Function-Denotational does _not_ include all functions whatsoever. Functions that, given their natures and the nature of the CycL language, could not sensibly be denoted by any NAT-forming CycL expression are not denotational functions. Examples include certain provably-existing exotic mathematical functions, such as (probably) any one-to-one function from the positive integers to the rational numbers. (For a more general collection that does include such functions, and for a more general explication of the notion of function itself, see #$Function-MathematicalObject and its comment). Note also that #$Function-Denotational does not include any of the so-called #$TruthFunctions (q.v.): #$Predicates, #$Quantifiers, or #$LogicalConnectives. For these relations (as construed in CycL) are not really functions at all, even though it can be heuristically useful to think of them as if they were functions from sequences of arguments to truth values.
QuaternaryRelations relate four
items. The two subclasses of QuaternaryRelation are
QuaternaryPredicate and TernaryFunction. (rdf:type rdf:resource = '#InheritableRelation'/)
BinaryRelation ?REL is an
AntisymmetricRelation if for distinct ?INST1 and ?INST2, (?REL ?INST1
?INST2) implies not (?REL ?INST2 ?INST1). In other words, for all ?INST1
and ?INST2, (?REL ?INST1 ?INST2) and (?REL ?INST2 ?INST1) imply that ?INST1
and ?INST2 are identical. Note that it is possible for an
AntisymmetricRelation to be a ReflexiveRelation.
Relation ?REL is irreflexive
if (?REL ?INST ?INST) holds for no value of ?INST.
A BinaryRelation is asymmetric only
if it is both an AntisymmetricRelation and an IrreflexiveRelation.
The Class of Functions that require exactly three arguments.
The Class of Functions that require a single argument.
NOTE: for compatibility with SUMO, only
unary functions are included in this Type.
Cyc: A specialization of #$Function-Denotational each
instance of which is a function that always maps distinct
argument-sequences to distinct values; i.e. it never maps
two different elements of its domain to the same element of
its range. Such a function is sometimes called an
_injection_, and if it is also a mapping onto a given set,
(see #$functionOntoSet) it is called a _bijection_ with
respect to that set. (Thus a one-to-one function is a
bijection with respect to its own range.) See also
#$DomainOfFunctionFn, #$RangeOfFunctionFn, and
#$valueOfFunctionForArgs.
SUMO: The Class of UnaryFunctions which are one to one.
A function F is one to one just in case for all X, Y in the
domain of F, if X is not identical to Y, then F(X) is not
identical to F(Y).
c00bda87-9c29-11b1-9dad-c379636f7270
The Class of all leap years. These are years which are either (i.) evenly divisible by 4 and not by 100 or (ii.) evenly divisible by 400 (this latter case is known as a leap century).
A specialization of #$DevisedPracticeOrWork. Each
instance of #$DevisedStructuredActivity is an abstraction of
a largely rule-governed activity involving rules for
some form of physical activity (whether or not including a large
component of mental activity), even as mild as moving the
pieces ona a chess board. Major specializations of
this collection include #$Game and #$Sport - instances of
these collections are abstractions of activities that are
obviously rule-governed.
Purely mental exerciss such as rules for memorizing
or arithmetic operations are not subtypes of this
category.
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A specified set of exercises that a person
performs, whether for sports training, weight
loss, or merely to maintain muscle tone and
general physical fitness. A single exercise does
not constitute an ExerciseProgram, but one or more
exercises performed on a more or less regular basis,
at least (in intent) once per week, would be an
ExerciseProgram.
Procedure[SUMO]_Method[DOLCE]
Procedure is the most general Type that represents a sequence of actions that
an agent (person, organization, automaton) might take to achieve some specific
goal state. Each known Procedure is a resource that an Agent has a a possible
tool to use when confronted with a Goal, in the manner of 'cawse-based reasoning':
IF I want to achieve this goal-state
AND the current state is S,
AND procedure P345 is expected to achieve that goal state form that starting state
THEN execute P345.
. Procedures will form the ontological analogue of 'procedural memory' in people.
It is not required that a Procedure
actually have been implemented in the 'real world' in order to be represented.
Called: Procedure (in SUMO); Method (in DOLCE)
DOLCE: A description that contains a specification to do,
realize, behave, etc. Subclasses are plan, technique, practice,
project, etc.
A sequence-dependent specification. Some examples are
ComputerPrograms, finite-state machines, cooking recipes, musical scores,
conference schedules, driving directions, and the scripts of plays
and movies.
In Cyc the class 'DevisedStructuredActivity' has some of the
same elements, but a Procedure is a specialization
of that category, being that set of activities that have
more required order in the execution of the actions specified.
This distinction shows up in the category of 'Game'
being a subtype of DevisedStructuredActivity'
while an industrial process would be a subtype of 'Procedure'.
Plan[SUMO]_Plan[DOLCE]
DOLCE: A plan is a method for executing or performing a procedure or a
stage of a procedure.A plan must use both at least one role played by an agent,
and at least one task.Finally, a plan has a goal as proper part, and can
also have regulations and other descriptions as proper parts.
SUMO: A specification of a sequence of Processes which is intended
to satisfy a specified purpose at some future time.
The ElectronVolt is an energy measure. Symbol: eV. It is the kinetic energy acquired by an electron in passing through a potential difference of 1 Volt in a vacuum.
Each instance of 'WGS-84_Ellipsoid' is an ellipsoidal Region
of space located on or near the Earth's surface, as defined by the
standard (http://earth-info.nga.mil/GandG/wgs84/).
The standard specifies a reference geoid (compressed file of data points available
at: http://earth-info.nga.mil/GandG/wgs84/gravitymod/egm96/ww15mgh.exe),
which is the surface representing the height at which the average ocean
surface would lie, at each latitude and longitude,
if the ocean were at that point. On land, this datum is used to calculate height
above sea level. The geoid is not a sphere, because the Earth is not
perfectly spherical and also because the gravitational pull varies
with the density of matter that underlies each point on the Earth's
surface.
An Object that is typically located Outdoors.
Some OutdoorObjects, such as trees and lawns, may in
unusual cases be located in some large enclosed space.
In Cyc buildings and building complexes are
considered as 'OutdoorObject', and COSMO
follows this usage.
Any place outdoors that is under the surface of a
BodyOfWater, with enough space for a person to move around in it..
An Integer that is evenly divisible by 2.
An Integer that is not evenly divisible by 2.
(CeilingFn RealNumber)
(CeilingFn ?NUMBER) returns the smallest Integer greater than or equal to the RealNumber ?NUMBER.
The Class of all Months which are August.
A Rotation is a movement event in which a PhysicalObject moves in such a way that, in the frame of reference in which the center of mass of the object is stationary, the track of points on the surface of the object form circles whose center is on a line that passes through the object. An object can be moving in a translational manner as well as rotating, but whether it is rotating is evaluated relative to the center of gravity of the object, ignoring its translational motion.
A #$CustomaryPathCycLConstant and a specialization
of both #$Path-Customary and #$Path-Simple. Each instance
of #$FlowPath is a path whose extent is delineated by the
movement of a fluid over an area; for example, the path of a
lava flow or the #$AlaskanPipeline. Instances of #$FlowPath
may (but need not) be constrained by objects or forces that
channel the flow of fluid; see also the subcollection #$FluidConduit.
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OPENCYC 1: MAY 23, 2002
The collection of all conduits, natural or artifactual, through which fluid (instances of #$FluidTangibleThing) can flow in #$FluidFlowEvents.
Time unit. 1 minute = 60 seconds.
The Class of all clock Minutes.
Measures of the amount of information. Includes Bit, Byte, and multiples of these, e.g. KiloByte and MegaByte.
One Byte of information. A Byte is eight Bits.
(DenominatorFn RealNumber)
(DenominatorFn ?NUMBER) returns the denominator of the canonical reduced form of the RealNumber ?NUMBER.
Cyc: #$AgentiveArtifact - an ArtifactObject (e.g. a computer or robot) that
can behave like an agent.
#$AgentiveArtifact is the collection of all artifacts (created by instances of #$Agent)
that commonly possess (at least) the apparent ability to make decisions and commence
actions more or less independently of those agents. The distinction here is conventional; a certain functional sophistication possessed by instances of #$Artifact that are 'not really living agents' seems to mirror that possessed by 'living agents'. This sense of agency derives from ability or function the artifact possesses, namely the ability to commence actions, independently of agents, based on some internal calculation or deliberation. Subcollections include #$SoftwareAgent and #$Enclave-Computer.
Similar to DOLCE: agentive-physical-object
Intelligence in the sense used here requires the ability to understand language
and communicate in a language at least close to the complexity of human language.
This category includes only physical objects. At present, the level of intelligence
required to belong to this category and be a physical object is possessed only by people.
In the future, robots may qualify. Note that an 'Organization' is also intelligent in
the sense used here, but is not a PhysicalObject, therefore does not fall into this category.
DOLCE: Within Physical objects, a special place have those to which we ascribe
generic intentionality (compatibly to Brentano's distinction, the ability to internally
represent a description). These are called Agentive, as opposite to Non-agentive. In general,
we assume that agentive objects are constituted by non-agentive objects: an organism is
constituted by bodily organs, a robot is constituted by some machinery, and so on.
Among non-agentive physical objects we have for example houses, bodily organs, pieces of wood,
etc. Generic agentivity is defined here in a wide sense as implying representation or conception
(to be characterized in a dedicated - but not developed as yet - ontology of mind).
A representation or conception only requires intentionality in Brentano's terms
(i.e., the ability to represent something to oneself). See also 'rational physical object'.
Person(Cyc) Human(SUMO)
Person is a member of the species Homo Sapiens, and is a synonym of 'Human Being'.
As with other categories, this general Type includes all variants, in all contexts,
so a fetus is a Person, a dead person is a Person, a fictional person is a Person,
and a hypothetical but not yet conceived person is also a Person. The type of Person
one is dealing with depends on the context. We typically want to deal with living
persons, and that category is provided for convenience as
the subType 'LivingPerson'. There is, however, no restriction on
whether a Person or LivingPerson exists in the real world or in some
fictional or hypothetical world; that distinction is left to the
context to disambiguate.
Allowing a dead Person to be a Person and also requiring that a Person
is a PhysicalObject with mass presents a problem. Where is the mass of
a dead Person? To allow this representation, we will permit a person
to have 'remains', which would be the physical object that 'is' the Person.
The 'remains' do not have to be an identifiable corpse, but can be the
trace matter of a person's body, even if too dispersed to be recognizable
as a Person's remains (e.g. ashes). A dead Person may 'be located'
wherever its remains are, which could be widely dispersed; however, it is
unlikely that the 'location' of a dead person will ever be an
issue other than when the corpse is in a known grave; it is mentioned
here only to provide a clear understanding of the intended meaning.
Only a LivingPerson or a Corpse are compact physical objects that are Persons.
'Skeletal remains' may be dispered, and will not necessarily
be compact objects.
NOTE that in COSMO, when importing assertions created outside
of a COSMO-aware system, it is permitted for default reasoning purposes
to use the generic type of Organisms as meaning the typical **adult**,
and specify attributes for the instances accordingly. If in some
application or context it is necessary to deal with abnormal variants
of an organism whether immature, diseased, or otherwise impaired, the categories
'ImmatureOrganism' or 'AbnormalOrganism' can be used. If one needs to
make provision for abnormal (or dead) organisms, the default mechanisms must be used
with extreme care. The subtype of 'LivingPerson' should be considered,
though that category still includes fictional and hypothetical persons..
OPENCYC 1: MAY 23, 2002
The collection of all human beings. Something is an instance of #$Person
just in case it is a member of the species Homo Sapiens, and thus #$Person
is an instance of #$BiologicalSpecies in the #$BiologyMt. Persons are the most
intelligent kind of #$Primate, and the only kind known to be naturally capable
of speaking a language. #$Person excludes non-human legal persons, who are,
however, included in the collection #$LegalAgent.
SUMO: Modern man, the only remaining species of the Homo genus.
COSMO note: the superfluous parent Type 'Thing' was added so as
to make this important Type easily visible by drill-down
in the hierarchy.
The collection of all female humans.
isaCitizenOf relates a Person to the country (nation) of
which s/he is a citizen.
LivingOrganism is that class of Organism that are alive (at the time of
reference for each assertion), in our real world. This is a Type
provided for convenience when one wants to reason only about living people,
and would prefer not to individually specify the world and vitality
attribute for each individual.
LivingPerson is that class of persons who are alive (at the time of
reference for each assertion), in any world - our real world, or
some fictional or hypothetical world. This is a Type
provided for convenience when one wants to reason only about living people,
and would prefer not to individually specify the vitality
attribute for each individual.
'LivingPerson' means born and not dead at the time of reference, so
this category excludes fetuses and dead people, but still permits
fictional 'LivingPersons', or hypothetical ones.
COSMO note: this catgegory is for identifiable
remains of an animal, includinng humans.
Cyc: A specialization of #$OrganicMaterial (and not, of
course, of #$Animal, whose instances must be alive). Each
instance of #$DeadAnimal is a corpse or partial remains of
an individual animal, somewhat intact, and prior to any
butchering, burning, cooking, dissolving, or fully decomposing.
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A human who was once alive, but is now dead at the time
of reference. NOTE that in COSMO, a DeadPerson is still a Person,
and therefore an IntelligentAgent. If one needs to specifically refer to a
living person, use 'LivingPerson'. Examples of DeadPerson are
innumerable, but prominent ones would be GeorgeWashington, Einstein,
and Mozart. Once a Person is dead, they are Dead at all time points
thereafter. Fictional revivals or correction of false information
must be handled by special contextual reasoning mechanisms when a
contradictory assertion is encountered.
An instance of #$AnimalTypeByMaturity (q.v.) and a
specialization of #$Animal. #$AdultAnimal is the collection
of all animals that are at least mature enough to bear
offspring. Cf. #$JuvenileAnimal.
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A specialization of #$Person, and an instance of
#$HumanTypeByLifeStageType. Each instance of this collection
is a person old enough to participate as an independent,
mature member of society. In most modern Western contexts it
is assumed that anyone over 18 is an adult. However, in
many cultures, adulthood occurs when one reaches puberty.
Adulthood is #$contiguousAfter (q.v.) childhood. Notable
specializations of this collection include #$AdultMaleHuman,
#$AdultFemaleHuman, #$MiddleAgedHuman and #$OldHuman.
SUMO: The class of Humans that are 18 years of
age or older.
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The Type of all adult humans whose characteristics fall into
the normal range for physical and mental attributes. A 'typical'
subtype allows specifying attributes that are not always true of
the general type, but contain useful default information.
NOTE: The measures should be ranges, but as of
v0.33 this has not been implemented.
7E4
An instance of #$AnimalTypeByMaturity (q.v.) and a
specialization of #$Animal. #$JuvenileAnimal is the
collection of all animals that are not fully grown or fully
mature. Cf. #$AdultAnimal.
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A Person under 18 years - a Role
In Cyc 'YoungHuman' is a peron under 35, but that
level of discrimination is not needed yet. (v 0.32)
SUMO: The class of Humans that are younger than
18 years of age.
Cyc:A specialization of #$HomoSapiens. Each instance
of this collection is a human less than 35 years of age.
This collection is disjoint with #$OldHuman - the
collection of humans more than 60 years of age. Notable
specializations of #$YoungHuman include #$HumanChild,
#$HumanTeenager and #$HumanYoungAdult.
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A specialization of #$YoungHuman, and an instance
of #$HumanTypeByLifeStageType. Each instance of this
collection is a human in the childhood stage of life.
Functionally, this life stage ends when the child begins to
take responsibility for themselves, work, have children of
their own (or, at latest, when the person's age greatly
exceeds that at which most people reach those milestones).
Generally, this means that it spans the period from birth to
teenage years. Notable specializations of this collection
include #$MaleChild, #$FemaleChild, #$HumanToddler and #$HumanInfant.
SUMO: A HumanYouth between birth and puberty, i.e a
Human who is NonFullyFormed.
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see: Person
An IntelligentArtifact is an artifact (physical object or software artifact)
that can perform some agentive functions without
direct supervision of a person. IntelligentArtifacts may be autonomous
(not under control of any other agents) or Automatons. A fully independent
robot, if one existed, would be autonomous, and able to perform functions
for its own purposes without consulting a master. An Automaton
would have its actions controlled, directly or indirectly, by
some other agent, and would perform actions on behalf of that
other agent.
An Automaton is an artifact (physical object or software artifact)
that can perform some agentive functions without
direct supervision of a person, but whose actions are ultimately
controlled by a Person or people. A fully independent robot, if
one existed, would be able to perform functions for its own purposes
without consulting a master, and would then not be an Automaton.
An AutonomousArtifact is an artifact (physical object or software artifact)
that performs its agentive functions for its own purposes,
without supervision (diret or indirect) of a person. Such artifacts
probably do not exist as of early 2007. If an Intelligent Artifact were
under the control of some other agent, and preformd its functions
on behalf of that agent, it would be an Automaton, and
not an AutonomousArtifact.
A Robot an intelligent artifact that has a solid body that
can perform physical actions. It may be autonomous, or
an Automaton. Robots may be stationary or mobile. Stationary
robots are,for example, those used in manufacturing, which
remain fixed to one location while its arms move and perform
useful actions.
The collection of all existing or designated
#$Path-Spatials through solid material. Designated paths
for drilling and machining are examples, as are the paths of
tunnel digging and animal burrowings. Boring into wood and
burrowing through the earth are locomotions which may follow
paths of this type. For the pure #$Trajectory of a motion
through a solid (not a designated or pre-existing path),
use #$TrajectoryThroughSolid.
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The collection of all existing or designated
#$Path-Spatials that pass through air along a solid surface.
An object following such a path is immersed in the air but
supported by the solid surface of the path. To refer to a
pure trajectory of the motion, regardless of whether there
is any pre-existing or pre-designated #$Path-Spatial, see #$SolidSurfaceTrajectoryThroughAir.
bd58ca42-9c29-11b1-9dad-c379636f7270
The collection of all outcroppings which stick out
from other objects. Instances of this collection are all
#$externalParts of some large object. Examples of subsets
of this collection are #$Mountains and #$Tail-BodyParts
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A specialization of both #$LinearThing and
#$Path-Simple (qq.v.). The collection of all edges on
spatial objects, tangible or intangible. A two-dimensional
object's edges are its boundaries other than its
corners. A three-dimensional object's edges are the
edges of the object's surface boundaries. An
object's corners are where one edge ends and another
begins. See the specialization #$EdgeOnObject for some
examples of edges on physical objects. To relate an object
to its edges, use #$objectEdges.
BFO-snap: 'ObjectBoundary' has approximately the same
meaning:
BFO:
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A specialization of #$PartiallyTangible,
#$Path-Spatial, #$SpaceRegionLimit, and
#$EdgeOnObject-Generic (qq.v.). The collection of all edges
on tangible objects. For a two-dimensional object, its
edges are its boundaries other than its corners. For a
three-dimensional object, its edges are the outer portions
of those extremities, excluding any corners (see
#$Corner-2or3d), that are much more acute in cross-section
in one direction than in most other directions at the same
point. Some objects - e.g. spheres, hairs, round
toothpicks, and typical burrs - have no edges. A discus
has one, round, edge. A mountain ridge might have only a
single edge. A rectangular lot of land has four edges. A
solid polyhedron has six or more edges. To relate an object
to its edges, use #$objectEdges.
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The collection of holes or digging made by some
agent, typically human beings, for some working purpose. For
example, a mine shaft, the cavity resulting from an
archeological excavation would be instances of this
collection or preferably some of its specialization.
NOTE that this is a PhysicalObject, so a hole dug
in the ground, represented by this catgagory, would
necessarily include the walls, not just the empty space
of the hole.
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A collection of paths; a subset of
#$PathThroughSolid. Each element of #$AirPathThroughSolid
is a region of open space extending from at least one portal
on the surface of a solid, into the interior. The portal
may be open to surrounding air (as with a highway tunnel),
or it may be covered. Some elements of
#$AirPathThroughSolid go 'all the way through' the
solid; such paths have at least two portals. See also
#$Portal, #$Cavity, #$PieceOfFreeSpace.
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A subcollection of #$PathSystem instances of
which are connected , as opposed to being in separate
pieces. For any distinct points A and B in a connected
path system SYS, there is a path PATH in SYS that both A and
B are on. That is, a path system SYS is an instance of
#$ConnectedPathSystem if and only if, for any distinct
points A and B in SYS, there is a path PATH in SYS such
that (#$pathBetweenInSystem PATH A B SYS) holds. Note
that according to this definition, a connected path system
does not necessarily contain a link - a path system
containing a single node and no links will be a connected
path system. Note also that because of the CycL treatment
of paths (see #$pathInSystem) and nodes (see
#$nodeInSystem), there is a path between every two points in
SYS just in case there is a path between every two nodes in SYS.
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The collection of all (partially) tangible
physical path systems which are connected.
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The collection of all those #$ConnectedPathSystems
that look like trees, i.e., those #$ConnectedPathSystems
that have no #$Path-Cyclics at all. Note that since each
instance of #$Tree-PathSystem has no cycles in it, it has no
loops, nor multiple links between two nodes.
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The collection of all #$Groups of
#$Pipe-GenericConduits that form an interconnected system
wherein fluid (liquid or gaseous) can flow from one
component to other components connected to it by
#$JunctionOfPipes junctions. Parts of a generic conduit
system may be temporarily closed off; also, parts may be
open to the outside environment. Examples: the plumbing
system of a house, the piping at an oil refinery, a
cardiovascular system. It may also include reservoirs,
pumps, storage, valves, etc.
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a region of a harbor which is near shore and is
where boats are docked
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body of water impounded by humans, e.g., Lake Mead
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The collection of pre-designated or customary
#$Path-Spatials that lie along water surfaces. A moving
object following (or blocking) this path is supported by the
water, but is neither fully immersed in the water nor
completely in the air. This collection includes sea-lanes,
channels, pre-designated ship routes, safe-passage mine-free
paths, etc. They may or may not be marked with #$Buoys.
Certain bodies of water like #$Canals are generally
#$WaterSurfacePaths or have #$WaterSurfacePaths on them.
For the pure #$Trajectory of the motion of any object on a
water surface, use #$WaterSurfaceTrajectory.
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a long, broad inlet of the ocean, generally
parallel to the coast; a
long passage connecting 2 large
bodies of water or passing between an island and the mainland
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part of a stream where the water falls off over an edge
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A ProcessedNaturalSubstance is a substance found in nature that has been
removed from its natural setting or modified in place by people, for some purpose.
When the modification is intended to create some substance that has a purpose,
that object also becomes an ArtificialSubstance.
Any Object that has been abandoned - the ownere no longer uses
it, no longer cares who uses it, and has left it unguarded and exposed
to use by others.
OPENCYC 1: MAY 23, 2002
A specialization of both #$FixedStructure and #$TransportFacility.
Each instance of #$Airport-Physical is a facility which includes
at least one runway where airplanes can take off and land. Instances
of #$Airport-Physical may also have terminals and an air control tower,
in addition to having a runway. See also the related collection #$AirportOrganization.
SUMO difference: Airport in SUMO is a LandTransitway
hasInformationContent relates an InformationBearingObject
(which is a physical object) to some kind of information that is
represented by that object. This is
the most general relation between InformationBearingObjects and the
information they contgain. The represented information may be conceptual
content, or symbolic content such as abstract text.
NOTE that the information content need not be symbolic - therefore,
this relation is not a subrelation of 'hasAbstractRepresentation', which
points to an AbstractSYmolicObject.
See also hasAbstractRepresentation.
The #$EgyptianArchitecturalStyle is a style of
building design developed in #$AncientEgypt for thousands of
years, and it was ocassionally revived in the 17th through
20th Centuries in locations around the world. It is
characterized by the use of carvings or other decorations
with Egyptian-style motifs, symmetric arrangements of
lotus-columns, massive forms with slanted walls or pyramids,
or obelisks, and a lack of pediments or other Greek and
Roman style details.
cd59abba-74bc-11d6-8000-00a0c99cc5ae
TextualMaterial is a PhysicalObject that has some
text (linguistic symbols) written on it in some language, and
the text should be a significant part of the purpose of creating
the object, not just an incidental identification mark or
graffiti. If an Object is not originally textual (e.g. blank paper),
but had text added for the purpose of conveying information via
the text, and the main function of the object then becomes
to hold that text, that object become textual material after the text
is added. A building wall with elaborate graffiti is not
textual material, though the physical material of the
graffiti marks themselves (located on the wall) could be
classified as textual material.
In SUMO called simply 'Text'.
SUMO: LinguisticExpression or set of LinguisticExpressions
that perform a specific function related to Communication, e.g.
express a discourse about a particular topic, and that are
inscribed in a CorpuscularObject by Humans.
COSMO note: This is a physical text, so it is
not an AbstractSymbolicObject, and therefore we have
removed 'InformationStore' as a parent, and changed the
parent 'InformationBearingThing' to 'InformationBearingObject'.
Cyc: A specialization of #$InformationBearingThing
(IBT). Each instance of #$TextualMaterial is an IBT a
significant part of whose informational content is both (i)
encoded in some #$CommunicationConvention (q.v.), usually a
#$Language, and (ii) represented or displayed in a spatial
format. Examples include a copy of a newspaper printed in
English using the Roman alphabet, a copy of a book printed
in English using Braille, and a poster written in Chinese
characters. Condition (i) excludes things like hardcopies
of drawings, while condition (ii) excludes things like
magnetic tapes containing recorded speech. A piece of
textual material always involves one or more
spatially-localized representations - usually physical
inscriptions (see #$CharacterStringToken-Inscribed) - of
#$CharacterStrings (q.v.). Textual materials are usually
tangible objects (such as the examples given above), but
are sometimes intangibles like patterns of light projecting
words onto walls or screens. Specializations of
#$TextualMaterial include #$OfficialDocument and
#$NonPublishedText. Note that, while there is considerable
overlap between #$TextualMaterial and
#$HardcopyInformationBearingObject, these collections differ
in that the latter both includes IBTs that involve no
character-string representations and excludes intangibles of
any sort.
bd5904c7-9c29-11b1-9dad-c379636f7270
The SUMO equivalent of 'TextualMaterial'.
A collection of #$InformationBearingThings, each
of which contains information, for a #$Person who
understands how to interpret it. Examples include a copy of
the novel _Moby Dick_, a signal buoy, a #$Photograph, a
#$Flag, an elevator sign in Braille, a map, a US dollar
bill, a word in #$AmericanSignLanguage and a musical
performance. #$InformationBearingThings that must be
processed by some device (movie reels, #$PhonographRecords,
#$DVD-Disks, etc.) are not included in this collection. An
important specialization of this collection is
#$HumanAccessibleIBO, composed of #$HumanAccessibleIBTs that
are also objects (i.e,. instances of #$PartiallyTangible).
Thus the copy of _Moby Dick_, the buoy, the photograph and
the flag mentioned above are also #$HumanAccessibleIBOs --
but not the word in #$AmericanSignLanguage, nor the musical performance.
bebb52e8-9c29-11b1-9dad-c379636f7270
A specialization of both #$HumanAccessibleIBT and
#$InformationBearingObject. Each instance of
#$HumanAccessibleIBO is an object (i.e. an instance of
#$PartiallyTangible) that can be interpreted by a #$Person
to yield information. Examples include street signs, product
wrappings and roulette wheels. #$InformationBearingObjects
requiring a device to convert them into human understandable
form (such as DVDs) are not included. Most instances of
#$HumanAccessibleIBO are also instances of
#$StillImageSource. Objects such as Braille book copies,
however, are not (since they are not interpreted visually).
Objects that are instances of #$HumanAccessibleIBT,
#$StillImageSource and #$Artifact fall into the collection
defined as the intersection of these three - #$HardcopyInformationBearingObject.
bdd08ee2-9c29-11b1-9dad-c379636f7270
#$Device-SingleUser is a specialization of
#$PhysicalDevice. Each instance of #$Device-SingleUser is a
device that typically has exactly one (i.e., one and only
one) user who is the only individual who derives the value
of its single function at a single time. A screwdriver (an
instance of #$Screwdriver) is a #$Device-SingleUser, but a
grand piano (an instance of #$GrandPiano) is not. A
borderline non-example is a multiple-passenger car ---
although only one person operates it, several can use it
at once, i.e. derive the value of its primary function
(transportation). So a multiple-passenger car is not a
#$Device-SingleUser. A borderline example is a telephone --
although it requires two or more users (each on telephones)
for meaningful use, each phone generally has just one user
at a time. So a telephone is a #$Device-SingleUser, but a
telephone-circuit is not.
c10093ce-9c29-11b1-9dad-c379636f7270
A specialization of both #$PhysicalDevice and
#$Device-UserControlled (qq.v.). Each instance of #$Tool is
a device that is used by people to manipulate or alter
other objects or the immediate environment in some way.
(Thus it does not include #$PomPoms, e.g.) #$Tools are
typically controlled by their user during use and can be
used more than once (so #$Tool is disjoint with
#$Device-OneTimeUse). #$Tool includes devices used in many
different activities, as shown by this sampling its
subcollections: #$WoodworkingTool, #$PlumbingTool, some (but
not all) kinds of #$MedicalDevices, #$CleaningImplement,
and #$WritingImplement.
c0fce764-9c29-11b1-9dad-c379636f7270
A SimpleTool is a nnon-powered Tool designed to perform
some function when directly
manipulated by a person or automaton.
A specialization of both #$Tool and
#$PortableObject. Each instance of #$HandTool is a portable
tool which is hand-guided throughout its operation.
Specializations of #$HandTool include the collections
#$Screwdriver, #$ManualDrill, and #$BlowDryer.
NOTE: we restrict 'Handtool' to those that can be typically
lifted in one hand. Thus a jackhammer, needing two hands to manipulate,
will not be a subtype.
bd58a0fa-9c29-11b1-9dad-c379636f7270
A specialization of both #$Artifact-Generic and
#$InformationBearingThing. Each instance of this collection
is an artifact from which information is extracted by
viewing it (note that a viewer may need to be familiar with
an appropriate set of interpretive conventions in order to
do this). Examples of #$VisualInformationBearingThing
include handwritten letters, newspapers, sculptures,
television sets, and neon signs. (Thus, the information
content of #$VisualInformationBearingThings may or may not
be propositional in nature.) In the proper conditions,
instances of #$VisualInformationBearingThing produce
instances of #$VisualImage (which, unlike instances of
#$VisualInformationBearingThing, are instances of #$Event).
For example, if one shines light on a photograph, a
characteristic #$VisualImage is produced. Likewise, if one
electrifies a neon sign, a #$VisualImage is produced. A
notable specialization of this collection is
#$StillImageSource - sources of #$VisualImage that do not
move (which thus includes all the examples of
#$VisualInformationBearingThing given above except for the
television set). See also the predicate #$visuallyDepicts.
COSMO note: this category has been interpreted as potentially
representing visual signalling events (e.g. 'Gesture', and is therefore
very generic. For physical objects bearing visual information,
use 'StillImageSource'
bd58cfb6-9c29-11b1-9dad-c379636f7270
bff5ba08-9c29-11b1-9dad-c379636f7270
The collection-intersection (and thus a common
specialization) of #$Artifact, #$StillImageSource and
#$HumanAccessibleIBO (qq.v.). Each instance of
#$HardcopyInformationBearingObject is an human-created
#$InformationBearingObject (IBO) in a hard format (e.g.
written on paper, on wood, on palm leaves, engraved in
metal, or carved on stone) that humans can obtain
information from by viewing (if there is sufficient light)
without using a computer or electronic device. In many
cases the information is encoded in visual symbols, whose
#$CommunicationConvention must be understood by anyone who
would access the information. For example, the information
may be stored as English text. Examples of
#$HardcopyInformationBearingObject include: a billboard, a
greeting card, a restaurant check, a magazine, an engraving
by Rembrandt, a Picasso painting, and a hardcopy of a map
with no text on it. Note that this collection does _not_
include IBOs embodied in magnetic media such as tape or
disk (as the information they bear is not directly
accessible to someone viewing them) or Braille books (as
they are not instances of #$StillImageSource, whose
information content must be accessed visually).
bd58e00e-9c29-11b1-9dad-c379636f7270
An instance of #$ArtifactTypeByGenericCategory.
Each instance of #$Valuable-PersonalPossession is a
relatively small, relatively valuable #$PortableObject: a
personal possession that one might lock away (e.g. in a
#$BankVault) for safekeeping. Notable specializations are
#$TenderObject, #$Jewelry, and #$PersonalSetOfKeys.
cbe2ba18-a5c2-41d8-8d98-cf4ddffbb549
An Asset is a Resource that has a net positive value.
The value does not have to be monetary, but should be sufficiently
concrete to leave little doubt that the person who owns the Asset
actually wants to own it, and does not simply accept its ownership
as an obligation. Anything that can be readily sold for money
is an Asset. In the context of performing a task, any Resource that
is available for use and can help to accomplish that task is an Asset.
Therefore Asset, like its parent Type 'Resource' is a Role and
an individual entity can be an Asset in one situation and a liability in another.
Note that a military 'asset' is classified as 'MilitaryAsset' directly under
'Resource'.
c0c575fd-9c29-11b1-9dad-c379636f7270
hasRemainingSupply relates an individual Asset to
a measure of the amount of that Asset that remains in
a usable form. This applies only to Assets that actually
have some quantitative measure. Money is a prime example, but
the measures can be varied - the quantity of gasoline in an
automobile's gas tank, the time remaining to perform a project,
the number of workers or soldiers available to perform a
task, the battery life remaining in a battery, the
number of calories remaining in a heat reservoir, etc.
A specialization of #$SomethingExisting. Each
instance of #$LiquidAsset is either an instance of
#$Currency or some asset that is readily convertible to
currency by selling or borrowing against it. Examples of
#$LiquidAssets include stocks, bonds, and money market accounts.
bd58afb3-9c29-11b1-9dad-c379636f7270
An instance of #$ExistingObjectType, and a
specialization of #$LiquidAsset. Each instance of
#$TenderObject is an object widely accepted as a means of
payment for goods and services, and can thus play the role
of #$objectTendered in instances of #$MoneyTransfer.
Important specializations of #$TenderObject include
#$Currency, #$CreditCard, and #$Check-TenderObject.
NOTE also that a 'Ticket' is a TenderObject in Cyc,
apparently because it can be redeemed for something
valuable. In COSMO we also include Token
(as in subway token)
bd58c470-9c29-11b1-9dad-c379636f7270
A specialization of #$TenderObject. Each instance
of #$Currency is a physical object generally accepted as
legal tender, and used as a means of transferring a quantity
of #$Money (q.v.) between some instances of #$Agent.
Instances of #$Currency may be coins, items of precious
metal, paper bills for which precious objects are payable by
a government to the bearer on demand, or unbacked paper
bills required by a government to be accepted for payment of
debts. Instances of #$Currency are typically backed by and
issued by national governments.
bd58cc42-9c29-11b1-9dad-c379636f7270
A collection of all instances of
#$SocialOccurrence that can be called
'cooperations'. For each #$CooperationEvent COOP
the following hold: (i) there are at least two
#$IntelligentAgents AGT1 and AGT2 such that
(#$partnersInCooperation AGT1 AGT2 COOP), (ii) AGT1 and AGT2
share a GOAL, (iii) there are subevents ACT1 and ACT2 of
COOP, both of which are #$PurposefulActions, such that ACT1
is performed by AGT1 with the intent of furthering GOAL and
ACT2 is performed by AGT2 with the intent of furthering
GOAL, (iv) AGT1 believes that ACT2 furthers GOAL and AGT2
believes that ACT1 furthers GOAL, and (v) the fact ACT1 and
ACT2 both further GOAL is not an unexpected coincidence: it
was a part of AGT1's expectation that an act like (i.e.
of the same kind as) ACT2, performed by AGT2, would further
GOAL; and it was a part of AGT2's expectation that an
act like ACT1, performed by AGT1, would further GOAL.
bfac01d4-9c29-11b1-9dad-c379636f7270
An Event in which possession of something (an object, right,
or valuable thing) is transferred from one Agent to another.
The exchange can be one-way, such as giving a gift, and does not necessarily
involve reciprocation. For reciprocal exchanges see 'Transaction'.
NOTE: change of 'possession' does not necessarily imply change
of ownership, as indicated by the SUMO comment. A 'Sharing'
is in COSMO also a 'ChangeOfPossession'. In Cyc ChangeOfPossession is
cooperatgeive, whereas in SUMO a Stealing woud also
be a ChangeOfPossession. So there are at least two
differences. COSMO uises the Cyc interpretation:
cooperative, not necessarily change of ownership.
SUMO: The Class of Processes where ownership of something
is transferred from one Agent to another.
A specialization of #$CooperationEvent. Each
instance of #$Transaction is an event in which goods,
services, or funds are willingly exchanged or transferred.
Specializations include #$Investing, #$MoneyTransfer, and
#$Bartering. This is a reciprocal exchange - for
one-way exchanges, the more general 'ChangeOfPossession'
can be used.
NOTE: the Cyc concept may also include one-way transfers,
but in COSMO this concept if only bi- or multi-directional.
SUMO: The subclass of ChangeOfPossession where
something is exchanged for something else.
YALE-OCM (Exchange, 430) General statements dealing with several
aspects of the mechanisms of transferring economic
goods and the titles to them, with the volume of such transactions,
and with the determination of prices and economic values.
bd58dd7f-9c29-11b1-9dad-c379636f7270
A specialization of both #$ChangeInUserRights and
#$PurposefulAction. In each instance of #$MoneyTransfer,
possession of some quantity of money is transferred from one
agent to another. The transfer in question may be done in
exchange for some good(s) or service(s), according to some
(implicit or explicit) agreement (in which case the transfer
is an instance of #$MoneyTransaction, an important
specialization of #$MoneyTransfer), but it need not be.
Notable specializations of #$MoneyTransfer include #$Buying,
#$Renting, and #$Paying.
bd590a32-9c29-11b1-9dad-c379636f7270
#$EconomicEvent is the most general collection of
events having an economic character, such as buying and
selling, inflation and recession, and economic policy-making.
c0340457-9c29-11b1-9dad-c379636f7270
The class of all actions which are either
'transactions' within some economic system --
instances of #$Buying, #$Bartering, contract-signing,
boycotting, etc. - or which are in some way 'directed
at' the functioning of an economic system. Examples of
the latter include ordering an embargo on a certain
country's goods or changing a tax rate. To a first
approximation, instances of #$EconomicAction must be
performed by #$IntelligentAgents. E.g., although animal
stampedes might have economic consequences, they are not
instances of #$EconomicAction. More precisely, saying that
an action is 'directed at' an economic system
entails that the initiator has some awareness of its
economic consequences. Even if painting my house purple
results in an increased demand for purple paint, such an
action is not an #$EconomicAction unless I did it in part
hoping to affect the paint market in some way.
bfb0755c-9c29-11b1-9dad-c379636f7270
A collection of events and a specialization of
both #$EconomicAction and #$Transaction. Instances of this
collection include all types of buying, selling, offering to
sell, offering to buy, marketing, paying for bought items,
requesting bids, performing services for hire, advertising,
etc. Its many specializations include #$LoanRepaying,
#$Renting and #$ProductRecall. Though there is a great deal
of overlap between this collection and #$BusinessEvent, they
are not the same. Firstly, #$BusinessEvent does not include
any purely social or recreational events (whereas a weekend
swap-meet, for example, would be an instance of
#$CommercialActivity). Secondly, not all activities carried
out in pursuit of business interests fall under the
definition of commercial activity above (consider
head-hunting, for example).
bd5887a4-9c29-11b1-9dad-c379636f7270
A CommercialActivity in which goods are transferred to
an Agent for sale in some distant location. This
differs form general commerce in that either the
recipient is not the end user, or the recipient is
located at some distance from the provider of the
goods traded.
OCM (Exchange) General statements dealing with several
aspects of the mechanisms of transferring economic
goods and the titles to them, with the volume of such transactions,
and with the determination of prices and economic values.
A specialization of both #$CommercialActivity and
#$MoneyTransfer. Each instance of #$MoneyTransaction is an
event in which a transfer of money occurs, and the transfer
is done in exchange for something else, according to some
(implicit or explicit) agreement. Thus, buying something,
investing, making a donation, executing a bequest, and
exchanging currency are all examples of money transactions.
In SUMO called 'FinancialTransaction':
SUMO: A Transaction where an instance of Currency is exchanged
for something else.
bd589db3-9c29-11b1-9dad-c379636f7270
The SUMO equivalent of 'MoneyTransaction'.
A specialization of #$SocialOccurrence and
#$PurposefulAction (qq.v.). Each instance of
#$BusinessEvent is a purposeful activity that is closely
associated with, and either helps or hinders, the business
purpose of some agent. Examples include the development of
General Motors' business plan for 2003, an individual
sales call on a particular customer, printing the 2003
Yellow Pages directory for the Los Angeles area, selling a
newspaper, and designing and manufacturing a new memory
chip. Though there is a great deal of overlap between this
collection and #$CommercialActivity, they are not the same.
Firstly, #$BusinessEvent does not include any purely social
or recreational events (whereas a weekend swap-meet, for
example, would be an instance of #$CommercialActivity).
Secondly, not all activities carried out in pursuit of
business interests involve buying or selling (consider
head-hunting, for example).
bd588c38-9c29-11b1-9dad-c379636f7270
A specialization of #$Buying. Each instance of
#$Investing is an event in which an agent buys something
(e.g. #$Stock, #$PreciousMetal, #$Antiques, or a stake in
some #$BusinessRelationshipActivity) in the expectation that
that thing will increase in #$MonetaryValue over time. Note
that #$Investing is disjoint with #$Spending (q.v.).
bd58d5d8-9c29-11b1-9dad-c379636f7270
In Cyc 'BuyingActivity' - potentially misleading.
Cyc: A specialization of #$SelectingSomething and
#$CommercialActivity. #$BuyingActivity is a collection of
events that are very generally related to purchasing goods
or services. Each instance of #$BuyingActivity is an event
that is either (i) a common prelude to buying (i.e., the
kinds of activities that contribute to their doers becoming
buyers), or (ii) an instance of #$Buying itself. Examples
of #$BuyingActivity include shopping for, or ordering,
something very specific, and also general expressions of
interest in purchasing something, such as placing an 'Item
Wanted' ad in a newspaper.
bd588f8e-9c29-11b1-9dad-c379636f7270
A specialization of #$ExchangeOfUserRights and
#$BuyingActivity. Each instance of #$Buying is an event in
which an agent (the #$buyer) voluntarily pays (or agrees to
pay later) for goods or services provided by another agent
(the #$seller). A buying event might include subevents of
negotiating, paying, and the transferring of the purchased
thing to the buyer. Examples of #$Buying include:
purchasing fighter jets for the Navy; buying a Pepsi from a
vending machine; ordering dinner at a restaurant; acquiring
a life insurance policy for oneself; mail-ordering clothes
from Sears; shopping at a farmers' market. #$Buying is
*not* a specialization of
#$MonetaryExchangeOfUserRights, since there need not be any
money exchanged in the actual #$Buying event; consider,
e.g., a #$CreditSale.
COSMO note: for buying events in which cash passes hands, see
'CashBuying'.
bd58cbda-9c29-11b1-9dad-c379636f7270
In SUMO just 'Buying', in COSMO the name of
this concept is changed to be more specific.
SUMO: A FinancialTransaction in which an instance of
CurrencyMeasure is exchanged for an instance of Physical.
Cyc: A specialization of both #$InformationStore and
#$PartiallyIntangibleIndividual. Each instance of
#$StructuredInformationSource is an #$InformationStore in
which bits of information are represented as related in a
systematic way that is easily characterized by some type of
formal structure, including spatial or architectural terms
(used metaphorically). Examples include: a database
organized in fields and values; a spreadsheet organized in
rows and columns with entries; an organizational tree
diagram with nodes and branches; a topographical map; a
document written in HTML (hyper-text markup language).
Negative examples include computer programs, poems, and novels.
bd58f839-9c29-11b1-9dad-c379636f7270
An InformationBearingObject on which the
information is encoded digitally, that is in binary
form, not easily readable by humans and depends on machines.
The digital form can be on paper, but that won't be
easily readable by people either..
A specialization of both
#$InformationBearingObject and
#$StructuredInformationSource. Each instance of
#$Form-StandardizedIBO is an information-bearing object
having some standard set of labelled fields; these fields
are left blank for the user to fill in with certain items of
information (often information pertaining to the user).
Instances of #$Form-StandardizedIBO often accompany some
sort of bureaucratic procedure, which they may be used to
initiate or to certify. Specializations include the
collections #$LeaseDocument, #$DepositSlip,
#$InsuranceClaimForm, and #$Check-TenderObject.
c0fd68b0-9c29-11b1-9dad-c379636f7270
An instance of a Compact Disk, the physical object,
not the informational content.
5
An instance of a vinyl phonograph record, the physical object,
not the informational content. This is the disk-shaped record,
not the antique cylinder type.
A specialization of #$PurposefulAction. In every
instance of #$CreatingAnArtifact, an agent [#$Agent-Generic]
deliberately brings an #$Artifact-Generic into existence.
This artifact may be tangible or intangible. Chiseling a
marble statue, writing a computer program, or whistling a
tune would all be instances of #$CreatingAnArtifact. Two
important specializations of #$CreatingAnArtifact are: (1)
#$IBTGeneration-Original, the creation of
#$InformationBearingThings expressing an original thought or
idea. (2) #$MakingSomething, where #$PartiallyTangible
things are created. See also #$artifactsCreated.
bdb9167b-9c29-11b1-9dad-c379636f7270
A collection of creation events - a
specialization of both #$CreatingAnArtifact and
#$PhysicalCreationEvent (qq.v.). Each instance of this
collection involves some #$PartiallyTangible thing being
made (by some #$Agent-PartiallyTangible) from raw materials
or from parts. The end result (see #$productsCreated) might
or might not be a #$Product. Examples include baking a loaf
of bread and assembling a high-fidelity audio component. See
also the more specialized #$Constructing.
In SUMO called 'Making':
The subclass of Creation in which an individual
Artifact or a type of Artifact is made.
bd58fe38-9c29-11b1-9dad-c379636f7270
The SUMO approximate equivalent of Cyc
'MakingSomething'.
A specialization of #$InformationTransferEvent and
of #$Action. Each instance of #$IBTGeneration is an event
which creates some #$InformationBearingThing. The
#$InformationBearingThing created may be either a transient
wave phenomenon (e.g. sound, light, or radio waves), or it
may be a relatively long-lasting instance of
#$InformationBearingObject (cf. the important specialization
of IBTGeneration - #$IBOCreation). Humans frequently
generate such IBTs as spoken language, gestures, and
handwritten notes. It is irrelevant for instances of
#$IBTGeneration whether there is another agent who accesses
the resulting IBT. Note that every communication act starts
with an instance of #$IBTGeneration. (Thus, see also
#$Communicating and its specializations, especially
#$CommunicationAct-Single.) For an analogous collection
regarding instances of #$ConceptualWork, see #$CWCreation.
Two important specializations of this collection are
#$IBTGeneration-Original and #$IBTGeneration-Replication.
See also the predicate #$ibtGenerated.
NOTE that IBTGeneration is not a subtype of
'MakingSomething' because that latter category must result
in the creation of some persistent physical object, and IBTGeneration
could result only in creating gestures or sound waves
which dissipate quickly. For
the event of making a physical IBT see 'IBOCreation'.
bd70d156-9c29-11b1-9dad-c379636f7270
An instance of #$TemporalStuffType and a
specialization of #$IBTGeneration and
#$AtLeastPartiallyMentalEvent. Each instance of
#$UsingALanguage is an event in which some #$Agent-Generic
produces (tokens of) expressions in a #$Language. Notable
specializations include #$Writing and #$Talking.
01ff9efc-8ca2-41d8-9751-e5259a3edb5c
A specialization of both #$PhysicalCreationEvent
and #$IBTGeneration. Each instance of #$IBOCreation is an
event in which an instance of #$InformationBearingObject
(hereafter IBO) is created. Examples of #$IBOCreation
include publishing a book, making a film, printing a
photograph, molding a plastic credit card, painting a
billboard, and minting a coin. When an IBO is created, its
content may be either original, be copied from a prior
#$InformationBearingThing, or be instantiated from an
existing #$ConceptualWork. See also the predicate #$iboCreated.
bd621044-9c29-11b1-9dad-c379636f7270
The collection of events in which an
#$InformationBearingObject containing written material is
created. Includes #$Writing, and the reproduction of #$TextualMaterial.
bd58f7e4-9c29-11b1-9dad-c379636f7270
A #$FirstOrderCollection. Each instance of
#$Informing is a #$CommunicationAct-Single in which the
#$senderOfInfo conveys some piece of
'propositional' information--i.e.
information of the sort that can be true or false. The
information conveyed in an #$Informing is presented by the
sender as being true, though it may in fact be false. Thus,
passing on misinformation counts as #$Informing, as do acts
of #$Lying. Note that the propositional nature of the
information conveyed in an #$Informing may be implicit; for
example, if Alice asks 'What's your favorite
color?' and Bob simply responds 'Red', Bob
has implicitly conveyed the proposition
Bob's favorite color is red.
Specializations of #$Informing include #$Reporting,
#$Testifying, and #$AnnouncingSomething.
bd589e02-9c29-11b1-9dad-c379636f7270
#$StatingSomething means declaring, asserting,
setting forth an #$InformationBearingThing, in particular, a
#$Statement. The #$Statement is by default propositional.
In SUMO called 'Stating'
SUMO: Instances of this Class commit the agent to some truth.
For example, John claimed that the moon is made of green cheese.
bd5afcbd-9c29-11b1-9dad-c379636f7270
The SUMO equivalent 'StatingSomething'.
A collection of actions. Each instance of
#$Talking is an action in which somebody (often by
#$Speaking) creates a meaningful phrase. #$Talking is often
a subevent in various #$Communicating events. Note that not
all instances of #$Talking involve #$Speaking, since
sometimes people can talk using some non-oral language,
e.g., #$AmericanSignLanguage. #$Talking, however, is
disjoint with #$Writing.
NOTE that cyc does not restrict 'Talking' to humans.
For Human talking, see 'Speaking'.
c066b286-9c29-11b1-9dad-c379636f7270
A PhysicalTrace is a Trace consisting of one or more PhysicalObjects
or Features of PhysicalObjects, that provide evidence regarding one or more states of
some Event or FunctionalProcess. Footprints in the mud are a PhysicalTrace;
a trail of blood at a crime scene is a PhysicalTrace..
A TraceMark is a PhysicalTrace consisting of one or more
marks - features on objects that are indentations or other features, not symbols
written on an object - that provide evidence regarding one or more states of
some Event or FunctionalProcess. Footprints in the mud are TraceMarks;
grooves on a bullet fired from a gun are TraceMarks. Scratches on the
surface of physical objects are tracemarks. An impact crater is a TraceMark.
A symbol in some conventional language is not usually a TraceMark, but a
gash in a tree that indicates that soeone has passed by that location can
be a TraceMark - therefore TraceMarks may be deliberately created, but
cannot be linguistic.
Evidence is a PhysicalTrace that is persistent over time, and
thus allows more than one Agent to examine it. In this interpretation,
the act of testimony at a trial is not itself 'Evidence' but the
recordings of that testimony, either in an official transcript, or
in the minds of the listeners, would be 'Evidence'..
SUMO: Giving testimony as part of a JudicialProcess.
49579128-486f-41d8-8d45-fb542501287c
The AbstractSymbolicObject created by an act of Testifying.
7156e42a-1940-41d8-9d5c-9b49bfd57b9b
A physical recording (taken by hand or machine) of
testimony given as part of a JudicialProcess.
A collection of events; a subcollection of
#$Emission. Each instance is an event in which a wave is
emitted at a #$fromLocation. For example, Themistocles
ordering his fleet to withdraw; Miles Davis playing the
trumpet; an emergency flare burning by the side of the road.
See also #$WavePropagation.
bebe7cda-9c29-11b1-9dad-c379636f7270
A specialization of #$EmittingAWave. Each
instance of #$EmittingSound is an event in which some
instance of #$Sound is emitted from some wave source (see
the predicate #$waveSource). Examples of #$EmittingSound
include an explosion generating a sound wave, a plucked
violin string resonating, a baby crying, and a person saying 'Hello'.
bd589e37-9c29-11b1-9dad-c379636f7270
The collection of actions in which the lips and
other mouth parts are used to make sound.
#$MakingAnOralSound means the event in which sound is
produced more-or-less voluntarily, using the mouth, mouth
portal, lips, and tongue.--Kean, July 11, 1997.
bd589df6-9c29-11b1-9dad-c379636f7270
SUMO; Any instance of RadiatingSound where the
instrument is the Human vocal cords. This covers grunts, screams,
roars, as well as Speaking.
NOTE that the SUMO 'Vocalizing' is distinguished from the
Cyc 'MakingAnOralSound' in that 'Vocalizing' is restricted
to human oral sound-making.
The collection of acts of an agent producing
#$Music sounds, including #$Singing,
#$PlayingAMusicalInstrument, and #$Whistling-Human. The
production of music by a mechanical device not directly
controlled by an agent (such as a radio speaker or a
water-powered prayer wheel) is not a member of this
collection, but of the more general #$ProducingMusicalSound.
be42a9b8-9c29-11b1-9dad-c379636f7270
A specialization of #$Talking (which includes
non-verbal talking such as the use of sign-language) and
#$MakingAnOralSound. The collection of actions generating
utterances (c.f. #$Utterance-IBT) which are speech. Hence,
#$Speaking normally includes only those utterances using
some #$Language as a communication convention, unlike other
utterances such as #$Booing and #$Cheering. It is also a
#$SingleDoerAction - for events where two or more agents
are involved in spoken communication, see #$SpokenCommunicating.
COSMO note: We include singing as a subtype of Speaking.
As of version 0.3, not action of strictly prose speech is
represented.
SUMO: Any LinguisticGeneration which is also a
Vocalizing, i.e. any LinguisticCommunication by a Human which
involves his/her vocal cords.
bd58bf82-9c29-11b1-9dad-c379636f7270
An instance of #$TemporalStuffType and a
specialization of #$MakingMusicalSound. This is a
generalization of #$Singing-Human which includes singing
performed by other types of beings, e.g. #$Birds.
NOTE that in Cyc: 'Singing" is not a subtype of
'Speaking' whereas in SUMO it is. We adopt the
SUMO convention that singing is a type of speaking.
36a02a14-9558-41d8-9c1c-9520b30e4912
A specialization of #$Translocation. Each
instance of #$EnergyTransferEvent is an event in which
energy is transferred from at least one instance of
#$PartiallyTangible to at least one other instance of
#$PartiallyTangible. Important specializations of
#$EnergyTransferEvent include #$Freezing and #$Condensing.
bd58eef3-9c29-11b1-9dad-c379636f7270
A heat production process such as condensing,
freezing, or oxidation.
be0118b1-9c29-11b1-9dad-c379636f7270
f1d51bac-8724-41d7-8473-9baaf95573fd
A collection which subsumes both
#$ChemicallyHarmfulSubstance and #$ChemicalWeapon.
b512097e-871e-41d7-99bd-ecca04e59d8a
A specialization of #$BiochemicallyHarmfulSubstance (q.v.). Each instance of
#$HarmfulChemicalSubstance is a sample of some #$ChemicalSubstanceType or mixture thereof that can kill or incapacitate.
bdbab61f-9c29-11b1-9dad-c379636f7270
A collection of #$DangerousSituations (hazardous
#$Situations) in which death, significant physical injury,
significant physical distruction, or significant financial
(or other) disaster shall occur unless
action is quickly taken to prevent (or significantly lessen)
the pending injury or destruction.
bea926a9-9c29-11b1-9dad-c379636f7270
A specialization of #$Situation. Each instance of
#$SystemCondition is a state or process undergone by some
natural or artificial system (for example, an organism or a
computer network). The state or process in question may be
either normal or abnormal. A typical instance of
#$SystemCondition is a state or process that has important
temporal aspects, or affects the system's condition
for a significant period of time, such that the condition
may be thought of as an 'episode' in the existence of
the system, or even a permanent aspect of the system.
COSMO note: this Cyc category is interpreted as a
PersistentState (a subtype of Event), meaning that the
situation stays constant over some period of time. If the
condition is some process (rotating), then the
process should be constant over that interval,
e.g. the rate of turn should be constant, within
the limits of interest to the ontologist.
c1346159-9c29-11b1-9dad-c379636f7270
COSMO note: in COSMO we do not specifically require
that a PhysiologicalCOndition be 'abnormal', as is suggested by
the Cyc documentation. This category in COSMO is used solely
to refer to any state of an organism. This is subject to review.
Cyc: A specialization of #$SystemCondition. Each
instance of #$PhysiologicalCondition involves an
#$Organism-Whole being in some physiological state that is
not typical for that organism's species, modulo
considerations about the organism's sex or (in some
cases) subspecies. Thus #$Menstruating, though not typical
among all persons, is part of being a healthy adult female,
and so is not a specialization of #$PhysiologicalCondition
(though it is a type of #$PhysiologicalProcess);
#$Pregnancy, on the other hand, is a specialization of
#$PhysiologicalCondition. Note that some but not all
#$PhysiologicalConditions are events; but they are all
#$Situations. Thus each physiological condition has a
temporal start and end, though in some cases (e.g. dwarfism)
these will be the same as the start and end of the life of
the organism.
c10c3859-9c29-11b1-9dad-c379636f7270
An AbnormalCondition is a SystemCondition which is
not normal (i.e. unusual) for the system in which
it is observed. It may be better or worse than the
usual condition, or just different.
COSMO note: the terms ailment, illness, disease,
and sickness are considered as logical synonyms in COSMO.
This is the most general category for any kind of illness,
from a minor ache to a fatal disease, for any organism.
Although the usage of each
synonymous term varies, it is difficult to distinguish
any differences in meaning. In the Random House Webster,
definition 1 of 'disease' states:
Disease 1. a disordered or incorrectly functioning organ, part,
structure, or system of the body resulting from the effect of
genetic or developmental errors, infection, poisons, nutritional
deficiency or imbalance, toxicity, or unfavorable environmental factors;
illness; sickness; ailment.
NOTE: that breaks of bones or other trauma or injury is not
included in this concept, nor is the anatomical abnormality
resulting from injury, However, secondary physiological processes
such as pain, inflammation, or other abnormality resulting from the
injury is included here.
NOTE: that this is a PersistentState, which is a type of
Event that has a beginning and ending time. Although
a PersistentState can be defined with an arbitrary
beginning and ending time, the usual interpretation
of the linguistic terms associated with illness
will either refer to the whole event from onset to
disapppearance of the illness, or to the DiseaseProcess
that produces the illness during that interval of time.
This may not conform exactly to the Cyc interpretation, below.
In COSMO, the DiseaseProcess that produces an
AilmentCondition is different from though intimately
related to the AilmentCondition. NOTE the restriction:
Every Ailment has a corresponding ProcessType, being
a PhysiologicalConditionType.
NOTE also that an AilmentCondition is not the same as
the symptoms of that condition. The symptoms are a
separate but related logical category.
NOTE also that not every abnormal physiological condition
is an AilmentCondition. Arrhythmia, for example,
may be clinically insignificant or innocuous.
NOTE also that a single instance of a disease
is confined to one organism, so a Disease
'isLocatedAt' only one particular organism. To specify
that a group of organisms is suffering from a
disease, or that an epidemic is occurring among
some group of organisms use 'DiseaseGroup'.
Cyc: The most general collection of ailment events; a
subcollection of both #$PhysiologicalCondition and
#$DysfunctionalCondition. An instance of #$AilmentCondition
is a dynamic state of sickness, injury, or physiological
impairment. The rationale for construing ailments in this
way is the obvious fact that to have an ailment is to
undergo an event: an individual ailment has temporal
features, it progresses dynamically, and so on. It is not
just a matter of being in some static state of unwellness .
Subcollections of #$AilmentCondition include
#$RespiratoryAilment, #$HeartCondition, #$Cancer,
#$MotionSickness, #$Poisoning, #$Infection, and
#$InjuryCondition. If a particular person has an infection,
that event is an instance of #$AilmentCondition. An
#$AilmentCondition does not begin before there is an actual,
developed sickness or impairment, and thus does not include
the event of getting sick or becoming impaired. Also note
that each type of ailment, such as #$Infection, is the
collection of all cases or instances of individuals
suffering from that condition. See also #$DiseaseType.
c10c1856-9c29-11b1-9dad-c379636f7270
Any AilmentCondition that specifically affects a
human, and no other type of organism.
COSMO note: In Cyc termed 'Pain-PhysiologicalCondition'.
PainOrAche is the state representing any period during which an
animal experiences a feeling that would be categorized as 'ache'
or 'pain'.
NOTE that 'ache' is a subtype of 'Pain' in the Random House
Webster: (ache, sense 4), and in WordNet:
RHW (ache, 4) 'a continuous, dull pain (in contrast to a sharp, sudden, or sporadic pain).'
WordNet: ache, aching -- (a dull persistent (usually moderately intense) pain)
In COSMO all aches and pain are subtypes of the 'PainOrAche' category.
Cyc: A collection of the #$PhysiologicalConditions in
which the #$bodilyDoer experiences physical pain.
be90f1a8-9c29-11b1-9dad-c379636f7270
A condition characterized by a high core body
temperature and other symptoms. Not all situations in which
the core temp is hot are fevers - exertion, for example,
produces high core temp
c10c3632-9c29-11b1-9dad-c379636f7270
Pain that lasts for more than a few days, due
to a condition that .
c14ff06d-9c29-11b1-9dad-c379636f7270
Pain that is intense for a brief period of time.
Pain that is so intense it overwhelms a person, and
makes concentartion on any action impossible other than an
attempt to alleviate the pain, or to bear with it until it passes;
an unbearable pain. The pain of childbirth will usually be in this category,
and the intentionally inflicted pain of some kinds of torture.
A dull low-intensity pain that is can be ignored while a person
pursues normal activity. This includes most headaches and backaches and
the residual pain from injuries that are healing.
An ache that appears to be located inside the skull.
A HeadAche that is intense and lasts for hours, and
recurs at intervals.
Random House Webster: 'an extremely severe paroxysmal headache,
usually confined to one side of the head and often associated with nausea; hemicrania.'
A common term for 'MigraineHeadache'.
A common term for 'AilmentCondition'. NOTE that this
is a PersistentState, which is a subtype of Event in COSMO;
it is not a Process. Therefore it has a starting and ending time.
A common term for 'AilmentCondition'. NOTE that this
is a PersistentState, which is a subtype of Event in COSMO;
it is not a Process. Therefore it has a starting and ending time.
A common term for 'AilmentCondition'. NOTE that this
is a PersistentState, which is a subtype of Event in COSMO;
it is not a Process. Therefore it has a starting and ending time.
The collection of instances of the
#$PhysiologicalCondition in which one has odd alterations
from one's regular heartbeat. The condition may be
medically innocuous.
bf046597-9c29-11b1-9dad-c379636f7270
This is the collection of #$SystemConditions which
are dysfunctional for the system they affect. An
dysfunctional condition is one which impairs the functioning
of the system. For example, the function of an artery is to
allow blood to flow to a part of the body, so that a
blockage of the artery will constitute an abnormal condition
of the artery to the extent that it reduces the flow of
blood to that part of the body.
e9ed2ff2-8ad9-41d7-9fbc-c5d588253797
A specialization of both #$DysfunctionalCondition
and #$PhysicalEvent. Each instance of #$Malfunction is a
dynamic state of impairment, in the sense that it has
temporal aspects, it progresses dynamically, and so on; it
is not just being in some static state of error (as
non-event instances of #$DysfunctionalCondition are).
Notable specializations of #$Malfunction include
#$AgentBasedSystemMalfunction and #$Cancer. #$Malfunction
is an instance of #$TemporalStuffType, since
#$situationTemporalParts of malfunctions are themselves
malfunctions down to a relatively fine granularity.
bdd1efcf-9c29-11b1-9dad-c379636f7270
Instances are processes that have a
#$reverseProcessType, i.e. they can be undone.
be010bb6-9c29-11b1-9dad-c379636f7270
Any Event in which a change of physical state
occurs. The common state changes are melting, freezing,
boiling and condensation, but there are more varied and
subtle changes in physical state, including things
like crystal form, DNA denaturation/renaturation, and
magnetization state changes, that are included within
this category.
In Cyc called 'StateOfMatterChangeEvent'
Cyc: #$StateOfMatterChangeEvent is the collection of
events in which some piece of matter changes from one of the
physical states of matter to another. Such changes of state
can be induced by changes in temperature (or the equivalent
in the manipulation of kinetic energy). Each particular
instance of #$Boiling, #$Freezing, #$Evaporating,
#$Condensing, #$Melting, etc. is an instance of
#$StateOfMatterChangeEvent. Note: Most Cyc microtheories
distinguish four states of matter, namely,
#$Solid-StateOfMatter, #$Plasma-StateOfMatter,
#$Liquid-StateOfMatter, #$Gaseous-StateOfMatter. See
#$MatterTypeByPhysicalState and its individual state constants.
In SUMO 'StateChange'
SUMO: Any Process where the PhysicalState of part of the patient of the
Process changes.
bd5884ff-9c29-11b1-9dad-c379636f7270
The Cyc equivalent of SUMO and COSMO 'StateChange'.
A collection of events. In each instance of this
collection, an object is heated to (and then above) its
#$freezingPoint and is thereby changed from a
#$Solid-StateOfMatter to a #$Liquid-StateOfMatter.
SUMO: The Class of Processes where an Object is
heated and converted from a Solid to a Liquid.
bd58f9f4-9c29-11b1-9dad-c379636f7270
A specialization of #$IntrinsicStateChangeEvent.
In each instance of #$TemperatureChangingProcess, the
temperature of some object is changed. Specializations of
#$TemperatureChangingProcess include the collections
#$CookingFood and #$Freezing.
bd58f9ad-9c29-11b1-9dad-c379636f7270
A specialization of #$TemperatureChangingProcess.
Each instance of #$CoolingProcess is an event in which the
temperature of some object (related to the instance of
#$CoolingProcess by #$objectOfStateChange) is lowered.
bd58f7dc-9c29-11b1-9dad-c379636f7270
A specialization of #$StateOfMatterChangeEvent.
Each instance of #$Freezing is an event in which an object
is cooled to a temperature at or below its freezing point
(see the predicate #$freezingPoint), and is thereby changed
from a #$Liquid-StateOfMatter to a #$Solid-StateOfMatter.
SUMO: The Class of Processes where an Object is
cooled and converted from a Liquid to a Solid.
bd58a837-9c29-11b1-9dad-c379636f7270
A collection of events. In each instance of
#$Condensing, a gas is cooled to (or its pressure lowered
to) the point where the relative humidity (or similar
partial pressure measure if something other than water is
condensing) is greater than 100%, changing part of a
component of the gas from the #$Gaseous-StateOfMatter to the #$Liquid-StateOfMatter.
SUMO: The Class of Processes where an Object is cooled and converted
from a Gas to a Liquid.
be01163d-9c29-11b1-9dad-c379636f7270
A specialization of #$StateOfMatterChangeEvent.
Each instance of #$Vaporization is an event in which a
liquid or solid transforms into its gaseous state.
Important specializations include #$Aerosolizing,
#$Evaporating, and #$Boiling. The latter two rely on heat
to catalyze the reaction, and the former uses pressure.
d301a6f2-8ace-41d7-95aa-b78daee0c8df
A collection of events and a specialization of
#$StateOfMatterChangeEvent. In each instance of this
collection some liquid matter is raised to its
#$boilingPoint and is thereby changed from being in the
#$Liquid-StateOfMatter to being in the
#$Gaseous-StateOfMatter. (Note: this does not cover cases of
heat or evacuation causing a solid to sublime directly into
a gas.) See also #$BoilingFood, which is not a
specialization of this collection since it is not the food
itself which is being boiled but the water in which it is cooking.
bd589c37-9c29-11b1-9dad-c379636f7270
A specialization of #$StateOfMatterChangeEvent.
In each instance of #$Evaporating, something in liquid form
(i.e., an instance of #$Liquid-StateOfMatter) is converted
to vapor (and thus becomes an instance of #$Gaseous-StateOfMatter).
SUMO: The Class of Processes where a Substance is
converted from a Liquid to a Gas at a temperature below its
Boiling point (at the ambient pressure).
NOTE1: as of v0.32, sublimating and freeze-drying, where the substance
evaporates from a solid phase directly to vapor, is included.
It should be broken out separately.
NOTE: instances of this Event do not have to have
as Patient of the process an Object that is exclusively
or mostly liquid, but the liquid may initially
be only a fraction of the weight of the object of interest,
as in the Event or process of drying something.
be01164d-9c29-11b1-9dad-c379636f7270
(SquareRootFn ?NUMBER) is the principal square root of ?NUMBER.
(SquareRootFn RealNumber)
ArtObject (CYC) ArtWork (SUMO)
OPENCYC 1: MAY 23, 2002
A specialization of both #$HumanAccessibleIBO and #$Artifact. Each instance
of #$ArtObject is a tangible object that is a work, or a reproduction
of a work, in one of the representational or plastic arts, such as
a painting, sculpture, ceramic piece, quilt, or stained glass composition.
#$ArtObject does _not_ include as instances plays, movies, music,
performance art, or other activities. #$ArtObject is a specialization
of #$InformationBearingObject, but its instances need not have any
propositional content. Examples of #$ArtObject: the #$StatueOfLiberty,
the Mona Lisa, a poster reproduction of Van Gogh's 'Starry Night', Rodin's 'Burghers of Calais', a piece of Ju ware from the Sung Dynasty, the windows of Chartres Cathedral, a series of prints by Picasso.
SUMO: (ArtWork) Artifacts that are created primarily for aesthetic appreciation.
Note that this Class does not include most examples of architecture, which
belong under StationaryArtifact.
The SUMO equivalent of 'ArtObject'.
A specialization of #$ArtObject. Each instance of
this collection is a tangible three-dimensional work of art.
Buildings are not included, even though sculptural features
of buildings (such as friezes) are. Types of #$Sculpture
include stone statues, friezes, wood carvings, pipes welded
into abstract art sculptures, etc. Example instances: the
#$StatueOfLiberty, the #$MountRushmoreMonument,
Michelangelo's David, the friezes on the #$Parthenon,
the Buddhas at Longan. See also #$Sculptor.
bd58acda-9c29-11b1-9dad-c379636f7270
Statues as art forms-- usually figures of persons
or animals carved in stone, wood, metal, etc.
be010b8f-9c29-11b1-9dad-c379636f7270
Stone sculptures as art forms.
bd588a9a-9c29-11b1-9dad-c379636f7270
SUMO: Any ArtWork which is produced by Painting.
The collection of all #$ArtObjects carved out of
stone, wood, metal, etc. #$Statues which are assembled from
pieces or molded (e.g. the #$StatueOfLiberty) are not
instances of this collection.
c11f6665-9c29-11b1-9dad-c379636f7270
SUMO: The Class of graphs, where a graph is understood
to be a set of GraphNodes connected by GraphArcs. Note that this
Class includes only connected graphs, i.e. graphs in which there is a
GraphPath between any two GraphNodes. Note too that every Graph
is assumed to contain at least two GraphArcs and three GraphNodes.
NOTE; Cyc 'SimpleGraph-GraphTheoretic' appears to be
a subtype:.
An instance of #$PathSystemType-Structural and a
subcollection of #$PathSystem. Each instance of
#$Multigraph is an instance of #$PathSystem in which the
only points are nodes in the system and all paths are made
of links (i.e., no intermediate points along links).
Sometime such a system is called a graph or multi-graph in
graph theory. A #$Multigraph consists of nodes
interconnected by links, with loops on single nodes allowed,
and with multiple links between the same two nodes also
allowed. (For a graph with no parallel links and no loops,
see #$SimpleGraph-GraphTheoretic.
SUMO: The Class of multigraphs. A multigraph
is a Graph containing at least one pair of GraphNodes that are
connected by more than one GraphArc.
bde212ef-9c29-11b1-9dad-c379636f7270
The collection of all #$PathSystems that are
instances of both #$SimplePathSystem and #$Multigraph. Each
instance of #$SimpleGraph-GraphTheoretic is a
'graph', as studied in graph theory, in which
there are neither loops nor multiple links between the same
pair of nodes.
be269b3d-9c29-11b1-9dad-c379636f7270
The collection of all directed simple graphs,
i.e., node-and-link structure in which every link has one
direction and no multiple links (between a pair of nodes) or
loops are allowed, as studied in graph theory. This is the
intersection of #$SimpleGraph-GraphTheoretic and
#$DirectedMultigraph, which is the same as the intersection
of #$SimpleGraph-GraphTheoretic and #$DirectedPathSystem.
SUMO: The Class of directed graphs. A directed graph is
a Graph in which all GraphArcs have direction, i.e.
every GraphArc has an initial node (see InitialNodeFn)
and a terminal node (see TerminalNodeFn).
beb3df26-9c29-11b1-9dad-c379636f7270
An instance of #$PathSystemType-Structural and a
subcollection of #$PathSystem. Each instance of
#$Semi-DirectedPathSystem is a path system SYS in which
every link LINK is given at least one direction (specified
by (#$linkFromToInSystem LINK X Y SYS)), and in which every
loop is given two directions (so in a sense we can ignore
the directions of loops). The directions of paths and
non-loop-cycles (if there are any) in SYS are determined by
the directions of links in SYS. When designing a particular
semi-directed path system, it is convenient to create a
constant for the system (say SYS1) and to assert that it is
an instance of #$Semi-DirectedPathSystem (#$isa SYS1
#$Semi-DirectedPathSystem)). One can then create a constant
for each node (such as Node1) in the system, and a constant
for each link (such as LinkA) in the system (using (#$isa
LinkA #$Path-Simple)), and then assert the directions of
links using #$linkFromToInSystem (e.g.,
(#$linkFromToInSystem LinkA Node1 Node2 SYS1)). The axioms
for #$linkFromToInSystem will allow one to infer other
assertions, such as those involving #$pointOnPath,
#$linkBetweenInSystem, #$nodeInSystem, and #$linkInSystem.
One can then proceed creating loops, isolated points, and
extra points on links, if they are desired.
bebe0ecc-9c29-11b1-9dad-c379636f7270
An instance of #$PathSystemType-Structural and the
collection of #$PathSystems without loops or parallel links.
This collection includes #$SimpleGraph-GraphTheoretic when
there are no non-node points along links.
c0f34819-9c29-11b1-9dad-c379636f7270
An instance of #$PathSystemType-Structural and a
specialization of #$Semi-DirectedPathSystem. Each instance
of #$DirectedPathSystem is a path system SYS in which every
link LINK is given exactly one direction (specified by
(#$linkFromToInSystem LINK X Y SYS), (#$PathFromFn LINK
SYS), or (#$PathToFn LINK SYS)). Note that #$PathFromFn
and #$PathToFn are only defined for directed path systems.
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The collection of all #$DirectedPathSystems each
of which has no directed cycle in it (see
#$directedCycleInSystem). Note that each instance of
#$DirectedAcyclicPathSystem has no loops in it, although it
may have an undirected graph cycle in it.
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A TelephonePathSystem is the system of paths within any telephone network
(not necessarily the public switched telephone network). This is an abstract
path system, not the physical connections; this is not a physical object.
A Table is an abstract structure which is a list of
lists. Individual tables will have two dimensions, but since each list
may also be a list of lists, tables can effectively have an
arbitrary number of dimensions.
The furniture Table is labeled 'Table-Furniture' in this
ontology.
An AlphabeticalCharacter is an AbstractCharacter
that is one of the symbols contained in some linguistic alphabet.
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
represent an AlphabeticalCharacter, but the charactrs
should be unique regardless of their representation.
An Alphabet is a group of AbstractSymbols that is
used to encode the words of a language. This is restricted to
letters that have some phonetic value, not to ideograms such
as Chinese characters or non-phonetic hieroglyphs.
MonthAndYear is a specific time interval of one month located in the specified month and year.
A UnitOfMeasure equal to 4840 square yards.
NOTE: this is here for alignment with SUMO. actual Time Positions
are represented in this ontology under TemporalLocation. This type
here is a measure of time location, not an actual time location itself;
for example, it might be a measure represented on a clock-calendar.
SUMO: Any TimePoint or TimeInterval along the universal
timeline from NegativeInfinity to PositiveInfinity.
A means of converting TimePositions between different TimeZones. (RelativeTimeFn ?TIME ?ZONE) denotes the TimePosition in CoordinatedUniversalTime that is contemporaneous with the TimePosition ?TIME in TimeZone ?ZONE. For example, (RelativeTimeFn (MeasureFn 14 Hour) EasternTimeZone) would return the value (MeasureFn 19 Hour).
(RelativeTimeFn TimePosition TimeZone )
Includes all standard measures of monetary value, including UnitedStatesDollar,
UnitedStatesCent, Lire, Yen, etc.
This is a UnitOfMeasure. A QuantityOfMoney will be an Ordered pair
of a CurrencyMeasure and a number.
A UnitOfMeasure representing one unit of ownership
in a corporation, MutualFund, or limited partnership.
(WealthFn Agent)
A UnaryFunction that maps an Agent to a CurrencyMeasure specifying the value of the property owned by the Agent. Note that this Function is generally used in conjunction with the Function PropertyFn, e.g. (WealthFn (PropertyFn BillGates)) would return the monetary value of the sum of Bill Gates' holdings.
A currency measure. 1 UnitedStatesCent is equal to .01 UnitedStatesDollars.
A currency measure used in most European Union countries.
The unit of currency used in the USA.
The unit of currency used in Japan.
A currency measure. 1 EuroCent is equal to .01 EuroDollars.
The unit of currency used in the United Kingdom.
An energy measure.
A Namespace is a context in which the meanings
of terms can be restricted to one or some small controlled
number. In this ontology, a Namespace may be used as a prefix
for the label of a concept, to distinguish different concepts
that have the same name in different Namespaces.
A RelationExtendedToQuantities is a Relation that, when it is true on
a sequence of arguments that are RealNumbers, it is also true on a
sequence of ConstantQuantites with those magnitudes in some unit of
measure. For example, the lessThan relation is extended to quantities.
This means that for all pairs of quantities ?QUANTITY1 and ?QUANTITY2,
(lessThan ?QUANTITY1 ?QUANTITY2) if and only if, for some ?NUMBER1,
?NUMBER2, and ?UNIT, ?QUANTITY1 = (MeasureFn ?NUMBER1 ?UNIT),
?QUANTITY2 = (MeasureFn ?NUMBER2 ?UNIT), and (lessThan ?NUMBER1 ?NUMBER2),
for all units ?UNIT on which ?QUANTITY1 and ?QUANTITY2 can be measured.
Note that, when a RelationExtendedToQuantities is extended from
RealNumbers to ConstantQuantities, the ConstantQuantities must be
measured along the same physical dimension.
(rdf:type rdf:resource = '#InheritableRelation'/)
The collection of instances of #$Animal that have
never had sexual intercourse. In general, this applies only
to humans and possibly other primates.
42fc0ad4-69c3-11d6-8000-00a0c99cc5ae
One Bit of information. A one or a zero.
Time unit. A week's duration is seven days.
SI electric conductance measure. Symbol: S. In the case of direct current, the conductance in Siemens is the reciprocal of the resistance in Ohms; in the case of alternating current, it is the reciprocal of the impedance in ohms. siemens = A/V = m^(-2)*kg(-1)*s^(3)*A^2.
English mass unit of slugs.
Attributes that characterize the mental
or behavioral life of an Organism.
SetOrCollection[Cyc]%SetOrClass[SUMO]
COSMO: SetOrType is the union of theTypes Set and Type.
'Type' in COSMO is used to refer to those intensionally-defined groupings called:
Class in Ontolingua and Protege;
Class in RDF and OWL;
Class in SUMO;
Collection in OpenCyc;
Universal in DOLCE;
Property in Ontology Works' IODE system
* The Class 'Type' in COSMO is intended to be equivalent to the classes by
those names in those other ontologies.
* (isaSubtypeOf A B) means that Type A is a subtype of Type B and
that all instance of Type A are also instances of Type B.
COSMO: the term 'Type' in COSMO is used to refer to those intensionally-defined
groupings called:
Class in Ontolingua and Protege;
Class in RDF and OWL;
Class in SUMO;
Collection in OpenCyc;
Universal in DOLCE;
Property in Ontology Works' IODE system
* The Type 'Type' in COSMO is intended to be equivalent to the types (classes)
by those names in those other ontologies.
* (isaSubtypeOf A B) means that Type A is a subtype of Type B and that all
instance of Type A are also instances of Type B.
However, the interpretation of these categories is not universally agreed on. In
the case of ISO15926, the 'classes' of that ontology are intended to be interpreted as
sets. The COSMO 'Type' is not a mathematical set. Among other problems with that
interpretation is the fact that any two sets with identical members are considered
as the same set. But in COSMO, any number of different Types may have the
same instances in some particular context. The same issue is discussed in the SUMO
documentation of 'Class'. below.
In COSMO, a 'Type' is considered to be a 'Description' which is a group of
necessary and/or sufficient conditions for some individual entity to be
an instance of that Type. The Description can be applied to individual contexts
(time, location, theoretical or hypothetical contexts) to identify the
individuals in that context that are instances of the Type. Therefore,
a subtype is not a subset of the parent Type and an 'instance' of a
Type is not a 'member' of some set identical to the Type. Of course, one may
define a mathematical Set whose members are identical to the instances of
a Type in some particular context, but insofar as the instances may vary with context,
any Set corresponding to the instances may vary with context, whereas the Type
(i.e. the description of the conditions for 'instanceship') will be the same
Type in all contexts. The necessary conditions for instanceship inherit
*down* the chain of subtypes, whereas the sufficient conditions for membership
'inherit' (in a sense) *up* the chain of ancestor Types.
In spite of this difference in logical interpretation, when inference is
performed, the subtypes and instances of COSMO behave logically exactly the same
as the classes and instances of the ontologies above - the subtypes
inherit properties from the parent types and instances of a subtype are
also instances of the parent Types. The explicit difference in interpretation is
largely a result of the emphasis in COSMO on the need for very explicit
specification of the context in which an assertion is made.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
SUMO: Classes differ from Sets in three important respects. First, Classes are
not assumed to be extensional. That is, distinct Classes might well have exactly
the same instances. Second, Classes typically have an associated 'condition'
that determines the instances of the Class. So, for example, the condition
'human' determines the Class of Humans. Note that some Classes might satisfy
their own condition (e.g., the Class of Abstract things is Abstract) and
hence be instances of themselves. Third, the instances of a class may occur
only once within the class, i.e. a class cannot contain duplicate instances.
OPENCYC 1: MAY 23, 2002: The collection of all Cyc collections. Cyc collections are natural kinds or classes, as opposed to mathematical sets; their instances have some common attribute(s). Each Cyc collection is like a set in so far as it may have elements, subsets, and supersets, and may not have parts or spatial or temporal properties. Sets, however, differ from collections in that a mathematical set may be an arbitrary set of things which have nothing in common (see #$Set-Mathematical). In contrast, the instances of a collection will all have in common some feature(s), some 'intensional' qualities. In addition, two instances of #$Collection can be co-extensional (i.e., have all the same instances) without being identical, whereas if two arbitrary sets had the same elements, they would be considered equal. As with any Cyc constant, an instance of #$Collection should be created only if it is expected to have some purpose or utility. Moreover, the 'best' collections to create are the ones which are impossible to define precisely, yet about which there are rules and other things to say. E.g., 'WhiteCat' is not a good element of #$Collection to create, because it's easy to define with other Cyc concepts, and there's not much to say about the collection of white cats; but 'WhiteCollarWorker' could be a good instance of #$Collection, because it is hard to define exactly, yet there are many things to say about it.
SUMO: This is the subclass of ContentBearingObjects which are
language-related. Note that this Class encompasses both Language
and the the elements of Languages, e.g. Words.
COSMO NOTE: This SUMO concept is a PhysicalObject. Most
linguistic concepts in COSMO are abstract, though they will
oftenhave physical representations. Most reasoning
about information objectsin COSMO is done with the
subtypes and instances of 'AbstractSymbolicObject'.
LinguisticExpression[SUMO_only]
SI inductance measure. Symbol: H. One Henry is equivalent to one Volt divided by one Ampere per SecondDuration. If a current changing at the rate of one Ampere per SecondDuration induces an electromotive force of one Volt, the circuit has an inductance of one Henry. Henry = Wb/A = m^2*kg*s^(-2)*A^(-2).
Information-encoding-system[DOLCE]*
DOLCE: An information encoding system is a description
that involves information objects. They can be divided into
1) axiomatic systems, which provide roles and operations to define
formal descriptions (e.g. theories),
2) combinatorial systems, which provide
roles and operations to create valid information objects (e.g. grammars),
3) classification systems, which are contexts of (ev. ordered) lists
of information objects, and
4) informal encoding systems, which provide roles and operations
to define informal descriptions (e.g. narratives).
A KnowledgeOrganizationSystem is a group of assertions
that are created for the purpose of systematically describing some
field of knowledge. They range from dictionaries through ontologies
and executable specifications.
A KnowledgeClassificationSystem is a KOS that includes at least a taxonomy
to provide some formal logical relations among the different concepts in the
group of concepts being described.
A SemanticNetwork is an arrangement of terms representing concepts, including an inheritance ('isa') hierarchy, and at least several other relations that connect terms and indicated conceptual relations among the concepts represented by the terms. A thesuarus differs from an ontology primarily in that the meanings of the types and relations are not defined by logical rules.
A Thesaurus is an arrangement of terms that may or may not include a taxonomy, but usually includes synonymous terms, and some indication of narrower versus broader ranges of meaning. Optionally, a thesaurus may contain a small number of non-isa relations such as part-of and instance-of.
An Ontology, as used in this classification, is an arrangement
of terms in data structures, representing a structured system of concepts
that constitute a theory of something. The difference between an ontology
and a general notion of some field is the precise definition of the meanings
of the relations between the component parts of the ontology. An ontology
includes (1) a set of Types arranged in an inheritance hierarchy;
(2) individual things that are instances of those Types;
(3) formal Relations specifying how the Types are related to each other, how instances
of Types may be related to each other, and what Types and instances may be related by
which formal Relations; (4) logical rules that provide more detailed descriptions
of the meanings of the types and relations; (5)a subclass of rules that specifically
restrict the usage of relations ('restrictions').
In one sense, an Ontology may be is a BeliefSystem for whatever Agent
actually considers the Ontology close enough to reality to be worth using
for practical purposes. But not every Ontology is such a BeliefSystem,
so we do not create the formal link to 'BeliefSystem' at this point.
The Common Semantic Model, which is this ontology.
The class of TimeIntervals that begin at Sunset and end at Sunrise (from SUMO).
The collection of all events, people, objects,
periods, etc. which are considered to have historical
significance. The membership in this collection depends
upon time, place, and culture.
COSMO note: In Cyc HistoricTemporalThing is a subtype of TemporalThing, but in
COSMO TemporalThing is redefined not to include objects, so
this category has been reassigned as a subtype of the more
general category 'Individual'.
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A UnaryFunction that maps a TimePosition to a short, indeterminate TimeInterval that immediately follows the TimePosition.
(ImmediateFutureFn TimePosition)
The Class of all calendar Months.
A BinaryRelation ?REL is
symmetric just in case (?REL ?INST1 ?INST2) imples (?REL
?INST2 ?INST1), for all ?INST1 and ?INST2.
A specialization of #$PhysicalObject. Each
instance of #$ContactLocation is a location at which some
particular agent (e.g. a person or a corporation) may be
contacted by any of several means, for any of several
purposes. #$ContactLocations include any place to which one
may direct one or more of the following: letters, packages,
phone calls or voice messages, bills, email, faxes, pages,
subpoenas. Contact locations must be fairly specific --
e.g. my house or my office, but not simply my city of residence.
A ContactLocation may be mobile - such as a cell phone.
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COSMO note: In Cyc this was 'Outdoors-ExposedToWeather',
and included a heterogeneous grouping of objects, substances,
and regions. In COSMO it is strictly a physical object,
restricted to those objects typically located 'Outdoors'.
Cyc comment: The collection of instances of
#$SpatialThing-Localized that are outside under the sky,
exposed to weather, not immersed in water, not in space, and
not underground.
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A MobilePlatform is a Platform designed to both and provide a support that enables the use of devices, and to carry those devices from place to place.
An instance of #$BiologicalOrder, and a sub-taxon
of #$Eutheria. Each instance of #$Primate has a relatively
large brain case, an unfused radius and ulna in the
forelimbs, an unfused tibia and fibula in the hind limbs,
and opposable thumbs. Notable specializations of #$Primate
include #$Person, #$Orangutan, #$Gorilla, and #$Baboon.
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Includes Humans and relatively recent ancestors of Humans.
The Class of temporal Relations.
This Class includes notions of (temporal) topology of intervals,
(temporal) schemata, and (temporal) extension.
SI power measure. Symbol: W. A UnitOfMeasure
that measures power, i.e. energy produced or expended divided
by TimeDuration. It is the power which gives rise to the production
of energy (or work) at the rate of one Joule per SecondDuration.
Watt = J/s = m^2*kg*s^(-3).
A ProcessedNaturalObject is a natural object
that has been removed from its natural setting or modified
in place by people, for some purpose. When the modification
is intended to create some object that has a purpose, that object
becomes an ArtifactObject.
A subset of #$Communicating in which some instance
of #$CommunicationDevice is used deliberately by
the #$senderOfInfo in the communication. Examples
include (#$UsingAFn #$Telephone), #$InternetCommunication,
two-way radio communication, using a microphone on a stage, etc.
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A specialization of #$CommunicatingUsingADevice.
Each instance of #$Telecommunication is a communication
event which utilizes an electronic communication device that
is designed to convey messages over geographically
signficant distances (roughly, one #$Kilometer or more).
Specializations include #$SendingInformationByTelephone,
#$FaxingADocument, and #$Broadcasting. Note that talking to
someone in the next room on a #$Telephone would be an
instance of #$Telecommunication even though the
communication does not span a geographically significant
distance; for the communication uses a device which is
<i>designed</i> for communication across such distances.
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Any Communication that involves a
single agent and many destinations. This covers the release
of a published book, broadcasting, a theatrical performance, giving
orders to assembled troops, delivering a public lecture, etc.
Cyc: (MassCommunicating) Communication actions in which a great many agents
are the targets of the communication. This is not
necessarily limited to communications which use broadcast
media such as television or radio - it also includes mass
communications accomplished by print media, by telephoning
lots of people, by individually telling many people the same
message, or by using a combination of media. Examples: an ad
campaign, a ''get out the vote'' effort, or a
smear campaign.
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The Cyc equivalent of 'Disseminating', the
action of distributing many copies of a communication.
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A collection of #$Events; a subset of
#$MassCommunicating. In every instance of
#$MediaTransferEvent, a #$ConceptualWork is distributed to
the public as a collection of #$InformationBearingThings
(IBTs). Accordingly, every instance of #$MediaTransferEvent
has two #$subEvents: (1) an instance of
#$IBTGeneration-Replication, in which the IBTs are produced,
and (2) an instance of #$TransferOut, in which the IBTs are
distributed. Important subsets of #$MediaTransferEvent are
#$PrintCirculationEvent and #$MediaTransmitting. In
#$PrintCirculationEvents, the generated IBTs are
#$HardcopyInformationBearingObjects, and the replication
subEvent precedes the distribution subEvent. In
#$MediaTransmitting, the IBTs are
#$InformationBearingWavePropagations, and the replication
subEvent is the same as the distribution subEvent. See also
#$ConceptualWork and #$MediaProduct.
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A collection of #$Events; a subset of
#$MediaTransferEvent and of #$Emission. In every instance
of #$MediaTransmitting, a collection of intangible
#$InformationBearingThings are transmitted and received by
#$CommunicationDevices. These IBTs are NOT electrical
signals, radio waves, or the like, but are constituted of
sounds and/or images emitted by individual receiving devices
and accessible to human senses. Subsets of
#$MediaTransmitting include #$Broadcasting (via radio or TV)
and #$TVTransmitting (via cable or broadcast).
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A collection of #$Events; a subset of
#$MediaTransmitting conducted via radio or TV.
In COSMO, this Action is the action of sending out
the signals in anticipation that there will be
multiple recipeints. A Broadcasting action is
an instance of this category even if no one picks up the signal.
Cyc: In every #$Broadcasting event, an
#$InformationBearingWavePropagation is converted into radio
signals, which are transmitted by a #$BroadcastAntenna and
received by a #$ReceivingAntenna. Subsets of #$Broadcasting
are #$RadioBroadcasting and #$TVBroadcasting.
SUMO: Disseminating information by using a
CommunicationDevice that radiates RadioEmissions.
bf45168b-9c29-11b1-9dad-c379636f7270
A RadioWaveTransmittingDevice is an ElectronicDevice whose primary function
necessarily includes the transmission of radio waves. The device may have
other primary functions.
This category subsumes both mobile and fixed transmitting radio
devices. For RadioWaveTransmittingDevices that transmit with
permits from a fixed location, use the subtype 'Transmitter'.
A collection of #$Events; a subset of
#$Broadcasting. In every #$RadioBroadcasting event, an
#$InformationBearingThing consisting of #$AudibleSound is
converted into radio signals and transmitted by a
#$BroadcastAntenna, and received by a #$ReceivingAntenna.
SUMO: Any instance of Broadcasting which is
intended to be received by a Radio.
bdbdf78a-9c29-11b1-9dad-c379636f7270
A specialization of both #$ElectricalDevice and
#$PhysicalPartOfObject. Each instance of
#$ElectricalComponent is an #$ElectricalDevice which is
normally considered to be a part of some larger, more
clearly distinguished #$PhysicalDevice (for example, clearly
distinguished in the sense that it is sold or moved as a
unit). Each instance of #$ElectricalComponent must be
connected with other parts in order to perform its #$primaryFunction.
An ElectricalComponent will have a separate existence at some
point in the manufacturing process even if every instance
of a particualr type of ElectricalComponent is inserted
into the larger object.
Examples are: Battery, Antenna, resistor.
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The electrical component used to receive
electromagnetic signals.
SUMO: A CommunicationDevice which enables or improves
the reception of RadioEmissions by another CommunicationDevice (the
radio or television receiver).
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A collection of events. In each instance of
#$EnergyConversionProcess, energy is converted from one form
to another.
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A collection of events, and a specialization of
#$EnergyConversionProcess and #$DecompositionProcess. Each
instance of #$Explosion is an event that involves a chaotic
release of energy. It is not exactly controlled, even in
the best circumstances, though it may be contained and
channelled to do useful work (such as within the cylinders
of a car engine, or when a hole is blasted for a backyard
swimming pool.). Specializations of this collection include
#$Deflagration, #$Detonation, #$NuclearExplosion and #$Supernova.
SUMO: Any sudden and massive release of energy that is
the product of a chemical reaction.
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A specialization of #$SocialOccurrence. Each
instance of #$SocialGathering is an intentional social
gathering of people who have the same or similar purposes in
attending, and in which there is communication between the
participants. Specializations include #$BabyShower,
#$Carnival, and #$Rally. Note that a group of people
waiting to board an elevator is not typically a
#$SocialGathering, even though they share a common purpose,
since they are not expected to talk to each other.
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Exhibiting something or a range of things
before the public in a particular location. This would cover software
demos, theatrical plays, lectures, dance and music recitals, museum
exhibitions, etc..
A Demonstrating which includes DramaticActing
and/or Music and which is intended to entertain the audience.
NOTE that this is specifically a dramatic performance.
The generic notion of 'performing an action' is included in
the general Type of 'Action'.
In Cyc called 'PerformingInFrontOfGroup'.
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The Cyc term for 'Performance'.
Relatively formal public speaking. Usually a
podium or lecture is involved. A group of people are in the
audience. The stuff spoken is usually non-fiction prose.
Theatrical performances are not in this category (else rules
like sender is stationary would be wrong).
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A collection of communication actions, a subset of
#$PublicSpeaking. Each instance of this collection is an
action where some primary actor(s) are mostly speaking and
audience members are mostly listening.
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The Cyc equivalent of 'Lecture', the Event.
The event consisting of the speaking that
a church leader does in front of
the church members during a church service.
SUMO: A Lecture that is part of a ReligiousService.
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Being someone you aren't. Taking on a
character role. Someday this may be partially related to
lying. What actors do during plays. What comedians might
do as part of a joke. Something children do for fun.
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The collection of activities that
#$Artist-Performers do. Its subsets include things like
#$Singing, #$DancingProcess-Human, #$DramaticActing,
#$PlayingAMusicalInstrument, etc. What is being captured in
this collection are the actions that #$Artist-Performers do,
both in preparation for and during a performance. For the
collection of performace events, see #$EntertainmentPerformance.
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This is the collection of events in which a person
portrays someone or something other than himself as part of
a dramatic performance - either for film or television, or
in a live theater production. It is thus distinguished from
#$Masquerading, which is also a spec of #$Acting.--Huffer,
Dec 2, 1998.
SUMO: Playing a character in a Performance,
MotionPicture, etc.
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Language[SUMO?physical_not_abstract]#
A system of signs for expressing thought. The system can be either natural or artificial, i.e. something that emerges gradually as a cultural artifact or something that is intentionally created by a person or group of people.
A Theory is a specification describing a structure of some system,
abstract or concrete. Theories (e.g. scientific) that describe concrete (physical) systems
are usually created to explain some observed phenomenon. Theories that
describe abstract (e.g. mathematical) systems may be created for any
reason, sometimes just for the joy of describing an new and interesting
structure of abstract elments.
NOTE that a Theory is a subtype of 'Information-Content' in COSMO because
although a theory may not be exoerimentally verified, it contains
propositions that reflect the experience of its creator.
A Theory will be a context in which certain assertions may be true,
though the same assertions may not be true in other theories, or indeed
may not be true anywhere other than in that particular theory. Theories
may form a subsumption lattice, in which some theories have
multiple subtheories. Every ontology (including this one) is
a theory - most ontologies are intended to represent some
aspect of the real world.
A Methodology is not a specific Procedure, but a set of procedures which
may be applied individually or collectively to accomplish some general category of tasks. A specific example is the 'Scientific Method' in which hypotheses are created and verified or disproved by experiment or observation.
The collection of all objects that are
#$TemporalThings (beings, magical artifacts, spells, etc.)
in fictional works but not extant in the world modeled by
the KB in which something is asserted to be an instance of
this. This collection should have no instances in #$BaseKB
or other general microtheories, but be restricted to
microtheories dealing with the real world or some
fictional world. Note that instances of #$FictionalContext
or stories about #$FictionalThings are not themselves
#$FictionalThings, unless they are only defined as existing
in some #$FictionalContext.
COSMO note: In Cyc FictionalThing is a subtype of TemporalThing, but in
COSMO TemporalThings is redefined not to include objects, so
this category has been reassigned as a subtype of the mroe
general category 'Individual'.
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An #$AnimalBodyPartType and a specialization of
both #$ExternalAnatomicalPart and #$AnimalBodyPart.
#$Appendage-AnimalBodyPart is the collection of all
appendages of #$Animals. An appendage is a body part that
is connected to, and extends from, an animal's #$Torso
(or from another of the animal's appendages, such as a
hand extending from an arm). Each appendage is used by the
#$Animal for one or more functions. Altogether, appendages
serve a wide variety of functions, including locomotion,
manipulation, sensing, fighting, scratching, heat
dissipation, and balance. Note that appendages are not
crucial for the life of the animal; thus a
#$Neck-AnimalBodyPart or #$Head-AnimalBodyPart is not
considered to be an appendage.
bd5882f8-9c29-11b1-9dad-c379636f7270
Appendage that fish and sea mammals use to locomote
bd58dc05-9c29-11b1-9dad-c379636f7270
The subcollection of #$Animal whose instances have
a skin-like covering consisting #$Scale-AnimalBodyParts.
Some specializations are #$Fish and #$Reptile.
e1575bc0-74bd-11d6-8000-00a0c99cc5ae
Outer covering, analogous to skin, of reptiles and
fish. See also #$ScaledAnimal, the collection of animals
covered with scales.
bd58bd33-9c29-11b1-9dad-c379636f7270
An instance of #$BiologicalClass, and a
specialization of #$Vertebrate. Each instance of #$Reptile
is an air-breathing, cold-blooded vertebrate with a body
covered by scales or bony plates. Notable specializations
of #$Reptile include #$Snake, #$Lizard, and #$Turtle. Most
species of #$Reptile are oviparous (see #$OviparousAnimal),
but some are viviparous (see #$ViviparousAnimal).
SUMO: A ColdBloodedVertebrate having an external
covering of scales or horny plates. Reptiles breathe by means of
Lungs and generally lay eggs.
bd58f230-9c29-11b1-9dad-c379636f7270
The collection of all lizards; a subset of
#$Reptile. Each element of #$Lizard is a toothed reptile
with a tail and (with some exceptions) limbs, external ears,
eyes with movable lids, and without enclosing shells.
Reptiles range in size from less than an inch long to that
of the large #$KomodoDragon. The collection #$Lizard
constitutes a biological suborder (also called Sauria or
Lacertilia). Colloquially, 'lizard' may denote a
crocodile, but compare #$Crocodilian.
bd58f0af-9c29-11b1-9dad-c379636f7270
The collection of all things that we refer to as
'cords', which are similar to strings, but thicker
This constant differs from the
collection #$CordlikeObject (its direct genls) in that an
instance of #$Cord must be long, thin, flexible, and having
ends, whereas an instance of #$CordlikeObject must only be
relatively thin and having ends. For an example of
something that is a #$CordlikeObject but not a #$Cord, see #$SpinalCord.
b0c16c90-144a-11d6-8a13-0090279a5c18
PieceOfString is a long thin limp object made of multiple
fibers, whether natural (cotton) or synthetic (rayon).
A solid piece of plastic in the shape of a string is not
a 'String' in this sense.
For a piece of 'string' made from a solid line of some
plastic, use 'PieceOfString'.
The collection of all snakes; a subset of
#$Reptile. Each element of #$Snake is a limbless, scaly,
vermiform reptile with a long, narrow, tapering, mostly
smooth body. Snakes in many species have poisonous and
sometimes fatal bites. Snakes live on land, in trees, in
fresh water, and in the sea (sea snakes). #$Snake
constitutes a biological suborder (also called Serpentes or Ophidia).
SUMO: A long and narrow Reptile which lacks Limbs.
bd5893ee-9c29-11b1-9dad-c379636f7270
SUMO: A Snake that lacks venom and kills its
prey by crushing it to death.
bd7f0dac-9c29-11b1-9dad-c379636f7270
SUMO: A very large Boa that is found in South America.
bee06c07-9c29-11b1-9dad-c379636f7270
Snakes which live near water, are often in the
water, and which feed on aquatic animals.
c10aea6e-9c29-11b1-9dad-c379636f7270
The collection of venomous snakes (e.g. #$Cobra).
95fdffde-c9db-41d7-91dd-bd25f3bf011e
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Native to Africa and Asia.
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c0fd4525-9c29-11b1-9dad-c379636f7270
Dragons - fictional monsters. This collection
should only have instances in #$FictionalContexts
c0fcf24e-9c29-11b1-9dad-c379636f7270
The collection of all #$TemporalThings (beings,
magical artifacts, spells, etc.) appearing in myths or
legends but not extant in the world modeled by the KB in
which something is asserted to be an instance of this. This
collection should have no instances in #$BaseKB or other
general microtheories, but be restricted to microtheories
dealing with the real world or some fictional world. Note
that stories about #$MythologicalThings are not themselves #$MythologicalThings.
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This is the collection of instances of
#$FictionalThing which are also instances of #$Agent. Thus
#$FictionalCharacter excludes such instances of
#$FictionalThing as Golden Mountains, which are instances of
#$FictionalThing, but are not instances of #$Agent.
c072af82-9c29-11b1-9dad-c379636f7270
A specialization of #$IntelligentAgent. Each
instance of #$CovertAgent is an individual or a formal or
informal organization that plans and conducts a significant
portion of its activities secretly. Examples instances of
#$CovertAgent include criminals and criminal organizations,
terrorists, spies and espionage agencies, and military units
working behind enemy lines. Exposure of such an
agent's activities, location, plans, and (if
applicable) membership, to outside agents generally
threatens its continued existence and effectiveness.
bd7d7276-9c29-11b1-9dad-c379636f7270
A specialization of #$SocialBeing and
#$CovertAgent (qq.v.). Each instance of #$TerroristAgent is
a person (see #$Terrorist) or a group of people (see
#$TerroristGroup) that commits terrorist activities (see
#$TerroristAct and #$TerroristAttack).
bfcb7eca-9c29-11b1-9dad-c379636f7270
COSMO note: In COSMO, an Organization differs from its representation in
most other ontologies. In COSMO, and Organization is not a group of people, it is a
MentalObject, an artifact created by people. the essence of an Organization is that
it is organized. It therefore must have an explicit set of organizing
principles (a charter or constitution) whether that is written or, as in
some small informal organizations, merely retained in the minds of its members.
In addition to its charter, an Organization will have one or more lists of
associated agents (people or other organizations). There may be more than one
list, and the 'members' may not be called members. A complex organization
like a corporation may have several lists, e.g. board members, stockholders,
corporate officers, employees, even long-term contractors. The relationships
of the agents on those lists to the organization and to each other is
specified in the charter. Any or all of the lists of associated agents
('members' in simple organizations) may be empty. An Organization can exist
without members, and this differs from the specification in SUMO (below).
Because an Organization in COSMO is not a physical object, the parts of Cyc or
other ontologies that consider Organization as a subtype of group of
people (a physical object) will be inconsistent. Some effort will be
needed to convert Organizations in other ontolgoies to those in COSMO.
When an Organization is said to act as an 'Agent', there necessarily must be
some physical agent (person or computer program) that in fact performs the
action. Thus the 'agency' of an organization differs from that of
physical agents, as it will be indirect.
Every Organization is an 'Authority' because it creates rules, at least
for its own members with respect to the organization.
SUMO: An Organization is a corporate or similar institution.
The members of an Organization typically have a common purpose or function.
Note that this class also covers divisions, departments, etc. of organizations.
For example, both the Shell Corporation and the accounting department at Shell would
both be instances of Organization. Note too that the existence of an
Organization is dependent on the existence of at least one member
(since Organization is a subclass of Collection). Accordingly, in cases
of purely legal organizations, a fictitious member should be assumed.
OPENCYC 1: MAY 23, 2002
The collection of all organizations. Each instance of #$Organization is a group
whose group-members are instances of #$IntelligentAgent. In each instance
of #$Organization, certain relationships and obligations exist between the
members of the organization, or between the organization and its members.
Instances of #$Organization include both informal and legally constituted
organizations. Each instance of #$Organization can undertake projects, enter
into agreements, own property, and do other tasks characteristic of agents;
consequently, #$Organization is a specialization of the collection #$Agent.
Notable specializations of #$Organization include #$LegalGovernmentOrganization,
#$CommercialOrganization, and #$GeopoliticalEntity.
DOLCE: A socially-constructed person with a complex articulation of tasks,
roles and figures.
COSMO note: the superfluous parent Type 'Thing' was added so as
to make this important Type easily visible by drill-down
in the hierarchy.
hasAssociatedGroupType relates an Organization to one or more
Types of Groups that are intimately associated with the organization, and sometimes are
referred to as if they were the Organization itself. For Organizations that
have 'members' the Group would be OrganizationMembers; for a Fleet, it
is TheShipsOfTheFleet. The Group is referred to by type in this relation,
thus the range is owl#Class.
hasCharter relates an instance of Organization to
the Charter (constitution) which specifies the organization's
purpose, structure, and operating rules. The Charter of an Organization
need not be written down, for informal local organizations, and
may be only vaguely defined, for suborganizations within a
larger Organization. the use of the term 'charter' doe not imply
any form of approval by a governing body - see 'Charter' for
the intended meaning.
A Charter is an AbstractDocument specifying the set of
organizing purposes, principle, and rules for an Organization.
In this general sense, a Charter does not have to be issued by a
governmental body. The meaning corresponds to
sense 2 in The Random House Webster's Unabridged Dictionary:
'Charter (2). (often cap.) a document defining the formal
organization of a corporate body; constitution:
the Charter of the United Nations.'
Every Organization must have a Charter, which is the defining
characteristic that distinguishes an Organization from other
groups of agents. In COSMO this logical restriction is not
formally specified, because Organizations are too often referred to
with no knowledge of the actual Charter.
isaGroupAssociatedWithOrganization points from some
specific Group to a specific Organization that it has some formal association with.
This relation is a quasi-inverse of 'hasAssociatedGroupType', but is not
in fact an inverse, as it is an instance-level relation, whereas the
former relates an instance of Organization to a Type of Group that it is associated
with. The lack of symmetry reflects the need to carefully handle the
conflated concepts and relations that are involved in thinking about and
reasoning about Organizations. A Group may be associated with more than one
Organization.
The type of Group that may be asssociated with an Organization is very general,
and may be a Group of people or anything else, such as assets, property,
other organizations. The Type of Group it is will be deducible from the
Group's defined parent Type.
#$EntertainmentOrRecreationOrganization is a
specialization of #$Organization. Each instance of
#$EntertainmentOrRecreationOrganization is an organization
whose #$MainFunction is to provide personal entertainment to
customers. This collection includes organizations that
perform or provide other forms of entertainment, as well as
organizations which provide spaces in which entertainment is
scheduled or provided. Specific types of
#$EntertainmentOrRecreationOrganization include:
#$TelevisionStation, #$TelevisionNetwork, #$NightClub,
#$TheaterCompany, #$Cinema-Organization, #$AmusementPark, #$Band-MusicGroup.
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A collection of organizations. An element of
#$MusicPerformanceOrganization is a group whose main
function is the members playing music together. The
collection #$MusicPerformanceOrganization includes popular
music bands, orchestras, choirs, and marching bands; it does
not include record companies, music publishers, etc.
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The GroupOfPeople that comprise an Orchestra at any
given time..
bd58eaf7-9c29-11b1-9dad-c379636f7270
An Organization whose members assemble in one place from
time to time to play musical instruments together. The associated GrouOfPeople is
called 'OrchestraMembers'.
SUMO: A GroupOfPeople that create InstrumentalMusic together.
bd58eaf7-9c29-11b1-9dad-c379636f7270
instances are powders of a chemical compound, usually
insoluble in water, that impart color to another
substance in which it is mixed.
bd58a093-9c29-11b1-9dad-c379636f7270
A reddish ore consisting principally of
mercury sulfide HgS, the principle ore from which Mercury
is extracted. Also used as a pigment.
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The collection of biological taxonomic
subdivisions more specific than #$BiologicalClass but more
general than #$BiologicalOrder.
bd58cba7-9c29-11b1-9dad-c379636f7270
One of the two subclasses in the angiosperm class.
Includes taxa whose members usually have two cotyledons in
the embryo phase, may have a cambium, and usually have broad
leaves with branching veins.
bd58e3ac-9c29-11b1-9dad-c379636f7270
A specialization of #$BiologicalTaxon. Each
instance of #$BiologicalOrder is an immediate subdivision of
some instance of #$BiologicalClass or #$BiologicalSubclass
(qq.v.). Instances of #$BiologicalOrder include
#$CarnivoreOrder, #$Monotreme, and #$Primate.
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bd58e19b-9c29-11b1-9dad-c379636f7270
tree whose bark is the spice cinnamon. Laurel family
bd58a1bd-9c29-11b1-9dad-c379636f7270
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A specialization of #$Plant-Woody. Each instance
of #$EvergreenPlant is a plant that retains its leaves or
needles throughout all the seasons of the year. See also
the collection #$DeciduousPlant.
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The collection of trees which bear a fruit
ordinarily eaten by human beings. This would include many
trees that bear nuts.
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A collection of tangible stuff. Each instance of
#$DessertFood is an item of food which, in its prepared
state, is customarily eaten by people as part of the
#$DessertCourse of a meal. For example, (in
#$NorthAmericanCuisine,) ice cream, cake, pie.
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A baked pastry shell containing a filling of
fruit, meat, or pudding.
A whole pie, not the substance.
bd58e4a8-9c29-11b1-9dad-c379636f7270
c05628a4-9c29-11b1-9dad-c379636f7270
A whole cake, not the substance.
Cyc: Spongy dessert food item
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A single cookie - an object, not a substance.
bd588348-9c29-11b1-9dad-c379636f7270
This is the subcollection of #$Food that is
normally in a #$Solid-StateOfMatter when eaten.
be995b13-9c29-11b1-9dad-c379636f7270
COSMO note: we use a narrower interpretation than
Cyc, as a solid food object, so it is an object, not
a substance, and liquids are excluded. This can
be any kind of ready to eat food, including fruit whcih is
freshly plucked from a tree and needs not preparation.
Warning! This term was redefined from Cyc.
Cyc: A specialization of (#$FoodOrDrinkForFn #$Person).
Each instance of #$Food-ReadyToEat is food that is edible
more or less in its current state, without further elaborate
preparation. Instances of #$Food-ReadyToEat can require
unwrapping, cutting, pouring, buttering, or cooling before
being consumed, but not cooking or other complex or
sophisticated preparation that is typically done in a
kitchen or other food-preparation area rather than at the
table or site of consumption. If a cook would inspect an
item and pronounce it done, that item is probably an
instance of #$Food-ReadyToEat.
bd58cc94-9c29-11b1-9dad-c379636f7270
a5ff3414-7514-41d7-862f-ecc76d74b672
A subtype of Food-ReadyToEat, which has
had some kind of prepration for eating. This excludes
freshly plucked fruits or vegetables eaten without
preparation, but does not require cooking.
COSMO note: we equate the SUMO 'PreparedFood' with
this Type, though in SUMO it is defined as 'Cooked',
yet has subtypes like Dough and Butter which
are not cooked. This term may be useful to
express the same idea as 'ready to Eat', with
the additional restriction that it has bee prepared
in some way.
cosmo NOTE: This is interpreted as a food object,
not a food substance. This is an Object, but is
not necessarily an Artifact because freshly
plucked fruit eaten without preparation qualifies
as a subtype.
Cyc: This is the collection of foods normally eaten
using the fingers rather than utensils, that is, one's
fingers directly touch the food and this is not considered
rude in the cultural context of the eating.
be79eafc-9c29-11b1-9dad-c379636f7270
Two slices of bread, or a split bun or roll, with
some other food in the middle, typically meat, cheese, or --
in the case of #$ComputerProgrammers - peanut butter and
grape jelly. Named after the fourth Earl of Sandwich who, as
a habitual gambler, ate them at the gaming table rather than
have to interrupt his games. Not surprisingly, he gained a
reputation for corruption and bribe-taking in political office.
SUMO: Any Food which consists of two or more pieces
of bread and some sort of filling between the two pieces of bread.
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A fried cake.
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The collection of #$BirthdayCakes. These are cakes
served in honor of soomeone's birthday. They are often
elaborately decorated, and may have a birthday message
written on them in frosting.
c07d1d9d-9c29-11b1-9dad-c379636f7270
The collection of #$Fruitcakes. These are cakes
with various dried fruits and nuts baked in.
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Individual olive trees.
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COSMO note: Cipro is *not* a cephalosporin. Not sure
what the Cyclist was thinking about this one. It's a
member of the Quinolone family of compounds.
A kind of #$Cephalosporin. It helps treat lower
respiratory infections (including #$InhalationalAnthrax),
skin and skin structure infections (including
(#$CutaneousFormFn #$AnthraxInfection)), bone and joint
infections, urinary tract infections and infectious diarrhea
caused by E. coli bacteria.
c10afbb7-9c29-11b1-9dad-c379636f7270
A specialization of #$SocialOccurrence. Each
instance of #$SociabilityBasedAction is an action done
mostly for the sake of sociability, in which considerations
of socially acceptable interactions with others are important.
bd588f7e-9c29-11b1-9dad-c379636f7270
An Action that has as a Goal bringing about some future
situation that affects some person other than the actor,
and requires the consent of some person other than the
actor and the person(s) affected.
bd58b794-9c29-11b1-9dad-c379636f7270
#$AdvocacyOrganization is a specialization of
#$Organization. Each instance of #$AdvocacyOrganization is
an #$Organization that lobbies or engages in activities with
the purpose of advocating a particular position on social,
economic, political, environmental matters. Many instances
of #$IdeologicalOrganization are also instances of
#$AdvocacyOrganization. Examples of #$AdvocacyOrganization
include #$AmericanAssociationOfRetiredPersons, #$SierraClub,
#$AmericanMedicalAssociation, and #$StateBarOfTexas.
This is an Organization, not a GroupOfPeople. A
GroupOfPeople who belong to this type of Organization
might constitute an 'ActivityTypeFocusGroup'.
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COSMO note: this includes lobbying organizations
that advance some specific agenda (human rights, environment,
women's rights etc.) or a branch of a larger organization that
has political goals. It does not include lobbying firms that
are paid to lobby to advance someone else's political goals.
Cyc: A specialization of #$AdvocacyOrganization and
#$IdeologicalOrganization. Each instance of
#$PoliticalOrganization is an organization whose members
share some common political, social, or economic values and
goals, and whose main function is to achieve those goals by
influencing governmental powers, or by helping persons who
favor the views and interests of its members to win
elections or otherwise obtain governmental power. The
collection #$PoliticalOrganization includes instances of
#$PoliticalParty and also instances of
#$PoliticalInterestGroup. Note that governmental bodies
(such as a #$CityCouncil) are not considered instances of
#$PoliticalOrganization. Although such governmental bodies
often act in political arenas, that is not their primary function.
SUMO: An Organization that is attempting to bring about some sort
of political change.
bd588dcb-9c29-11b1-9dad-c379636f7270
hasPoliticalAffiliation relates a Person
to some PoliticalOrganization. The affiliation need
not be formal membership, but should be some
kind of support, financial, voting, or activity.
A specialization of #$MilitaryOrganization. Each
instance of #$ParamilitaryOrganization is an organization
formed according to a military structure, but not as a part
of any mainstream military force. Instances of
#$ParamilitaryOrganization sometimes operate as
auxiliaries to or in place of mainstream military forces
(e.g., as border patrols or police units), but generally
they operate independently of any government or national
allegiance, often with loyalty to some political program or
party. An example instance of #$ParamilitaryOrganization is
the Ulster Defence Association (UDA), the Protestant
militant group operating in Northern Ireland.
SUMO: An Organization which is much like
a MilitaryOrganization, e.g. it is made up of armed fighters, except that it
is not associated with a Government.
c04430c0-9c29-11b1-9dad-c379636f7270
The collection of all instances of #$LegalAgent
for whom #$LawEnforcementActivity is a #$focalActivityType.
Notable specs include #$LawEnforcementOfficer and #$PoliceOrganization.
c3c82526-c110-41d7-8bd4-ab51426216da
A specialization of both #$Organization and
#$LegalAgent. Each instance of #$LawEnforcementOrganization
is an official organization whose purpose is to support or
perform law enforcement. Instances of
#$LawEnforcementOrganization include organizations which are
legally empowered to enforce laws (see the specialization
#$PoliceOrganization), as well as information agencies (such
as #$INTERPOL) whose purpose is to assist and coordinate
police activities.
bd58a14b-9c29-11b1-9dad-c379636f7270
The collection of law enforcement agencies that
are legally empowered to enforce laws. This collection
includes police forces, national bureaux of investigation,
some forest services, park police, hunting and game
commission officers, border police, governmental executive
protection services, military police, etc. It does NOT
include those instances of #$LawEnforcementOrganization that
only track and disseminate information about criminal
activity, but do not directly enforce laws (e.g., #$INTERPOL).
SUMO: Any GovernmentOrganization
that is charged with domestic enforcement of the laws of the Government.
bf35ce49-9c29-11b1-9dad-c379636f7270
The collection of all #$Organizations that
adjudicate or are otherwise engaged in finding facts or law
that are the subject of dispute or in deciding among
competing interests in some kind of organized forum. The
#$UnitedStatesSupremeCourt is an instance of
#$JudicialOrganization, as is a tribal council and the
disciplinary arm of a local bar association.
SUMO: JudicialOrganization is the class
of Organizations whose primary purpose is to render judgments according
to the statutes or regulations of a government or other organization.
Judicial bodies are not necessarily government organizations, for example,
those associated with sporting associations.
bfeafb3a-9c29-11b1-9dad-c379636f7270
A collection of #$Organizations, each of which is
guided in its actions primarily by an ideology or cause --
i.e., by something other than in its own self-interest or
the self-interest of its members. Elements of
#$IdeologicalOrganization include organizations which seek
to promote some religious or political agenda and
organizations which pursue humanitarian ends.
NOTE that this is not a GroupOfPeople, but
an Organization. The members of this type
of Organization might consitute an
'ActivityTypeFocusGroup', but this relation
is not yet formalized (v0.35).
c100495f-9c29-11b1-9dad-c379636f7270
A BeliefGroup is a group of people, not considered
as an Organization in COSMO. It may actually lie somewhere between
an Organization and just a group of people. A ReligiousOrganization will
typically have as members a BeliefGroup, but a Beliefgroup does not have to
be religious (think of UFO believers). It is not necessarily ideological,
(people who belive in UFO's are not in COSMO considered as
ideologues) so that parent from Cyc has been removed.
In Cyc called 'BeliefSystemFocusGroup':
Cyc: The class of organizations which have as their
focus some element of #$BeliefSystems. A sample element of
#$BeliefSystemFocusGroup is #$KuKluxKlan.
SUMO: A GroupOfPeople whose members share a belief
or set of beliefs.
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A BeliefGroup whose beliefs (i.e. those relevant to placing
them in this category) derive from a Religion.
A ReligiousGroup who identify themselves as
'Christians' and consider jesus Christ as the founder of
their religion..
Any ChristianGroup that refers to their group as
a 'Church'. For the building sense of 'Church' see
'ChurchBuilding'..
9723d662-2a78-11d8-947f-0007e9162f49
This sense of 'sect' is sense 2 in the Random House
Dictionary:
RHW: 'a group regarded as heretical or as deviating from a generally accepted
religious tradition.'
Therefore a Sect will have some beliefs differing from that of the
main religious body to which they claim adherence. At this point (v0.43)
no effort is made to distinguish a Sect from schismatics.
NOTE: the word 'sectarian' does not necesarily refer to 'Sect' in this
sense, it may refer to larger groups of believers.
A subcollection of #$BeliefSystemFocusGroup. Each
instance of #$ReligiousOrganization is an organization whose
members share religious beliefs and participate in meetings,
rituals, or practices related to those beliefs. Religious
organizations include #$LocalReligiousCongregations such as
local churches, temples, mosques and shrines (qua
organizations), as well as worldwide religious organizations
such as the #$RomanCatholicChurch.
SUMO: An Organization whose members
share a set of religious beliefs.
bd58db04-9c29-11b1-9dad-c379636f7270
A ReligiousOrganization whose members profess
a belief in Jesus Christ as the guiding founder of their
religion. The beliefs about the nature and role of Christ
may vary considerably anong those thiking of themselves as
'Christians'.
COSMO note: An Argument in COSMO is an Assertion or
Group of Assertions that the speaker believes provides a justification
for believing some fact(s). This Type is represented as an Assertion
(a subtype of Proposition). In ordinary linguistic use the word 'argument'
often refers to the linguistic phrases used, but since in COSMO eery
logical 'Argument' impies a linguistic representation, these two
aspects (propositional content and linguistic representation of the content)
can be considered as alternative views that can be interchangeably
used in many circumstances. It is hard to disentangle the two
forms in this case.
An additional nuance for 'Argument' is that it is always
directed at an audience of one or more listeners (the audience can
be the speaker). Therefore the linguistic representation of
an Argument is an instance of a Communication.
SUMO: Any proposition which has the form of a deductive
or inductive argument, i.e. a set of premises which, it is claimed, imply
a conclusion.
SUMO: An Argument which has the form of a
deduction, i.e. it is claimed that the set of premises entails the
conclusion.
Explanation may be either the propositional content
of an explanatory argument, or the abstract linguistic
representation of such an argument.
Cyc: A collection of individual
#$PropositionalInformationThings, each of which gives an
explanation of something. Note that individual explanations
and the things which they explain may be related by using
membership in collections created using the Cyc function #$ExplanationFn.
SUMO: An Argument where the conclusion is an
observed fact and the premises are other facts which collectively imply
the conclusion. Note that this is the they hypothetico-deductive model
of explanation.
bd6ef37b-9c29-11b1-9dad-c379636f7270
A specialization of #$Organization. Each instance
of #$EducationalOrganization is an organization whose
primary function is to provide teaching and/or training as a
service for students. Instances of
#$EducationalOrganization may be either public or private
institutions. Instances of this collection include
#$AustinISD (the #$CityOfAustinTX Independent School
District), #$StanfordUniversity, #$BrynMawrCollege,
#$UniversityOfPennsylvaniaSchoolOfMedicine, and many other institutions.
SUMO: A EducationalOrganization is
an institution of learning. Some examples are public and private K-12
schools, and colleges and universities.
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The collection of all #$EducationalOrganizations
whose educators consist of #$AcademicProfessionals. For
example, #$SchoolInstitution-KThrough12, and
#$HigherEducationInstitution are subcollections of
#$AcademicOrganization , whereas dance studios and figure
skating schools are not, even though the latter have
employees who educate others. Assertions about
#$AcademicOrganizations should be made in the #$AcademicLifeMt.
be6e7288-9c29-11b1-9dad-c379636f7270
The collection of all schools. Some are single
site organizations, while others have branches. Some are
academic, while others teach skills. Some are private
institutions while others are public. Rarely would any
individual school be asserted to be an instance of
#$SchoolInstitution since so many specializations of the
concept exist.
An EducationalOrganization with a curriculum,
teachers, and students. Most Schools are housed in a Building
dedicated to the EducationalOrganization.
a68d2770-7a86-41d7-8ec0-bbd9534afb1f
#$SchoolInstitution-KThrough12 is a specialization
of #$AcademicOrganization. Each instance of
#$SchoolInstitution-KThrough12 is a school which provides
instruction in all or some of the grades from kindergarten
(K) through high school (12th-grade) education. Notable
specializations of #$SchoolInstitution-KThrough12 include
#$ElementarySchool, #$MiddleSchool, and #$HighSchool.
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An Organization that teaches students
at grades level 9 through 12 (in the USA) or equivalent
elsewhere.
Cyc: the collection of high schools.
SUMO: A School which admits students who have
graduated from a middle school and which normally covers the ninth through
twelfth grades. A HighSchool confers a high school diploma.
bd58ec81-9c29-11b1-9dad-c379636f7270
An EducationalOrganization, Typically
teaching grades 5-8, but it varies.
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#$HigherEducationInstitution is a specialization
of #$AcademicOrganization. Two important types of
#$HigherEducationInstitution are
#$DegreeGrantingHigherEducationInstitution and
#$NonDegreeGrantingInstitution. Specs of
#$DegreeGrantingHigherEducationInstitution include
#$University, #$College, and
#$CollegeInUniversity-DegreeGranting while specs of
#$NonDegreeGrantingInstitution include #$CollegeInUniversity-NonDegreeGranting.
bda73bd2-9c29-11b1-9dad-c379636f7270
SUMO (PostSecondarySchool) The class of Schools that offer
an associate's degree or a bachelor's degree.
Cyc: #$DegreeGrantingHigherEducationInstitution is a
specialization of #$HigherEducationInstitution. Each
instance of #$DegreeGrantingHigherEducationInstitution is a
higher education institution that grants degrees. For those
that do not grant degrees, such as colleges of universities,
e.g. Trinity College, Cambridge, see specs of #$NonDegreeGrantingInstitution.
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The SUMO term for 'DegreeGrantingHigherEducationInstitutionl'.
The class of PostSecondarySchools that
offer an associate's degree and do not offer a bachelor's degree.
Instances are educational institutions providing
undergraduate education. For colleges that are
#$subOrganizations of universities use
#$CollegeInUniversity-DegreeGranting.
SUMO: A School which admits students who have
graduated from high school and which confers a bachelor's degree,
normally requiring four years of study. Note that a College does
not confer any graduate degrees. For institutions that confer both
bachelor's and graduate degrees, the concept University should be
used
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A specialization of #$Organization. Each instance
of #$ResearchOrganization is an organization that carries
out basic or applied research as its main function (or one
of its main functions). A given instance of
#$ResearchOrganization may or may not be a commercial, or a
governmental, organization. Examples of
#$ResearchOrganizations include #$UnitedStatesSpaceProgram,
Thomas J. Watson Research Laboratory at #$IBMInc, and the
Hoover Institute.
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A specialization of
#$DegreeGrantingHigherEducationInstitution,
#$EducationalOrganization, #$ResearchOrganization, and
#$GeographicalAgent. Instances of #$University are
educational organizations (whose official names usually, but
not always, include the word 'University') at
which university-level teaching and research takes place.
Some universities comprise multiple colleges and
professional schools. Note that this collection includes
universities that lie within a more or less local and
spatially contiguous campus as well as those that consist of
a system of such campuses. Thus both
#$UniversityOfTexasAtAustin and its encompassing system (see
#$subOrganizations) #$UniversityOfTexas are instances of #$University.
SUMO: A School which admits students that
have graduated from high school (known as undergraduate students) and
students who have received a bachelor's degree (known as graduate
students). A University confers both bachelor's and graduate
degrees.
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SUMO: An Artifact that is designed to be used as an
instrument in a Game.
(disjointDecomposition GameArtifact GameBoard GamePiece).
The collection of flat portable surfaces (usually
rectangular) designed for board games. This category is
non-powered, so electronic 'game boards' are not instances.
SUMO: A GameArtifact which is intended to be used as the
game area for playing a particular game.
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Instances of #$Game-EquipmentSet are groups of
objects which, taken together, form the set of things needed
to play some game. Examples include: A chess set. A
badminton net, birdie and two racquets. A 'Trivial
Pursuit' board, timer, game pieces and cards. A set of
playing cards. When someone buys a game, what they are
really buying is the set of gear to play that game.
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An 8x8 square board that can be used for
chess or checkers.
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Any of a large variety of Games that
use a flat board with markings to control the
action of the game, usually but not necessarily played
indoors, wjile sitting. Not an athletic sport.
The ancient game of chess, as played
on a ChessBoard, by two players, each player starting with
16 pieces of 6 types.
The game of checkers, as played
on a ChessBoard, by two players, each player starting with
12 pieces of a single type.
Each instance of #$ChessSet includes exactly one
#$ChessBoard, eight white and eight black pawns, two black
and two white of each of these pieces: rook, knight bishop;
and one king and one queen of each color (black and white).
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The collection of the chests of #$Animals. The
animal's chest is its #$AnimalBodyPart region located
between its neck and its abdomen. For people and many other
types of animals, the chest is bounded by (defined by, given
shape by) the animal's ribcage.
bd58a415-9c29-11b1-9dad-c379636f7270
A GameArtifact that is moved around in a game
area. This includes balls used in ball games as well as
small pieces moved around a GamBoard.
One of the six types of movable piece used in the
game of chess: King, Queen, Knight, Rook (castle) Bishop, pawn.
One of the discoid pieces about one inch in diameter,
designed to be used in the game of checkers.
One of small cubical objects marked with one to
six dots on each face, usually used as a pair of dice in
craps or many other games of chance..
University located in Dublin, Ireland.
See; http://www.tcd.ie/.
The collection of #$Organizations that, though
they might sell something, primarily serve to put items
on display for the public. Major specs include
#$Museum-Organization and #$Library-Organization.
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In Cyc called 'Museum-Organization':
Cyc: A specialization of #$ProductDisplayOrganization.
Each instance of #$Museum-Organization is an organization
which serves primarily to put artifacts on display for the
public. Typically these ortganizations house their displays
in instances of #$Museum-Structure (q.v.).
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Any building belonging to a Museum (organization)
and used to display objects.
The class of organizations in which graduate
students are enrolled; the #$providerOfService for most
graduate instances of #$CourseOfStudy.
SUMO: A School which is devoted to a specific
subject area, which admits students that have a bachelor's degree, which
grants masters and/or doctorate degrees, and which is part of a University.
c10ae1a1-9c29-11b1-9dad-c379636f7270
Collection of colleges that are separate and named
parts of universities. Some colleges offer professional
degrees and some offer both undergraduate and graduate
degrees. St.Jerome's College at the
#$UniversityOfWaterloo is an example of such a college.
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A specialization of
#$DegreeGrantingHigherEducationInstitution. Each instance of
this collection is a semi-autonomous (in contrast with
#$AcademicDepartment) organization set up by a university to
provide some kind of professional degree to students (such
as Business or Nursing). A typical example of such an
organization is Baylor Medical School.
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The class of
#$DegreeGrantingHigherEducationInstitution that dispense
exclusively #$Vocational-TechnicalDegrees.
5a15c5a8-37ae-11d6-8000-0090279a5907
Collection of colleges that are named parts of
universities which serve various academic, social, and
administrative functions but which do not grant degrees.
Trinity College at Cambridge University is an example of
such a college.
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A system of educational organizations that are
controlled by a central administrative system (e.g. AISD, UT-System).
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A collection of geographical regions. An element
of #$SchoolDistrict is typically a town-, township-, or
city-sized area whose public schools (for grades K-12) are
controlled by a single governing body, such as a Board of
Education or School Board. Minor-aged residents of the
district attend schools within that district. Typically,
district schools are funded by property taxes on residents
of the district.
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A specialization of #$Organization. Each instance
of #$LocalOrganization is a non-geopolitical organization
having local 'scope' - that is, its members are
distributed in a local area (for example, in a
#$Neighborhood, #$City, or rural region), or it has a local
(as opposed to national or international) area of activity
and concern.
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A collection of geographical regions and a
specialization of #$TopographicalFeature. Each instance of
#$LandTopographicalFeature is a region of land
distinguishable from surrounding regions by salient
physical differences in surface texture, three-dimensional
shape, or elevation. The collection includes features that
are covered by snow or bodies of water. Specializations of
#$LandTopographicalFeature include #$Mountain, #$Crater, and
#$Continent. Instances include the #$ArabianPeninsula,
#$MountZion, the #$SanAndreasFault, the
#$GreatSmokyMountains, and the #$JavaTrench.
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A collection of geographical regions. Each
instance of #$LandBody is a cohesive chunk of land
surrounded by one or more bordering bodies of water. Types
of #$LandBody include the specializations #$Island and
#$TrueContinent. Instances include #$ContinentOfAustralia,
#$Trinidad-Island, and #$Crete-Island-Greece. Areas of land
defined by human occupation or political boundaries, for
example, #$NorthernCalifornia or #$NorthernIreland, are
instances of #$GeographicalRegion, but not of #$LandBody.
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A portion of land surrounded by water, but too small
to be classified as an Island, which is a LargeObject.
The size criterion here is vague, but a Island should be larger than
a Castle.
A specialization of both #$LandBody and
#$IslandOrIslandGroup. Each instance of #$Island is a body
of land surrounded by water. #$Islands are typically much
smaller in area than (instances of the similarly-defined
collection of) #$TrueContinents (q.v.), though it would be
rather arbitrary to try to distinguish these types on the
basis of size alone. (And note that
#$ContinentOfAustralia, e.g., is both an
#$IslandOrIslandGroup (q.v.) and a #$TrueContinent.) For
groups of #$Islands that form a geographical cluster,
see #$Archipelago.
SUMO: A LandArea that is completely surrounded by a WaterArea.
NOTE see 'Islet' which distinguishes really small islands
and does not classify them as Islands. Too obscure?
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The collection large topographical features
distingished from the surrounding features by abrupt and
clearly delineated boundaries, generally by being of of
higher altitude. Examples include #$Continents, large
#$Islands, and bulges rising above the 'datum' of
planetary bodies are all elements of this collection.
Instances include #$ContinentOfNorthAmerica on
#$PlanetEarth, Ishtar Terra on #$PlanetVenus, Tempa Terra on
#$PlanetMars, etc.
bf0af1eb-9c29-11b1-9dad-c379636f7270
The PhysicalObject consisting of one of the
very large mostly dry masses of land material (with some
water bodies in it) that are at and near the surface of
the Earth, extending down to the mantle and floating on the
mantle,
Cyc: A specialization of #$LandTopographicalFeature.
The instances of #$Continent on the #$PlanetEarth are the
six traditional main land masses on the surface of the earth
(plus the two #$geographicalSubRegions of Eurasia, Europe
and Asia). The current instances are: #$ContinentOfAfrica,
#$ContinentOfAntarctica, #$ContinentOfAsia,
#$ContinentOfAustralia, #$ContinentOfEurasia,
#$ContinentOfEurope, #$ContinentOfNorthAmerica,
#$ContinentOfSouthAmerica. Former instances of this
collection include Pangaea and the two continents it broke
up into, Gondwanaland and Laurasia (all of which are
instances of #$TrueContinent (q.v.)).
SUMO: One of the seven largest land masses on earth,
viz. Africa, North America, SouthAmerica, Antarctica, Europe, Asia, and
Oceania. Note that this naming scheme is the one used in the CIA World
Factbook.
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-1
The GeographicalRegion defined by a Continent. Note that
the Continent is the Object, and the ContinentRegion is the region of
space. NOTE that 'Oceania' and 'Eurasia' are included as 'continents',
as well as the traditional Australia, Europe, and Asia, because some
terminologies use them in that manner.
Eurasia is sometimes referred to as a continent, and its
parts Europe and Asia are also referred to as contginents.
By including all of these in COSMO, we have more than the traditional
seven continents.
COSMO note: RealEstate is interpreted as the PhysicalObject,
not the region in which it is located. Note that, as a subtype
of LandArea RealEstate is disjoint from WaterArea - this means
that most (but not necessarily absolutely all) of a RealEstate must be
land, though some part such as a lake bed or stream bed
may have water in it.
NOTE: as a subtype of 'Property', all RealEstate is cosidered as
owned by some agent, which may be a group of people with some
kind of claim on it.
Cyc: A specialization of #$Place-NonAgent. Each
instance of #$RealEstate is either a parcel of land or a
land-based property that can be bought, sold, or rented.
Notable specializations of #$RealEstate include
#$GroundsOfOrganization, #$Building, and #$ModernShelterConstruction.
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Real estate that is offered (to someone) for
temporary occupation or use, for a fee.
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COSMO NOTE: GroundOfOrganization is interpreted as
the physical grounds, which is a physical object,
not the spatial region. This includes the base soil (down to
an accessible depth), the structures, and vegetation
on the Grounds. It also includes anything else that is intended to
be stably attached to the ground in that region. It does not include
transient physical object, and in particular does not include vehicles
or people who may be on the grounds
Cyc: A specialization of #$RealEstate and
#$OutdoorLocation. Each instance of #$GroundsOfOrganization
is an area which contains buildings inhabited by some
organization. Notable specializations of
#$GroundsOfOrganization include #$Campus and #$MilitaryBase-Grounds.
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SchoolGrounds is the group of objects in the physical region that comprises
the property used by a a school (at any level, including university campuses).
Because it is a geographical area, It includes the buildings and other
structures as well as vegetation and anything else that is intended to
be stably attached to the ground in that region. It does not include
transient physical object, and in paricular does not include people
who may be on the grounds.
The collection of instances of #$WaterSurfacePath
that are customary paths for shipping traffic either
internationally (see #$ImportExportEvent) or
intranationally. Instances of #$ShippingLane may or may not
be contained within (#$TerritorialSeaFn COUNTRY) for some
instance of #$GeopoliticalEntity, COUNTRY.
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The collection of water passageways connecting two
larger bodies of water.
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Note that certain bodies of water, such as Straits and
Canals, are Paths that are located, in addition to other places,
at themselves- because of the restriction that a water path must be located at
a BodyOfWater.
-1
is a member of the CassidySweeneyClan.
85000
In SUMO termed 'County"
SUMO: A GeopoliticalArea that is larger than a city,
usually encompassing several cities, and smaller than a StateOrProvince.
Aside from City, this is the smallest geopolitical subdivision, and it is
known by various names in various counties, e.g. parrish, commune, etc.
NOTE that this is the spatial region, not the land mass (object) nor
the organization that governs the area as a GeopoliticalEntity.
For the GeopolliticalEntity see 'County'.
Instances of #$Downtown are the centers, most
densely urbanized areas, or central business districts of a
city or town. In large cities downtown's tend to have
large buildings and even skyscrapers. In the downtowns of
small towns, there are fewer and smaller buildings.
SUMO: The commercial center of a City. The part of the
City that contains more shops and offices than any other part.
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Measures of the amount of space in three dimensions.
InternalVolume relates a container to the internal
volume which is available to hold the items that it was designed
(or evolved) to hold. thus a heart can have an internal volume,
and so can a truck or a cargo ship.
CubicFoot is a unit for measuring volume, equal to a volume of
one foot length in each dimension of length, width, and height.
A CubicCentimeter is a unit for measuring volume, equal to the volume of
a cube measuring one centimeter length in each dimension
of length, width, and height.
Unit of volume in the metric system. It is currently defined to be equal to one cubic decimeter (0.001 cubic meter). Symbol: l.
A Milliliter is a unit of volume, equal to one-thousandth of a liter,
and approximately equal to one CubicCentimeter.
Each unit of NauticalTon is equal to 100 cubic feet. This is used to measure the
carrying capacity of ships, and derives from 'Gross Register Ton',
a term no longer used officially. 1 gross register ton
is equal to a volume of 100 cubic feet (2.83 cu.m.).
English unit of volume equal to 1/4 of a UnitedStatesGallon.
English unit of volume equal to 1/2 of a Pint.
COSMO note: called 'Ounce' in SUMO.
SUMO: English unit of volume equal to 1/8 of a Cup.
English unit of volume equal to 1/2 of a Quart.
Unit of volume commonly used in the United States.
Unit of volume commonly used in the United Kingdom.
SUMO: A UnitOfMeasure used in preparing AlcoholicBeverages.
WaveIntensityMeasure the intensity of some wave phenomenon
(sound, light, radio waves). The measures will only be
expressible in units when the specific type of wave is
known. This is mostly a placeholder as of iteration 195.
A class all of whose instances are classes.
In the general colloquial congtext, 'boat' can
specify any watercraft with a hull, no matter how large or
small.
boat
0.5
In the Geman general colloquial context, 'Boot' (das Boot) can
specify any watercraft with a hull, no matter how large or
small.
boat
0.5
(AbsoluteValueFn RealNumber)
The value of (AbsoluteValueFn ?NUMBER) is the absolute value of the RealNumber ?NUMBER.
(SignumFn RealNumber)
(SignumFn ?NUMBER) denotes the sign of ?NUMBER. This is one of the following values: -1, 1, or 0.
A PSL Process is here represented as a procedure with discrete steps,
whose realization is an action.
The rich formalization of PSL is not yet added in.
A SoftwareAgent is a ComputerProgram designed to function as an Agent,
i.e. to perform functions and make decisions beyond routine local processing,
without being directed specifically to do such functions by the program user.
As with other kinds of Agents, there is a continuum of independence that creates a borderline category between traditional programs ans programs that act as Agents. At a minimum, an Agent must be able to make decisions that depend on data that was not in the computer at the start of the program, i.e., the functions of the SoftwareAgent must depend on access to local or remote sensor data or to data that was acquired, e.g. over a network, after the program was initiated by the user.
Because a program with this level of independent decision-making can
be viewed as having 'intentions', it is classified here as a subtype
of 'IntentionalAgent'. However, it is not necessarily an
IntelligentAgent, since a SoftwareAgent does not necessarily have the
ability to understand language, even if it has a motivation (usually
built-in) and an ability to make decisions.
ComputerProgram[SUMO]%ProgramSpecification[Cyc]
ComputerProgram (SUMO) ProgramSpecification (Cyc)
COSMO note: this is an abstract representation of a computer program,
which is a set of executable instructions in some computer programming language.
A document could be a computer program, but a computer program does not
have to be a document.
SUMO: A set of instructions in a computer programming language that can be executed
by a computer.
The intended SUMO and Cyc meanings may not be identical.
OpenCyc #$SoftwareObject-Individual may be closer to an actual program.
OPENCYC 1: MAY 23, 2002: A black-box characterization of (some aspects of) how a program
should behave. For instance a sorting program can be specified by requiring that
the output be a list of the same elements as the input such that no element
follows a greater element. A #$ProgrammingLanguageImplementation can be specified
by the #$AbstractProgrammingLanguage it implements.
@ToDO: do computer programs have Capabilities or only the computer that runs the
program? If the program itself has capability, then this attribute would not
be a property only of PhysicalObjects. How to specify that a ComputerProgram
enables a computer to do things? Not resolved as of v0.48. Similar to a learned capability?
Is a ComputerProgram a form of learning - at least when installed?
COSMO note: as of v0.36, this DOLCE category has not
been properly integrated into COSMO.
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, processes 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 process 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 do DLP, there can be indecision on where to align a process-oriented class. For example, in the WordNet alignment, we have decided to put only some physical processes under 'process', e.g. 'organic process', in order to stress the social orientedness of DLP. But whereas we need to talk explicitly of the criteria by which we conceive organic processes, these will be put under 'situation'. Similar considerations are made for the other types of perdurants in DOLCE. A different notion of event (dealing with change) is currently investigated for further developments: being 'achievement', 'accomplishment', 'state', 'event', etc. can be also considered 'aspects' of processes or of parts of them. For example, the same process 'rock erosion in the Sinni valley' can be conceptualized as an accomplishment (what has brought the current state that e.g. we are trying to explain), as an achievement (the erosion process as the result of a previous accomplishment), as a state (if we collapse the time interval of the erosion into a time point), or as an event (what has changed our focus from a state to another). In the erosion case, we could have good motivations to shift from one aspect to another: a) causation focus, b) effectual focus, c) condensation d) transition (causality). If we want to consider all the aspects of a process together, we need to postulate a unifying descriptive set of criteria (i.e. a 'description'), according to which that process is circumstantiated in a 'situation'. The different aspects will arise as a parts of a same situation.
A specialization of both #$IntangibleIndividual
and #$SomethingExisting. Instances of
#$IntangibleExistingThing exist stably in time (unlike
instances of #$Event), but lack any material parts (unlike
instances of #$PartiallyTangible). Notable specializations
of #$IntangibleExistingThing include #$DevisedPracticeOrWork
and #$Agreement.
bd58b123-9c29-11b1-9dad-c379636f7270
A specialization of both #$GeographicalThing and
#$IntangibleExistingThing (qq.v.). The collection of all
things that occupy definite locations in geographic space
(in the sense of being representable on a map) but that are
nevertheless best considered #$Intangible or imaginary .
Examples include #$LatitudeLines and #$LongitudeLines, the
courses of airplanes and ships, ballistic trajectories,
territorial boundaries and borders, air traffic control
zones, etc. Contrast with #$GeographicalRegion.
bdcf98b0-9c29-11b1-9dad-c379636f7270
The collection of all intangible things that have
a relatively fixed geographic locations, such as the
#$Equator, the #$NorthPole, #$LongitudeLines, stable
borders, etc. Contrast this with #$GeographicalThing-Intangible-MovableLocation.
c0a9290d-9c29-11b1-9dad-c379636f7270
A specialization of #$GeometricalPoint (q.v.).
This is the collection of geometrical points that have a
fixed location with respect to some coordinate system or
frame of reference. An important specialization is
#$SpacePoint-Empirical (q.v.), whose instances have fixed
locations with respect to some coordinate system or frame of
reference in the empirically-observable universe, and thus
are embedded in time. An example of a space-point _not_ in
the empirical universe is a point in some abstract Euclidean
space of the sort studied in geometry.
Space points can be used to indicate the locations (or
partial locations) of things in space (see
#$locatedAtPoint-Spatial). For example, at the initial
instant of the 20th Century (in Greenwich, England) the
center of mass of the solar system was located at some
#$SpacePoint-Empirical (which is a different
#$SpacePoint-Empirical than the one at which the center of
mass is located at this moment). Considered diachronically
(as in the foregoing example), 'the center of mass of the
solar system' refers to a certain #$GeometricalPoint
but not a #$SpacePoint.
NOTE: for a ppoint in our real universe, use 'SpacePoint-Empirical'.
c0a50ab4-9c29-11b1-9dad-c379636f7270
A specialization of both #$SpacePoint and
#$SpaceRegion-Empirical (qq.v.). Each instance of
#$SpacePoint-Empirical is a zero-dimensional object that
belongs to, and thus has a fixed location in, the embedding
space of the empirical universe. Examples include the
location of the center of mass of the Milky Way galaxy at
the beginning of the 20th Century. Note that empirical
space points are embedded in time; if time is not a
significant parameter (i.e. if in an atemporal or temporally
agnostic context) consider using #$SpacePoint instead.
NOTE: this Type is equivalent to the BFO Type 'Point'.
c07d5038-9c29-11b1-9dad-c379636f7270
EarthsGeoid is any of the standard 'datums' representing
the 'surface' of the Earth at zero elevation, that may
be defined, and used as reference for geographical locations and altitudes above sea level.
The standard geoid now in most common use is WGS84:
(from Wikipedia) WGS 84 is the World Geodetic System of 1984. It is the reference frame
used by the U.S. Department of Defense (DoD) and is defined by the National Geospatial-Intelligence
Agency (NGA) (formerly the National Imagery and Mapping Agency) (formerly the Defense Mapping Agency).
WGS 84 is used by DoD for all its mapping, charting, surveying, and navigation needs, including
its GPS "broadcast" and "precise" orbits. WGS 84 was defined in January 1987 using Doppler satellite
surveying techniques. It was used as the reference frame for broadcast GPS Ephemerides (orbits)
beginning January 23, 1987. At 0000 GMT January 2, 1994, WGS 84 was upgraded in accuracy using
GPS measurements. The formal name then became WGS 84 (G730), since the upgrade date coincided with
the start of GPS Week 730. It became the reference frame for broadcast orbits on June 28, 1994.
At 0000 GMT September 30, 1996 (the start of GPS Week 873), WGS 84 was redefined again and was
more closely aligned with International Earth Rotation Service (IERS) Terrestrial Reference Frame
(ITRF) 94. It is now formally called WGS 84 (G873). WGS 84 (G873) was adopted as the reference frame
for broadcast orbits on January 29, 1997. (http://www.ngs.noaa.gov/faq.shtml#WGS84 )
The WGS84 datum, which is almost identical to the NAD83 datum used in North America, is the only
world referencing system in place today. WGS84 is the default standard datum for coordinates stored
in recreational and commercial GPS units.
A synonym for 'EarthsGeoid', being any of the standard 'datums'
representing the 'surface' of the Earth at zero elevation, that may
be defined, and used as reference for geographical locations.
The World Geodetic System datum of 1984, representing the
surface of the Earth at zero elevation - not quite a sphere,
but slightly flattened and slightly pear-shaped.
GeographicalPoint is a merger of the Cyc
GeographicalPoint-Intangible and '#$GeographicalPoint-Intangible-FixedLocation',
which appeared to make unnecessary distinctions that violate linguistic
intuitions, be confusing, and possibly redundant.
GeographicalPoint is a location which is a point on the
surface of the Earth (land or water), which will have a measure expressed as
Latitude and Longitude, and has an altitude of zero relative to the
standard geoid (datum) representing the Earth's surface. It is
therefore located on the geodetic datum. This differs from Cyc usage.
Cyc - '#$GeographicalPoint-Intangible-FixedLocation'
The subcollection of
#$GeographicalThing-Intangible-FixedLocation whose instances
are intangible points on the Earth's surface that have
relatively fixed geographic locations. Each geographical
point is located on a unique #$LatitudeLine and on a unique
#$LongitudeLine, and is itself the point of intersection of
those two lines.
Cyc: GeographicalPoint-Intangible
The collection of zero dimensional intangible
geographical objects [#$GeographicalThing-Intangible.]
Instances of this collection are typically points on a map.
befcf119-9c29-11b1-9dad-c379636f7270
GeographicalRectangle is a rectangular two-dimensional
area (not necessarily flat) that is bordered by four
LatLong points, for which the two western
points have the same longitude, the two northern points have
the same latitude, etc, forming a perfect rectangle in
a Mercator projection. The points are located on the
Earth's geoid, and the distance from the center of the
Earth for each point in this area may vary depending on
the distance of the geoid.
.
Synonym of a merged concept for GeographicalPoint.
Synonym of a merged concept for GeographicalPoint.
A specialization of both
#$GeometricallyDescribableThing-Intangible and
#$SpatialThing-Localized (qq.v.). This is the collection of
all intangible objects (i.e. objects not composed of or
encoded in matter) that both (i) have some location or
position in the physical universe and (ii) are
characterizable in (relatively simple) geometric terms.
Examples include the center of mass of the solar system at
the first instant of the 20th Century (a point), the
Earth's equator (a circle), and the region of space
occupied by the Sun at this moment (a sphere).
Specializations of #$GeometricThing-Localized include
#$GeographicalArea-Intangible and any collection in the
range of #$LocalizedFn (q.v.). Cf. #$GeometricThing-Abstract.
c1350e38-9c29-11b1-9dad-c379636f7270
A straight line of any length in any geometirc or
real space. Both a Region and a ShapeType.
A specialization of both
#$GeographicalThing-Intangible and (#$LocalizedShapeTypeFn
#$Line) (qq.v.). This is the collection of one-dimensional
intangible geographical lines, fixed-location or otherwise.
Its specializations include #$LatitudeLine,
#$LineOfMilitaryForces, and #$GeopoliticalBorder.
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TrackOnGround is a line on the surface of the Earth that
represents the projection onto the Earth's surface of the sequence
of locations that some moving object (which may be in the air) occupied
within some interval of time. It should have a polarity indicating
the direction of movement along the line. As a TemporalThing it
has a beginning TimePoint and an ending TimePoint as well as the
group of locations, each of which has its own associated timePoint.
This has some resemblance to an Event, but it is a line with associated
attributes, created by an Event.
A specialization of both
#$HomogeneousExtendedSpaceRegion and #$LinearObject (qq.v.).
Instances of #$SpaceLine are one-dimensional portions of
space; it makes sense to speak of or compute the length of
such regions, but they have no breadth or depth (and thus
neither area nor volume). For example, if a
two-or-higher-dimensional object is contained in a given
region, then each edge of that object (see
#$EdgeOnObject-Generic) occupies a space-line in that
region. Note that space-lines need not be straight. See
also the specialization #$SpaceLine-Empirical.
c023aae9-9c29-11b1-9dad-c379636f7270
A specialization of both #$SpaceLine and
#$SpaceRegion-Empirical (qq.v.). Instances of
#$SpaceLine-Empirical are one-dimensional pieces of the
space in the empirically-observable universe. For
space-lines located on the Earth's surface, see the
specialization #$GeographicalPlace-1D.
COSMO note: this is equivalent to the BFO 'Line'.
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A specialization of both
#$GeometricallyDescribableThing-Intangible and
#$Surface-Generic. Each instance of #$Surface-Intangible is
an intangible, geometrically describable surface of a
spatial thing. Examples are the convex hull (see
#$ConvexHullFn) of a coffee table or the surface of an
abstract sphere. A non-example is the glossy surface of a
polished tabletop, since this is a physical surface, and
thus tangible (cf. #$Surface-Physical).
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The collection of #$GeometricallyDescribableThings
(q.v.) that are two-dimensional. Each instance of
#$TwoDimensionalGeometricThing is a two-dimensional object
whose shape is describable in geometric terms. Examples
include tangible objects, such as the flat (two-dimensional)
tangible surface of an oval tabletop, as well as abstract
two-dimensional objects.
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SUMO: Any TwoDimensionalFigure which
has a well defined interior and exterior.
A #$TwoDimensionalShapeType and thus a
specialization of #$TwoDimensionalGeometricThing. Each
instance of #$Polygon is a closed two-dimensional planar
object consisting of straight line segments (see
#$LineSegment) joined end-to-end. Examples include
spatially localized objects, such as a flat sheet of paper,
as well as abstract polygons. Specializations of this
collection include #$Triangle and #$Decagon.
See also #$PolygonTypeByNumberOfSides.
SUMO: A ClosedTwoDimensionalFigure that is composed
exclusively of straight lines, i.e. OneDimensionalFigures.
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hasNumberOfSides is a relation specific for polygons
and other shapes, specifying the number of sides (straight lines) each
type contains.
A #$PolygonTypeByNumberOfSides and a
specialization of #$Polygon (q.v.). This is the collection
of all three-sided polygons, whether spatially-localized or abstract.
SUMO: Any three-sided Polygon.
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3
3
A #$PolygonTypeByNumberOfSides and a
specialization of #$Polygon (q.v.). This is the collection
of all four-sided polygons, whether spatially-localized or abstract.
SUMO: Any four-sided Polygon.
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4
4
A #$TwoDimensionalShapeType and a specialization
of #$Quadrilateral (q.v.). This is the collection of all
four-sided polygons such that each side is parallel to the
opposite side. Specializations of of #$Parallelogram
include #$Rectangle and #$Rhombus.
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A #$TwoDimensionalShapeType that is a
specialization of #$Polygon. Each instance of
#$EquiangularPolygon is a polygon-shaped object such that
all of the angles between its adjacent edges (see
#$angleBetweenEdges) have the same measure. See also
#$EquilateralPolygon and #$RegularPolygon.
be209c21-9c29-11b1-9dad-c379636f7270
A #$TwoDimensionalShapeType and a specialization
of #$Polygon. This is the collection of all polygons whose
edges are all of the same length. See also
#$EquiangularPolygon and #$RegularPolygon.
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A #$TwoDimensionalShapeType. This is the
collection of all polygons that are both
#$EquiangularPolygons and #$EquilateralPolygons (qq.v.).
One specialization of this collection is #$Square, the
collection of four-sided regular polygons. See also #$RegularPolygonTypeFn
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A #$TwoDimensionalShapeType and a specialization
of #$Parallelogram and #$EquiangularPolygon. This is the
collection of all rectangular objects, whether
spatially-localized or abstract.
SUMO: Any Quadrilateral whose angles are all
RightAngles.
bd58d497-9c29-11b1-9dad-c379636f7270
A #$TwoDimensionalShapeType and a specialization
of #$Parallelogram and #$EquilateralPolygon (q.v.). This is
the collection of all rhombus-shaped objects, whether
spatially-localized or abstract.
c04fe9b9-9c29-11b1-9dad-c379636f7270
A #$TwoDimensionalShapeType and a specialization
of #$Rectangle, #$Rhombus, and #$RegularPolygon. This is
the collection of all square-shaped objects, whether
spatially-localized or abstract.
SUMO: Any Rectangle whose sides are all equal.
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A five-sided polygon.
5
The Cyc term for 'GeometricFigure'.
An instance of #$GeometricShapeType and a
specialization of #$Figure-Geometrical and
#$TwoDimensionalGeometricThing (qq.v.). Each instance of
#$PlaneFigure-Geometrical is an intangible two-dimensional
geometrical figure, i.e. a two-dimensional part of some
(flat or curved) plane. This collection includes, for
instance, intangible #$Polygons and #$Discs.
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A #$TwoDimensionalShapeType and a specialization
of both #$RoundObject and #$PlaneFigure-Geometrical. This
is the collection of all elliptical objects, whether
spatially-localized (e.g. the Indianapolis Motor Speedway
track) or abstract. Geometrically, an ellipse is a closed
curve that is the path of a point that moves so that the sum
of its distances from two fixed points (called 'foci')
is constant. An important specialization of #$Ellipse is
#$Circle (the collection of ellipses such that the distance
between their foci is zero). Cf. #$Ellipsoid.
bf6bfa19-9c29-11b1-9dad-c379636f7270
A #$TwoDimensionalShapeType and a specialization
of #$Ellipse. Each instance of #$Circle is a plane figure
bounded by a closed curve, each point on which is
equidistant from a single point (the center). Examples
include spatially localized objects, such as the region
bounded by the Arctic Circle, as well as abstract circles.
Cf. #$Disc.
SUMO: The class of ClosedTwoDimensionalFigures such that
all GeometricPoints that make up the Circle are equidistant from a
single GeometricPoint, known as the center of the Circle.
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The SUMO term for 'ThreeDimensionalGeometricThing'.
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An ErrorEllipse is a planar region
on some physical surface indicating the region within
which the probability is some value that the true
point that was measured lies within that region.
As an Ellipse, the region will have a semiminor axis,
a semimajor axis, and an orientation. Such an
ellipse can be used to measure positional uncertainty
in a plane, as for the location of an object on the
Earth's surface.
A Communication that involves
the transfer of information via a LinguisticExpression.
A specialization of #$SocialOccurrence and
#$MultiDirectionalCommunication. In each instance of this
collection an #$IntelligentAgent communicates with another
#$IntelligentAgent with the (ostensible) purpose of their
reaching an #$Agreement. Two notable specializations of this
collection are #$Bargaining and #$ContractNegotiation.
SUMO: A Contest where each participant attempts to
maximize his self-interest in a Promise that marks the end of the Contest.
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An intentional move or play within a Contest.
In many cases, a Maneuver is a realization of part of a strategy for
winning the Contest, but it also may be just an arbitrary or semi-arbitrary
division of the overarching Contest, e.g. innings in a baseball game.
#$BaseballInning is a specialization of
#$Event-Organized and #$AthleticActivity. Each instance of
#$BaseballInning is a subevent of some instance of
#$BaseballGame (q.v.), or of some attempt to complete an
instance of #$BaseballGame. In Major League Baseball a
complete baseball game consists of nine innings, unless it
is extended due to a tie score after the ninth, or shortened
(1) because the home team needs none of its half of the
ninth inning or only a fraction of it, or (2) because the
umpire calls the game. (Note that National Association
leagues may adopt a rule providing that one or both games of
a doubleheader shall be seven innings in length. In such
games, any of these rules applying to the ninth inning shall
apply to the seventh inning.). If a game is called, it is a
regulation game: (1) If five innings have been completed;
(2) If the home team has scored more runs in four or four
and a fraction half innings than the visiting team has
scored in five completed half innings; (3) If the home team
scores one or more runs in its half of the fifth inning to
tie the score. (d) If each team has the same number of runs
when the game ends, the umpire shall declare it a Tie Game.
(e) If a game is called before it has become a regulation
game, the umpire shall declare it No Game. Each instance
of #$BaseballInning consists of at least two instances of
#$HalfInning (q.v). During each #$BaseballInning, each
#$BaseballTeam takes its turn trying to score baseball runs.
A team's turn during an inning is called a
#$HalfInning. By tradition, between the two half innings of
the seventh inning of a game, there occurs an instance of
#$MassOrganizedStretch performed by the members of the
game's audience.
SUMO: A division of a Baseball game. A normal game
consists of 9 innings, and each inning involves a turn a bat for both teams.
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The action of sitting down.
SUMO: The BodyMotion of moving from a Standing
to a Sitting position.
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The collection of involuntary bodily movements,
those movements in which an #$Animal's body does the
action automatically - the agent's consent
doesn't enter into it. Subsets of
#$InvoluntaryBodyMovement include #$Heartbeating,
#$Sneezing, #$Snoring, etc.
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A specialization of #$MovementEvent. Each
instance of #$Movement-Periodic is a movement event in which
the moving object (see the predicate #$objectMoving) returns
repeatedly to a certain location or orientation at more or
less regular time intervals. Examples of
#$Movement-Periodic include the motion of a seesaw one
afternoon, the dribbling of a basketball in place by Magic
Johnson, and the motion of a slinky going down a staircase
as it periodically changes its orientation through a fixed,
repetive series of orientations.
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A specialization of both
#$Movement-TranslationEvent and #$Movement-Periodic. Each
instance of #$Translation-Periodic is a translational
movement in which the moving object returns to a certain
location repeatedly, and at more or less regular time
intervals. Instances of #$Translation-Periodic include a
ball bouncing in place and a planet revolving around a star.
Note that a planet rotating on its axis or a top spinning in
place would not count as an instance of
#$Translation-Periodic, since these movements, although
periodic, are rotations rather than translations.
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The #$objectMoving in a #$Translation-BackAndForth
periodically translates back and forth along a path. Neither
end of the path is a #$toLocation or a #$fromLocation,
because an instance of #$Translation-BackAndForth can begin
or end at either location, or even at another location on
the path between them. Examples include the movement of the
weight at the bottom of a swinging pendulum, or of a shuttle
bus making repeated round trips between downtown and the
airport. Each 'period' of the movement must begin
and end at roughly the same location, and is thus an
instance of #$Translation-RoundTrip. #$Translation-RoundTrip
is not, however, a subcollection of
#$Translation-BackAndForth, because a single round trip is
not enough to establish periodicity. For periodic rotation
back and forth around an axis, see #$PeriodicReversingRotation.
SUMO (Tremor): Motion that involves rapidly Rotating between
two positions.
bffc54c7-9c29-11b1-9dad-c379636f7270
The SUMO term for 'Translation-BackAndForth'.
SUMO: Any BodyMotion which is involuntary and which is
repeated many times over a short time frame, e.g. a tremor in the hands.
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The Class of quadruped Mammals with hooves.
Includes horses, cows, sheep, pigs, antelope, etc.
A specialization of #$TameAnimal. This
is a Type for animaals that are commonly kept and bred to
serve as food, produce food, or perform labor for people.
An instance of this group may be a wild animal even
though most of the species are kept and tame.
A specialization of #$Animal. An animal is an
instance of #$Herbivore just in case it is an animal whose
natural diet consists exclusively of plants or plant parts.
(Thus a horse that was forced or conditioned by humans to
eat meat would still be a herbivore, since meat is not part
of its natural diet.) Notable specializations of
#$Herbivore include the collections #$Ruminant and #$EquineAnimal.
COSMO note: SUMO restricts this type to Mammals,but Cyc
is broader and COSMO adopts the broader interpretation.
SUMO: A plant-eating Mammal.
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A collection of animals including horses and
species closely related to horses. Subsets of
#$EquineAnimal include #$Horse, #$Donkey, #$Zebra, #$Mule,
among others.
bd58837e-9c29-11b1-9dad-c379636f7270
The collection of all horses, of all breeds; a
subset of #$EquineAnimal. Horses may be domesticated (for
riding, draught, racing or breeding) or wild; see
#$DomesticatedAnimal, #$WildAnimal. #$Horse constitutes an
instance of #$BiologicalSpecies (called Equus caballus).
Horses can interbreed with donkeys to produce a nonfertile
mule or a jenny (see #$Donkey, #$Mule).
NOTE: not all horses are domesticated - that would be a
property of subgroups.
SUMO: A domesticated HoofedMammal that is used for
transportation and work.
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The collection of all donkeys; a subset of
#$EquineAnimal. Also called burros, donkeys are slightly
smaller than most horses. Elements of #$Donkey may belong
to either of the collections #$DomesticatedAnimal or
#$WildAnimal. Domesticated donkeys are used for draught and
riding. Donkeys can interbreed with horses to produce a
nonfertile mule or a jenny (see #$Horse, #$Mule).
SUMO: A domesticated HoofedMammal that is used for
work.
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The collection of all mules; a subset of
#$EquineAnimal. Elements of #$Mule are the infertile hybrid
offspring of a horse father and a donkey mother. Mules are
presumed to be elements of #$DomesticatedAnimal, used for
draught or riding. (An offspring of a donkey father and
horse mother is called a jenny, and is recognizably distinct
from the larger mule.) See also #$Horse, #$Donkey.
SUMO: The product of a Male Donkey and a Female
Horse. Mules are always sterile.
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A group of mammals which bring previously
swallowed food back from their stomachs to re-chew into a
finer and more digestible consistancy.
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A subcollection of #$Animal; the collection of all
large plant-eating animals that travel and graze in social
groups. Instances of #$HerdAnimal also belong to
#$Herbivore; most instances of #$Ruminant are also instances
of #$HerdAnimal.
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SUMO: A domesticated HoofedMammal that is bred for its
wool and for its meat (known as mutton).
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The collection of all female animals.
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The collection of all female animals.
The collection of female herd animals that can be
referred to as #$Cows, such as #$Elephants, Buffalo, etc.
The contrast term is #$Bull - thus, a cow X usually implies
the existence of #$Bull X (e.g., there are #$Cow #$Elephants
and #$Bull #$Elephants). See also #$Bull-MaleHerdAnimal.
NOTE: not necessarily Cattle!
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All types of animals that can be referred to as
'cattle'; includes buffalo, cows...
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Female cattle.
SUMO: A domesticated HoofedMammal that is raised for milk
and beef, and is also used for work.
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The collection of all domesticated farm birds bred
and kept for meat or eggs. The collection #$Poultry
includes members of its subsets #$Chicken, #$Turkey, #$Duck,
#$Goose-Bird, etc.
SUMO: A subclass of Bird that is raised for its meat
or for its eggs.
bd58c9d5-9c29-11b1-9dad-c379636f7270
The collection of all chickens (which excludes
guinea fowl).
SUMO: A subclass of Poultry that is raised for its meat
and for its eggs.
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SUMO: Fodder is the subclass of Food that is intended
for instances of DomesticAnimal.
Cut and dried herbage (e.g., grass, clover,
alfalfa) used as animal feed.
SUMO: Grass that has been cut and cured for use as Fodder.
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A specialization of both #$Clothing-Generic and
#$Group. Each instance of #$ClothingOutfit is a group of
clothing items (see the collection #$ClothingItem) that are
intended to be worn together. An instance of
#$ClothingOutfit may include some accessories, as well as
garments. The different parts of an instance of
#$ClothingOutfit are often sold together, rather than
separately. Specializations of #$ClothingOutfit include
#$MensSuit, #$Uniform, and #$Bikini.
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The collection of all #$Garments that are worn for
swimming. Includes as members #$SwimSuits and the various
subpieces of any #$SwimSuits.
bd87d287-9c29-11b1-9dad-c379636f7270
The collection of all swim suits- male and female
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be01e29f-9c29-11b1-9dad-c379636f7270
Two-part swimsuit worn by adult females.
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An instance of #$PersonTypeByActivity, and a
specialization of #$MedicalCareProfessional. Each instance
of #$Prescriber is a person who can prescribe medication.
Instances include doctors, as well as non-physician prescribers.
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A specialization of both #$Artifact and
#$DrugSubstance. Each instance of #$DrugProduct is a drug
substance manufactured by some agent. Instances of
#$DrugProduct include drugs prescribed by a physician, drugs
purchased as over-the-counter medicines, and drugs used for
recreational purposes (so #$AlcoholicBeverage, #$Nicotine,
and #$Caffeine are specializations).
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A specialization of #$DrugProduct. The collection
of drugs that require a doctor's permission before
obtaining or consuming them. See also #$DrugPrescription,
#$prescribedDrug, #$prescriptionFilled and #$prescriptionFor.
NOTE: whether a drug requires a doctor's permission is higly
context dependent; it varies with country and
with time in each country. This is a Role.
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The collection of people who have graduated from
some educational institution.
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A specialization of #$SocialBeing instances of
which are agents - either individuals or organizations --
who provide medical care in a professional capacity.
Specializations of #$MedicalCareProvider include
#$MedicalCareProfessional and #$MedicalCareOrganization.
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A specialization of #$PersonWithOccupation. Each
instance of #$MedicalCareProfessional is a person whose
occupation principally involves medical care of patients,
including surgery, psychological care, physical therapy,
practical nursing, and dispensing drugs. Notable
specializations of #$MedicalCareProfessional include
#$Doctor-Medical, #$Dentist, and #$Pharmacist.
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Non-physicians who have prescribing ability.
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The class of health professionals who provide
various aspects of hands-on health care to patients. Nurses
do not usually diagnose or decide on treatments, but they
administer medicines and treatments, perform medical tests,
give regular care to hospitalized patients, etc.
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A specialization of #$ExtendedSpaceRegion.
Instances of #$SpaceSurface are two dimensional portions of
space, flat or embedable in a three dimensional space. It
makes sense to speak of, or compute, the area of these
objects. For instance, the space occupied by a flat surface
belongs to this collection. Conversely, the space occupied
by a solid chunk of matter does not belong to
#$SpaceSurface, but does belong to #$ChunkOfSpace.
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A specialization of #$SpaceRegion-Empirical.
Instances of #$SpaceSurface-Empirical are two dimensional
portions of the space taken up by the empirical universe.
Physical objects can only be partially located at such
surfaces; in other words instances of this collection
intersect the space occupied by physical objects, but are
never cospatial with the space occupied by a physical object
[see #$ChunkOfSpace-Empirical and #$inPlane]. The only
objects properly localizable at instances of
#$SpaceSurface-Empirical are intangible objects of dimension
two or lower. For instance, the intangible surface that
delimits the spaces occupied by a table and the space above
the surface of the table belongs to this collection.
COSMO note: This Type is equivalent to the BFO 'Surface'.
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The collection of two dimensional intangible
geographical things. For instance, the abstract (i.e.
#$Intangible) area circumscribed by the 25th and 65th north
parallels and the 45th and 125th west meridian (see
#$GeographicalPlace-2D) - #$ContiguousUnitedStates is
located there; #$BattleZone is an example of specialization.
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A BinaryFunction that takes two TimePoints as arguments and returns the TimeInterval defined by these two TimePoints. Note that the first TimePoint must occur earlier than the second TimePoint.
(TimeIntervalFn TimePoint TimePoint )
Any Saturday and Sunday which are contiguous.
The collection of all #$LegalAgents who specialize
in selling at least one type of #$Product at the wholesale
or retail level.
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NOTE: called 'LegalCorporation' in OpenCyc.
Cyc: The collection of all #$Organizations which have
been incorporated in accordance with the laws of a
jurisdiction. Each instance of #$LegalCorporation is a
legal entity distinct from its owners and employees, and is
afforded certain powers both by law and by its incorporating
documents. Instances of #$LegalCorporation may be either
#$CommercialOrganizations or #$NonProfitOrganizations. Each
instance of #$LegalCorporation organized in the
#$UnitedStatesOfAmerica is incorporated under the laws of a
particular state, although it may be empowered to carry on
activities in any state. Most American jurisdictions
require that one of the words or abbreviations
'corporation', 'company', 'incorporated',
'corp', 'co, or 'inc' be included in the
registered name of a corporation. Instances of
#$LegalCorporation include #$IBMInc and #$Cycorp.
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The estate of a deceased person. This is
an unusual entity which is both Property and a LegalAgent.
As an approximation we can consider it as Property which
is owned by itself, temporarily, until liquidated.
TODO: This still needs to be axiomatized (v 0.44), as well
as its relation to the DeadPerson who owned it, and
the Executor who manages it.
In Cyc called 'Estate-LegalEntity':
Cyc: An estate is a collection of property managed by
an executor, a #$LegalAgent.
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A trust is a legal agent for some financial purposes.
The Class of all Months which are March.
An instance of #$ProductType. This is the
collection of all things related to the use of nuclear
energy or nuclear radiation, including things related to
nuclear weapons, nuclear power generators, and nuclear
medical devices. The collection includes, for example, all
#$NuclearServiceEvents, #$Artifacts that are components in
nuclear reactors, and all kinds of #$NuclearFuel, as well as
nonfissionable #$RadioactiveStuff.
def4096a-bc7d-41d7-8618-f407fc61a292
An instance of #$ProductType. This collection
comprises all #$NuclearRelatedThings that are for sale or in
storage to be sold at some later point, i.e. are #$Products.
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A PharmacyProduct may be a solid or a liquid.
A pharmaceutical Substance may be considered as a PharmacyProduct,
therefore PharmacyProduct is not restricted to PhysicalObjects.
Cleaning aids of all types.
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A substance composed of the salt of one or
more fatty acids (originally derived from animal fats),
that is designed to be used to emulsify dirt and
grease, and help clean things.
A substance composed of one or more synthetic surfactants.
They are usually is designed to be used to emulsify dirt and
grease, and help clean things, but may have other
applications. Some surfactants, for example,
are used to solubilize otherwise insoluble membrane-bound
enzymes in biochemical research.
A specialization of #$PoweredDevice. Each
instance of #$KineticEnergyPoweredDevice does not have any
on-board energy source incorporated into it, at least not
one supplying the bulk of the power requirements of the
device. Instead, its operating power is supplied by the
kinetic energy from something else in motion - such as
animal muscle power (including human labor), wind energy,
or hydraulic power. Specializations of this collection
include #$Pulley and #$Piano-Acoustic. (Cf.
#$SelfPoweredDevice, which includes, e.g., electric organs.)
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A specialization of #$SpatialThing. Each instance
of #$RadiallySymmetricObject is a spatial thing whose
spatial parts are regularly arranged about a central axis.
Instances of #$RadiallySymmetricObject include wheels and
adult starfish.
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A Wheel is a SolidTangibleArtifact that is at
least approximately discoid in shape, circular and significantly
thinner in width than the diameter of the circle. Wheels include
things like the geared wheels of machines and clocks, so
perfect circularity is not required. Note that wheels are
always designed to be part of a larger object, though they are
not necessarily installed before they are destroyed.
Cyc: The collection of all instances of the most
general kind of wheel. Each instance is a disk-shaped thing
which can be rotated on an #$Axle which typically goes
through the center of its circular cross-section. #$Wheels
are found on #$LandTransportationDevices, serving the
function of allowing #$RollingOnASurface for such devices.
Wheels may take the form of #$Gears, parts of a #$Pulley, or
may be present instead of ball bearings in places where a
device needs to roll against a surface - like on the edges
of some #$GarageDoors, which roll in a track when they are
raised (#$LiftingAnObject).
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A SupportingWheel is a wheel that was designed to serve as the
support for a wheeled conveyance. Note that wheels on airplanes
are considered supporting wheels, even though airplanes are
not WheeledTransportationDevices (which must use **only** wheels
to assist their movement); the wheels on an airplane do support it while
the plane is moving on the ground.. The wheels on a wheelbarrow,
or on a push cart are also supporting wheels. The small wheels
on the casters of a piece of movable furntiture are borderline members of
this class.
Note that SupportingWheels are RigidObjects, and should not
distort more than 10% (by design) when supporting their
own weight. They may distort more when supporting a vehicle, or,
if inflatable, when flat (though not functional when flat, as
an Artifact it still retains its identity as a SupportingWheel,
with a "non-functional' or 'poorly functional' attribute).
The front left supporting wheel of a vehicle with four wheels.
The front right supporting wheel of a vehicle with four wheels.
The rear left supporting wheel of a vehicle with four wheels.
The rear right supporting wheel of a vehicle with four wheels.
A PlaceWithMilitarySignificance is some location (region, or area, not necessarily on
the Earth's surface) that is of interst to military planners or to
military groups. This category is mostly useful as a collecting
mechanism for diverse 'places' that occur in military plans and operations.
A PlaceWithaBodyOfWater is not itself a body of water, but a place
including (sometimes) dry ground, where the presence of water gives
it its defining characteristic.
An attribute of a surface meaning that it is
bumped or indented inward. A concave surface has a pair of
points which are both closer to a viewer than points on the
surface between them. Depending on the context, it may
have relatively small subregions which have convexities
(e.g. wrinkles, small dents, corrugations) or are flat so
long as the overall shape is concave. Saddle-shapes,
although convex in certain dimensions, are concave in others
and are therefore concave.
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The collection of all entire outer physical
surfaces of tangible objects. Excludes mere patches or
portions of the whole surface of an object.
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A specialization of #$Surface-Physical. Each
instance of #$Side is a surface of some partially tangible
object, and serves as a boundary between the inside and
outside of that object.
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The collection of all the entire top sides (as
conventionally understood) of all objects that have distinct
#$Sides, one of which faces up.
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COSMO: This is any volume, point,or surface on
or near the surface of the Earth. This differs form its usage in Cyc.
Cyc: A specialization of both #$SpaceRegion-Empirical
and #$GeographicalThing-Intangible-FixedLocation (qq.v.).
Instances of #$GeographicalSpaceRegion are pieces of space
that are relevant to geographical reasoning. They are
intangible points, lines, or surfaces that are all incident
in the projected surface of reference on which instances of
#$GeographicalThing are located, and which themselves have a
fixed location with respect to that surface.
Specializations of #$GeographicalSpaceRegion include
#$GeographicalPoint-Intangible-FixedLocation,
#$GeographicalPlace-1D, and #$GeographicalPlace-2D.
bfebdc15-9c29-11b1-9dad-c379636f7270
SI illuminance measure. Symbol: lx. It is the amount of illumination
provided when one Lumen is evenly distributed over an area of 1 square Meter.
This is also equivalent to the illumination that would exist on a surface all
points of which are one Meter from a point source of one Candela.
Lux = lm/m^2 = m^(-2)*cd.
An InstantaneousState is the set of attributes ('fluents') associated with
the Objects of a System at some time point. This is the limiting case of a PersistentState
(and of Event), where the time interval is of zero duration. Every Event that is
not an InstantaneousState has two InstantaneousStates as components of the
Event, the starting state and the ending state.
OrganizationMembership is the category that will include all of
the agents called 'members' of an Organization (at any given time).
An organization may have no affiliates called 'members' (who is a 'member'
of the US government?), but may have other lists of affiliated persons.
This category will be useful for reasoning about the members of an Organization, as
contrasted with the Organization itself (consider the average
age of the memberhip versus the age of the Organization). It is disjoint with
Organization, which is a MentalObject.
NOTE that as a 'Group' no instance of 'OrganizationMembership' can exist unless
it has at least one member. To cover the case where an Organization may
have no members at some particular time, a List can be created that
has designators for the same individuals that are in the OrganizationMembership.
If no members exist, the instance of OrganizationMembership will not exist,
but the list can still exist, being empty. Alternatively if the membership
roster can include 'former members' one such may serve to satisfy this
minimum for Group status. The category of OrganizationMembership
can provide compatibility with those ontologies that represent organizations as
a group. An 'organization' thatis actually Group in another ontology can be
identified as this category of 'OrganizationMembership'.
COSMO note: Every GroupOfPeople is potentially
an Agent, but this Cyc category may
be used to distinguish groups acting in concert from casual
groups not actually coordinating their efforts, such as the
group of people in a room.
Cyc: The subcollection of
#$MultiIndividualAgent-Intelligent whose instances are all
groups of persons, i.e., instances of (#$GroupFn #$Person).
0cbcbdac-819f-41d7-93e9-843ad7903ff6
A BinaryRelation ?REL is
intransitive only if (?REL ?INST1 ?INST2) and (?REL ?INST2 ?INST3) imply not
(?REL ?INST1 ?INST3), for all ?INST1, ?INST2, and ?INST3.
A BinaryRelation ?REL is transitive
if (?REL ?INST1 ?INST2) and (?REL ?INST2 ?INST3) imply (?REL ?INST1 ?INST3),
for all ?INST1, ?INST2, and ?INST3.
A BinaryRelation is a partial
ordering if it is a ReflexiveRelation, an AntisymmetricRelation, and
a TransitiveRelation.
A BinaryRelation is a
TotalOrderingRelation if it is a PartialOrderingRelation
and a TrichotomizingRelation.
The Class of Relations between
an Agent and one or more Entities, where the Relation requires that
the Agent have awareness of the Entity.
called 'Event' in ISO15926
COSMO note: An InstantaneousEvent is a change that occurs instantaneously - the change can be said to occur at one point in time: a system has a set of attributes that are effective at that point in time, , and at any point prior to that, the state may be different in one or more ways. For physical events, this is unrealistic but can be a useful abstraction. Certain social or mental events can be said to be instantaneous, such as a change in title or position that is scheduled ahead of time.
In ISO15926 and some situation calculus representations, processes are simply a series of instantaneous changes followed by periods ('State') of no change. So this is an important concept for some process representations.
InstantaneousEvent[COSMO]%Event[ISO15926]
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.
Not all Conveyances are Devices. For example, skis or roller skates are borderline Conveyances, but have no internal mechanisms, and therefore are not Devices.
The TimeDuration of 10 years.
A PureSubstance is a physical substance that is 100% of
the nominal constituent. This rarely occurs in the real world, but
it may be useful to represent the properties of a pure substance, as
these can be determined to within satisfactory accuracy by measurements
on nearly pure substances, or by extrapolation.
The properties of a 'PureSubstance' can also be applied to the
functional properties of certain substance, such as enzymes,
which are typically measured in solutions which may be complex.
The scientist making such measurements makes a judgement that
the measured property represents the properties of the pure
substance, and that will be the recorded property until
different informaiton is obtained. The 'turnover rate' of an
enzyme, for example, may be recorded as a property of the
'PureSubstance' which is the enzyme.
Cyc comment: A collection of tangible stuffs. Each instance of
#$PureSubstance is a chemically pure portion of stuff
belonging to some particular #$ChemicalSubstanceType (e.g.
#$Water or #$Cellulose). 'Chemically pure' applies to a
piece of stuff which has no sub-portions that fail to
conform to the chemical composition of its (single)
#$ChemicalSubstanceType. In typical contexts, most common
portions of a #$ChemicalSubstanceType will not be instances
of #$PureSubstance . For example, a piece of pencil lead,
though mostly carbon, will not be an instance since it is
not pure carbon and any portion of ordinary tap water will
contain too many impurities. Many sub-portions of either a
piece of pencil lead or portion of tap water will fail to
conform to the chemical composition of either carbon or
water. Some instances of #$ChemicalSubstanceType are
subcollections of #$PureSubstance in most contexts but not
in all. In typical domestic contexts, for example, a piece
of ordinary distilled water would be an instance of
#$PureSubstance . However, in a clean room or microchip
manufacturing context, ordinary distilled water would
probably be considerd impure (see #$ImpureCompound). In
general, to refer to a pure instance of a substance one can
use the function #$PureFn, e.g. (#$PureFn #$Carbon). Note
that #$PureFn has #$PureSubstance as a #$resultGenl . Since
this kind of purity is relative to specified chemical
composition only, #$PureSubstance (and #$PureFn) does not
pertain to mixtures in Cyc (such as #$Air). Cf. #$Mixture,
#$ChemicalSubstanceType. See also #$PureSubstanceType and #$ImpureCompound.
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A UnaryFunction that maps a UnitOfMeasure into a UnitOfMeasure that is equal to .001 units of the original UnitOfMeasure. For example, (MilliFn Ampere) is .001 Amperes.
(MilliFn UnitOfMeasure)
BodyOfAcceptedLore is the type that represents all bodies of knowledge in
some FieldOfStudy - whether scholarly or less formal - that are generally
accepted by the practitioners in that field. A BodyOfAcceptedLore is
lne component of a FieldOfStudy - the other component being
he methods of that field.
SI luminosity intensity measure. Symbol: cd. It is one of the base units in SI, and it is currently defined as follows: the Candela is the luminous intensity, in a given direction, of a source that emits monochromatic radiation of frequency 540*10^12 Hertz and that has a radiant intensity in that direction of 1/683 Watt per Steradian.
Various Primates with no tails or only short
tails.
Cyc: A specialization of #$Primate and
#$NonPersonAnimal. Each instance of #$Ape is a tailless
primate belonging to the family Pongidae (of which there are
11 species), native to central Africa and South Asia.
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A PortCity is a City that has port facilities for vessels that carry
cargo. Any City that is a registered home port for a
Vessel should be a PortCity.
Cyc: A specialization of #$City. Each instance of
#$PortCity is a city that borders on some instance of
#$Harbor (q.v.). Each instance of #$PortCity will contain
at least one instance of #$Seaport (q.v.).
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The Class of all Months which are July.
One MegaByte (MB) of information. One MegaByte is 1024 KiloBytes. Note that this sense of 'mega' is different from the one accepted in the SI system.
SI solid angle measure. Symbol: sr. It is the solid angle of a sphere subtended by a portion of the surface whose area is equal to the square of the sphere's radius. Another definition is: the solid angle which, having its vertex in the center of the sphere, cuts off an area of the surface of the sphere equal to that of a square with sides of length equal to the radius of the sphere. Steradian = m^2/m^2 = 1.
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COSMO: A Platform is a PhysicalObject that was created with a main function of serving
as support for devices to enable their use. It may be stationary, seaborne,
or airborne, or mobile on land.
This differs slightly from the OpenCyc; in COSMO a 'Platform' does not
have to be a ConstructionArtifact.
Cyc: a large, flat, construction artifact which is usually elevated
A DrillingRig is a non-mobile Platform, used to support equipment used to drill holes under water, usually for oil or natural gas.
TopLevel04: A pipe that is manufactured as a single object, which may be connected to or welded to anoother object but retins its identity as a SimplePipe .
The Class of all Months which are October.
A MentalObject is an Object that does not have mass and was created by a Person. Abstract texts, musical compositions, propositions, theories, plays, poems, speeches - 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.
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 #$Agreement.
An instances of #$TangibleStuffStateType, and a
specialization of #$Soil-Generic. Each instance of
#$SandMob is a portion of loose granular material that
results from the disintegration of rocks, consisting of
particles smaller than gravel but coarser than silt.
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A collection of groups of #$PhysicalObjects.
Each instance of #$ArrangementOfLikeObjects is a group of
partially tangible objects, all of the same type (see
#$arrangementObjectTypes and
#$arrangementNearestObjectTypes), having a specified set of
spatial relations holding among them (see
#$arrangementPredicates and #$arrangementNearestPredicates).
See also #$Group.
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A pile is a group or mob of things stacked or
piled on top of each other in either an organized or
disorganized fashion. If it's neat, it could be called
a stack.
c10ae376-9c29-11b1-9dad-c379636f7270
A specialization of #$ArrangementOfLikeObjects.
Each instance of #$JunctionOfPaths is an arrangement of
three or more instances of #$Path-Customary that are all
locally connected to each other. Instances of
#$JunctionOfPaths include arrangements of two or more paths
that 'cross' at a junction (because four path
segments are thereby joined), but not arrangements in which
the end of one path simply joins the end of another path,
and no others. Specializations of #$JunctionOfPaths include
#$Intersection-Street, #$JunctionOfPipes, and #$RailwayCrossing.
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A collection of junctions of paths. A member of
this collection exists where three
#$SimpleUnloopedSegmentOfPaths meet together, or where one
#$SimpleUnloopedSegmentOfPath joins the two ends of a
#$SimpleLoopedSegmentOfPath that loops back to that
junction. If it is a three way junction in a specified
#$PathSystem, use #$threeWayJunctionInSystem. (Determining
what constitutes a #$ThreeWayJunctionOfPaths depends on the
#$PathTypes of the joined paths; if it is #$River then only
a junction of rivers qualifies, not the place where a road
joins a river.)
c0a9bbda-9c29-11b1-9dad-c379636f7270
A specialization of #$JunctionOfPaths. Each
instance of #$JunctionOfPipes is an arrangement of three or
more non-overlapping lengths of pipe (i.e., instances of
#$Pipe-GenericConduit (q.v.)) joined at their ends.
Specializations of #$JunctionOfPipes include
#$BronchialJunction and #$TracheobronchialJunction.
bf53bf8d-9c29-11b1-9dad-c379636f7270
HumanRole is the root category for people who are
referenced in some particular role - professional, or by the Role they play
in some Event.
For many HumanRoles, people occupy that role only for some interval of
time, therefore the participation in a Role must be time-indexed
in some way. One method used in COSMO is to use the relation
'isServingInTheRoleOf'. This is an assertion that in itself carries
no time-indexing, therefore would have to be used in an assertion
that was reified and related to the valid time period by
one of the 'holds' relations. Another method is to
attach to each distinguishable Role its own specific
relation, such as (for 'Student') 'startedAsStudent' and
endedAsStudent', each relation pointing to a particular date.
When there can be multiple disjoint periods of time that
a Role can be occupied (as with Student), that relation
cannot be functional. A third method to express the
time indexing of a role is to point to an instance of
RoleSituation, which is a StaticSituation, and can
specify all of the arguments of the Role.
InfluentialPerson is a Person that has some kind of influence in
changing the attitudes or beliefs or actions of some other people,
outside of the immediate parent-child relation.
The collection of #$Persons (some probably
fictional, some probably not) whose lives (or the
perception thereof) have played a central role in the
development and tenets of some religion. Positive
examples include #$Mary-MotherOfJesus,
#$MartinLuther-ReligiousFigure, Buddah, and Mohammed.
Negative examples include specific Popes (generally,
St. Peter being an exception), cult leaders (e.g.,
Jim Jones, David Koresh), and most religious leaders.
SUMO: A well-known leader of a religious group.
bda249d6-9c29-11b1-9dad-c379636f7270
COSMO note: in Cyc this is a subtype of
Religion; in COSMO, a subtype of ReligiousGroup. Different usage from
in Cyc, but focus is on subgroups of a major identified religion.
Cyc: The collection of all instances of #$Religion
which are variations of a more general religion which
adherents of the #$ReligiousDenomination regard as their #$Religion.
c09187e4-9c29-11b1-9dad-c379636f7270
Any person who is a member of some Religion. A
believer by default.
bd58f819-9c29-11b1-9dad-c379636f7270
The collection of all persons who believe in the
basic fundamental tenets of Islam, or who practice Islamic
religious rituals, or are recognized by other Muslims to be
Muslims, or all of these.
c10077b0-9c29-11b1-9dad-c379636f7270
A specialization of both #$PersonWithOccupation
and #$ReligiousPerson. Each instance of #$Cleric is a
religious leader, typically in charge of some congregation
(for instance, a synagogue, temple, mosque, or church).
Notable specializations of #$Cleric include #$Rabbi,
#$Priest, #$Mullah, and #$Minister.
SUMO: The Profession of being in charge of or ministering
to a ReligousOrganization.
bd58da6b-9c29-11b1-9dad-c379636f7270
A woman who has taken vows to obey the rules of some
religious order; usually a member of a religious order.
be01f398-9c29-11b1-9dad-c379636f7270
Person, usually male, who is the leader of a
Catholic or Epicopalian church.
bd5af1d7-9c29-11b1-9dad-c379636f7270
The collection of all bishops, which are christian
#$Clerics, usually male, who are mostly senior leaders
within hierarchically organized church denominations such as
the Orthodox, Roman Catholic, Methodist, Lutheran, Anglican
or Episcopalian churches. Every Christian bishop is
consecrated by one or more other bishops, in a chain of
consecrations in direct 'apostolic succession'
from #$JesusChrist. Some bishops in this succession are
'wandering bishops' (episcopes vagrantes) not
associated with organized churches. In mediaeval times,
some countries were ruled by bishops.
c0df214b-9c29-11b1-9dad-c379636f7270
A Priest of any of the Catholic Orthodox hierarchies, which
are organized nationally.
8888984e-7b5e-41d7-9791-a7bc97fef108
In #$ShiiteIslam, '#$Imam-Shiite' is
meant to denote #$MuhammadTheProphet's descendents,
whom they believe to be the true rulers of #$Islam. The
#$Imam-Shiite is supposed to provide guidance to the human
race in both religious and secular issues. There can only be
one #$Imam-Shiite at a time, but #$ShiiteIslam has not had
an #$Imam-Shiite since around 941AD. The last #$Imam-Shiite,
Muhammad al Mahdi, has taken on a messianic role in #$ShiiteIslam.
2c786b11-2063-11d8-8d63-0002b3a86795
The congregational prayer performed in the
#$Mosque is supposed to have a leader, and this person is
called '#$Imam-Sunni'. In the standard
#$SunniIslam interpretation, #$Imam-Sunni is neither a
profession, nor a qualification: the #$Imam-Sunni is not
ordained in the manner of Christian priests. Any respected
Muslim who is normally well-trained in the prayer can be an
#$Imam-Sunni. In general, it is the most learned and most
respected person in the assembly who is offered the honour
of being #$Imam-Sunni. Customarily, a #$MosqueCongregation
will have one person who regularly serves as #$Imam-Sunni
and the position often confers a great deal of informal authority.
2c784404-2063-11d8-8d63-0002b3a86795
Mullah derives from the old Arabian word MAWLA,
which denotes either the slave or the master (cf.
http://www.usc.edu/dept/MSA/reference/glossary/term.MAWLA.html).
In the extended sense, it means a Muslim teacher of
religion, who has interpretive authority over the
Qur'an, Hadith and the other bodies of Islam's
religious knowledge. Notice that due to the intertwined
relationship of religion, politics and social policy in
Islam, the religious rulings of a Mullah can have massive
socio-political consequences.
bdec49d2-9c29-11b1-9dad-c379636f7270
Essentially the set of scholarly thoughtful,
introspective clerics, who dedicate their lives to
consideration of God/gods and scholarly devotion.
c0381539-9c29-11b1-9dad-c379636f7270
The collection of all persons who believe in (at
least some of) the tenets of some type of Buddhism, or who
practice Buddhist religious rituals, or both.
c10053c1-9c29-11b1-9dad-c379636f7270
The collection of all individuals who serve as
#$Monks within the framework of #$Buddhism.
c8ca4524-fdbd-41d7-88c2-81c0ca471d80
The collection of all persons who believe in (at
least some of) the tenets of a Hindu cult, or who practice
Hindu religious rituals, or both.
c10053ca-9c29-11b1-9dad-c379636f7270
The collection of all religious temples:
structures designed for worship, prayer or contemplation,
of various faiths other than christian churches, muslim
mosques and jewish synagogues.
c10c16d1-9c29-11b1-9dad-c379636f7270
A religious building where Christian services and
activities are held. Some of these are definitely
ModernShelterConstructions, but some are not.
bd589ffe-9c29-11b1-9dad-c379636f7270
A building where nuns live.
10d1d434-24db-41d7-9506-ea8ea93afb2f
A religious building where Islamic services and
activities are held. Some of these are definitely
#$ModernShelterConstructions, but some are not.
c09499ed-9c29-11b1-9dad-c379636f7270
COSMO note: In Cyc, this is a subtype
of Organizatikon, but in COSMO it is a GroupOfPeople.
The justification for this is the expectation that
people may attend a Mosque or any other religious building
without being listed on any membership list. At this point
(v 045) no 'Organization' for local congregations is
defined in COSMO. It may be added if needed.
Cyc: A #$MosqueCongregation is a local Muslim religious
organization that worships together at a common #$Mosque.
They may be led by an official cleric, such as a #$Mullah,
and #$SunniIslam congregations are often led by an #$Imam-Sunni.
2c784403-2063-11d8-8d63-0002b3a86795
A religious building where Jewish services and
activities are held.
f3188af6-1e6c-41d7-9c3b-b2f35cb4112b
The collection of local synagogues.
f7614224-1e6c-41d7-8320-92f49953941f
RHUD 1: reverent honor and homage paid to God or
a sacred personage, or to any object regarded as sacred.
c0ed1174-9c29-11b1-9dad-c379636f7270
A ceremony that is held in a Christian church.
c0ed102a-9c29-11b1-9dad-c379636f7270
A Ritual that is motivated by a ReligiousBelief
and is expected (in tradition) to have some significance
to a person's spiritual life.
NOTE: a Ritual differs from a SocialRitual in that a Ritual
may be performed by only one person, e.g. bedtime prayers.
The collection of events in which
someone--usually, but not exclusively, a baby--is admitted
into a religion--typically a Christian church--by being
sprinkled with, or immersed in, water.
be00bb4f-9c29-11b1-9dad-c379636f7270
A comparatively small chamber of worship, built as
an adjunct to a larger #$ChurchBuilding for purposes of
private worship and private ceremonies.
bf827721-9c29-11b1-9dad-c379636f7270
The collection of all #$TempleBuildings dedicated
to the religious practices of #$Buddhism.
be00c6c0-9c29-11b1-9dad-c379636f7270
The collection of all #$TempleBuildings dedicated
to the religious practices of #$Hinduism.
54148f6c-066b-41d8-99e8-c8215266fdb6
A collection of human activities. Each instance
of #$ReligiousEvent is an occurrence which has religious significance.
In SUMO 'ReligiousProcess' documentation suggests multiperson
and organized, but this is the closest concept to the
Cyc ReligiousEvent, which can be individual. In SUMO
'Praying' is a 'ReligiousProcess', so it is assumed
that in spite of the SUMO documentation, a COSMO 'ReligiousEvent'
can in fact be an individual activity.
SUMO: An OrganizationalProcess that is
carried out within or by a ReligiousOrganization.
c1422326-9c29-11b1-9dad-c379636f7270
Generalized religious service, like with a priest
or rabbi and congregation. Not a religious obligation or
solitary activity like praying or fasting.
bd58b98a-9c29-11b1-9dad-c379636f7270
A specialization of #$HumanCulture, each instance
of which is a culture whose focal participants are of a
particular age group, and which has developed around the
experiences of that group. Examples include teenage
culture, adult culture, and middle-age culture.
bff282d9-9c29-11b1-9dad-c379636f7270
A specialization of #$HumanCulture, each instance
of which is a culture whose core participants identify
themselves as descendants of some common ancestors. An
ancestral culture is characterized by its development as
part of, and in response to, the experiences of such an
ancestral group. For example, there are instances of
#$AncestralCulture associated with #$AfricanAmericanPerson
and the #$EthnicGroupOfSerbians.
c0ab167d-9c29-11b1-9dad-c379636f7270
A specialization of #$HumanCulture, each instance
of which is a culture defined at least in part by the fact
that its core participants are followers of a particular
religion, sect, or religious cult and thus share various
religious beliefs and engage in various religious practices.
For example, there are instances of #$ReligiousCulture
associated with #$ProtestantReligion and #$SunniIslam.
c10f57d8-9c29-11b1-9dad-c379636f7270
The religious head of country of a nation
bd588dfc-9c29-11b1-9dad-c379636f7270
COSMO note: In Cyc, a Holiday is an Event, but
in COSMO (and SUMO) it is a time interval. The Cyc interpretation as an
Event is not followed here.
Cyc: A specialization of both #$ReligiousEvent and
#$Holiday. Each instance of #$ReligiousHoliday is a holiday
observed by some religious tradition. Note that individuals
may observe or otherwise participate in some instances of
#$ReligiousHoliday even if they are not members of the
associated #$Religion. Notable specializations of
#$ReligiousHoliday include #$ChristianHoliday,
#$JewishHoliday, and #$IslamicHoliday.
c0fdf861-9c29-11b1-9dad-c379636f7270
A collection of visual images. Each element of
#$StillImage is a static visual image. Such images are
typically images reflected from, or generated by, objects
that don't change in time, e.g. an illuminated
photograph. Other examples: images from maps, x-rays,
drawings, labels, or any constant projection of light.
c0fd7fa2-9c29-11b1-9dad-c379636f7270
In Cyc called 'Painting-ArtForm'.
Cyc: The collection of paintings as representational
art forms. Paintings are tangible
#$InformationBearingObjects, consisting of pigment applied
to some surface (usually flat, often rectangular and sheetlike)
bd58c77e-9c29-11b1-9dad-c379636f7270
This is a PhysicalObject, not an abstract image.
da16ca46-6943-41d7-9911-8bb5824439c1
The Collection of instances of
#$MusicalComposition that are in the religious style or genre.
5d8d1b7e-74bb-11d6-8000-00a0c99cc5ae
Each instance of RoleSituation is a StaticSituation
in which some entity filled some Role for some TimeInterval.
A RoleSituation has only one role-filler.
@ToDo: This restriction has not yet (v0.39) been formalized.
As a Situation, each RoleSituation inherits a starting and
an ending time point.
Each RoleSituation has one role filler (subject),
and this relation specifies that the subject of this relation
is the role-filler (Subject) of the RoleSituation to which
it points. Note that a RoleSituation is not a Role; it is
a subtype of Event. Thus 'Student' would be a Role, but
'BeingaStudent' would be the corresponding RoleSituation.
A Student is a Person who is formally registered
to study some topic(s), either with an individual tutor
or at some EducationalOrganization. The essence of being
a Student in this sense is to have a relationship with some
Agent that has agreed to provide instruction. Persons who
study some topic by themselves without an instructor are
not instances of this type. The Role of Student is time-sensitive,
and the time interval during which a Person is a Student should
be specified using the 'startedAsStudent' and 'endedAsStudent'
relations. Although periods of being a Student at some
institution may be disjoint, the 'wasTaughtBy' relation
should be used only once for each different Teacher or
School that a Student studied with.
It would be convenient to have multiple-arity relations
to distinguish which 'student' was registered at which
instution when (which could be represented as an Event,
i.e. a subtype 'BeingaStudent' of StaticSituation).
An alternative work-around would be to have 'studentship'
at different institutions be subtypes of the Student Role,
e.g. 'StudentAtHarvard' could be one subtype of Student.
Points from a Student to the time that Role began. A person
may have multiple disconnected periods of being a student, so
this relation may have multiple values. It should be higher-arity
to include the institution where the student role was played out.
Points from a Student to the time that Role ended. A person
may have multiple disconnected periods of being a student, so
this relation may have multiple values. It should be higher-arity
to include the institution where the student role was played out..
In order to time-index this relation properly,
it would be necessary to have multiple arity relations,
and those are not yet (v0,39) represented in
COSMO. This relation *as is* will not distinguish
which interval of being a student is associated with which
institution..
The collection of persons who have a (skilled or
unskilled) occupation. Most (but not all) instances of
#$PersonWithOccupation spend a significant part of their
waking hours doing activities that are characteristic of
their occupations. Typically their actions are performed
for pay (but not always: consider a starving artist who is
unable to sell any of her works - the occupation is determined by
an intent to make money from the activity). Note that a
#$PersonWithOccupation need not be working over the entire
duration of when s/he has an occupation; e.g. college
professors on summer break and the temporarily unemployed
still have occupations. Most reified specializations of
#$PersonWithOccupation classify workers according to their
job titles, the kinds of work they perform, or the skills
involved; while a few exploit other (usually quite broad)
features of their working lives (e.g. #$SelfEmployedWorker
and #$DeskWorker). But note that many collections
corresponding to what are colloquially considered
professions or occupations (e.g. #$Lifeguard, #$StockBroker,
#$Housekeeper, and many others) are _not_ specializations of
#$PersonWithOccupation, as those collections include people
for whom the work in question is not their occupation.
SUMO (OccupationalRole): A Role of a Human in a OrganizationalProcess.
bd58e737-9c29-11b1-9dad-c379636f7270
The SUMO approximate equivalent of 'PersonWithOccupation'.
Any Position which requires learning a set of skills.
The collection of all people who work at a job for
which a skill that most adults do not have. This skill is
normally achieved through training, however people who use a
native skill such as an artistic skill, in their work are
also considered Professionals. A person with a
#$HighSchoolDiploma, but no additional training, is not
expected to be able to be hired to a professional position
and perform the job requirements. The training need not be
academic in nature. One can be a professional child
actress, chess player, boxer, or shaman, as well as a
professional lawyer, architect, secretary, or politician.
Although factory workers, farm workers, construction
workers, etc. develop a level of skill that makes them able
to do their jobs far better than a person off the street
(professional or not) these positions are not considered
professional positions because the skill is developed
experientially on the job.
2320060c-d8d5-41d7-864a-8c394a402d15
An instance of #$PersonTypeByOccupation, and a
specialization of #$Professional-Adult. Each instance of
#$HealthProfessional is a person employed in some
health-related field. Specializations of
#$HealthProfessional include #$MedicalCareProfessional and #$HealthInspector
bd58a4d2-9c29-11b1-9dad-c379636f7270
A specialization of #$PublicSectorEmployee. Each
instance of #$GovernmentEmployee is a person employed by
some government. The government in question may be the
government of any instance of #$GeopoliticalEntity,
including a city, county, province, or nation-state.
NOTE not every person clasified in COSMO as a
'GovernmentgEmployee' is necessarily an Employee in the
strict sense, as elected politicians and heads of state
may not be 'employees' in the business sense.
bd58ef89-9c29-11b1-9dad-c379636f7270
A specialization of #$GovernmentEmployee. Each
instance of #$NationalGovernmentEmployee is a person who is
employed by the national government of some instance of
#$Country. Instances of #$NationalGovernmentEmployee would
include, among others, heads of national governments,
diplomats, and members of a nation's armed forces.
bfe2dc07-9c29-11b1-9dad-c379636f7270
A specialization of #$MilitaryAgent. Each
instance of #$MilitaryPerson is a person belonging to one of
the national military services (see the collection
#$BranchOfMilitaryService) of some instance of #$Country.
Notable specializations of #$MilitaryPerson include
#$ArmyPersonnel, #$NavyPersonnel, and #$MarinePersonnel.
SUMO: Someone who is a member of a
ModernMilitaryOrganization.
bd58ef05-9c29-11b1-9dad-c379636f7270
A specialization of both #$HumanAdult and
#$PersonWithOccupation. A person is an instance of
#$Professional-Adult just in case he or she is an adult and
a professional.
be8a03f7-9c29-11b1-9dad-c379636f7270
The collection of all #$Professional-Adults who
specialize in fighting and combat agagainst some enemy
forces. This includes #$Soldiers and other combat members
of armies, but does not include #$MartialArtists who
practice only for athletic purposes.
57015198-3a19-41d7-9f45-c8517a66b40b
An instance of #$PersonTypeByOccupation, and a
specialization of #$MilitaryPerson. Each instance of
#$Soldier is a person who serves in some military
organization that operates primarily or exclusively on land
(as opposed to on the water or in the air).
SUMO: The class of SkilledOccupations which involve serving in
the armed forces of a Nation.
bd58eb4e-9c29-11b1-9dad-c379636f7270
A collection of persons. Each instance of
#$Leader is a person who heads an instance of
#$Organization, or in unusual cases, leads a group
that is informally constituted. Typically, a leader of an organization
makes major decisions on behalf of the whole organization,
has the authority to direct the organization's
personnel to carry out those decisions, and is empowered to
engage or negotiate with external agents to achieve the
organization's goals. This collection includes leaders
of sub-organizations of larger organizations, such as
department heads within larger organizations. Note that a
single person may be a leader in more than one organization.
See also the predicates #$hasLeaders and #$seniorExecutives,
and the collection #$Manager.
c10af978-9c29-11b1-9dad-c379636f7270
For any Organization that has a recognized leader
who is a single person, this relation will point from the leader to
the Organization. Likewise for groups of people that are not formally
organized, this relation can relate a leader to the group.
It is unresolved whether a group can have a leader and not be
considered as an 'Organization' - that remains to be
decided, but for small groups that come together on a short-term
basis and coalesce about a leader without having any other structure,
this relation can serve to relate that leader to that group
(consider a mob that follows a fiery speaker on the spur of the
moment)..
The main photosynthetic organ of most green
plants, consisting of a lateral outgrowth from a stem and
comprising lamina, petiole, and leaf base.
bd58ef35-9c29-11b1-9dad-c379636f7270
The collection of all officers of any
organization. An officer is someone who is entrusted with
an office, or recognized position of authority within an organization.
16299b8e-b4df-41d8-9a8d-a12f5c4ba831
A subcollection of #$MilitaryPerson. Each instance
of this collection is a person who is a (commissioned or
non-commissioned) officer in some #$MilitaryOrganization.
SUMO: The class of Soldiers who have authority or command.
bd58a748-9c29-11b1-9dad-c379636f7270
A collection of people. An instance of
#$PresidentOfOrganization is a person who is among the
highest leaders of some organization. Presidents often
represent their organizations to outside entities, and may
or may not have day-to-day authority within their organizations.
c0999125-9c29-11b1-9dad-c379636f7270
A subcollection of #$PersonWithOccupation.
#$DeskWorker is a very broad category, consisting of those
people who do a significant amount of their work sitting at
desks (as opposed, e.g., to those who do physically
demanding or outdoor work). While the sorts of work
performed at desks make up too heterogeneous a class for
#$DeskWorker itself to be considered an
#$PersonTypeByOccupation (q.v.), some of its subcollections
do correspond to types of occupations, e.g. #$Administrator,
#$ComputerOperator, and #$Secretary.
bd58ab18-9c29-11b1-9dad-c379636f7270
A specialization of #$DeskWorker. Each instance
of #$AdministrativeStaffPerson is a worker whose primary job
responsibilities are administrative and/or managerial tasks.
Such jobs can be at any level in an organization's
hierarchy, from receptionist/secretary to executive
assistant to manager.
c10c14f7-9c29-11b1-9dad-c379636f7270
A specialization of #$AdministrativeStaffPerson.
Each instance of #$Administrator is an employee of an
organization who is responsible for managing its
organizational affairs. Instances of #$Administrator may or
may not also be required to manage people. If so, then they
are also #$Managers (q.v.).
bd58aedc-9c29-11b1-9dad-c379636f7270
A subcollection of #$Administrator. Each instance
of #$CorporateOfficer is a person who is officially
recognized as an officer of a corporation. Common types of
#$CorporateOfficer include #$President-CorporateOfficer,
#$VicePresident-CorporateOfficer, and #$ChiefFinancialOfficer.
c10aec18-9c29-11b1-9dad-c379636f7270
A collection of people. An instance of
#$Executive is a person who holds an executive managerial
positions in some #$Organization. Among the members of
#$Executive are top managers of organizations, including
corporate officers (#$ChiefExecutiveOfficer, etc.), Chiefs
of Staff, Generals, Admirals and others like Chief Corporate
Counsel, Managing Partner, Producer, Chief Scientist, Chief
Engineer, as well as other upper and upper-middle managers.
bd58fadf-9c29-11b1-9dad-c379636f7270
A subcollection of #$PersonWithOccupation. Each
instance of #$BusinessPerson is someone whose occupation
primarily consists in the ownership or operation of a #$Business.
SUMO: Any of a class of people in a professional
occupation such as banking, finance, management, or engineering. This is
distinguished from blue collar jobs that primarily involve manual labor
rather than thought as the effort expended to derive remuneration. It is
also distinguished from professions that may be outwardly similar but are
done in a non-profit organization.
c0fcd0ea-9c29-11b1-9dad-c379636f7270
A collection of people. An instance of
#$President-CorporateOfficer is designated as
'President' on the official records of the company or
corporation for which s/he works. Every company has a
President. A company president is often also the Chief
Executive Officer (CEO), and there is no superior authority
in the company other than the Board of Directors and its Chairperson.
bd589f04-9c29-11b1-9dad-c379636f7270
A specialization of #$HomoSapiens - the
collection of all human beings that are #$Famous (i.e.
identifiable by a large number of other human beings). See
also #$HistoricHuman.
bd58e66b-9c29-11b1-9dad-c379636f7270
An instance of #$PersonTypeByActivity. Each
instance of #$Politician is a person who is involved in
politics. Specializations of #$Politician include
#$HeadOfState, #$ElectoralCandidate, and #$HeadOfPoliticalParty.
bd58e7b6-9c29-11b1-9dad-c379636f7270
A subcollection of #$PublicSectorEmployee and an
instance of #$PersonTypeByPositionInOrg. Each instance of
#$PublicOfficial is a person who holds a position that is
directly involved with some aspect of governing a country
(or subregion of a country). Many public offices in
democratically governed countries are filled by election;
some are filled by appointment. In other countries, public
offices are sometimes filled by succession or by military
decree. Note that public offices are represented in Cyc in
terms of the collections of officials who hold those offices
(e.g. #$Mayor and #$UnitedStatesPresident) together with
axioms describing the responsibilities those offices entail.
NOTE that there are GovernmentEmployees who are not
PublicOfficials - those who have no direct policy or
administrative functions.
In SUMO, 'GovernmentOfficer' seems to be closest.
SUMO: Any Profession where the position occupied
is within a GovernmentOrganization.
c10af2b2-9c29-11b1-9dad-c379636f7270
The SUMO term for 'PublicOfficial'.
A collection of persons. Each instance of
#$HeadOfState is a person who holds a political position as
the titular leader of some instance of #$Country. Titles
that such a person might hold include President, Premier,
Chairman, Sultan, King or Queen, or Regent. Examples of
#$HeadOfState: #$BillClinton, #$QueenElizabethII,
#$YassirArafat, #$Hirohito, #$JiangZemin. See also the
related constants #$titleOfPosition and #$HeadOfGovernment.
bd58e773-9c29-11b1-9dad-c379636f7270
A collection of persons. Each instance of
#$President-HeadOfGovernmentOrHeadOfState is a person who
holds the title of president of some #$Country, whether that
title belongs to a position which is #$HeadOfState or
#$HeadOfGovernment (or both). Examples: Boris Yeltsin,
#$BillClinton, Jiang Zemin, Lee Dung-Hui.
bd58e49e-9c29-11b1-9dad-c379636f7270
SUMO: The Profession of being a teacher at a
PostSecondarySchool.
bd58fb24-9c29-11b1-9dad-c379636f7270
A subcollection of #$PersonWithOccupation. Each
instance of #$AcademicProfessional is a person whose job is
to educate and/or perform research as an affiliate of an
academic institution. This includes members of the teaching
and/or research staffs of schools, colleges, universities,
and research institutes.
bd589db6-9c29-11b1-9dad-c379636f7270
SUMO; Any FieldOfStudy which tests theories on
the basis of careful observations and/or experiments and which
has a cumulative body of results.
Cyc: A specialization of #$FieldOfStudy. Each instance
of #$ScientificFieldOfStudy is a specialized body of
knowledge, theory, hypotheses, observations, and problems,
which together constitute the informational content of a
systematic endeavor to explain (some part of) the natural
world by rational (and frequently, quantifiable) methods,
including, but not limited to, induction, falsifiable
hypotheses tested by repeatable physical experiments, and
deductive proof. Instances of #$ScientificFieldOfStudy
include the traditional hard sciences (e.g., #$Physics,
#$Chemistry), the life sciences (e.g., #$Biology,
#$Genetics, #$Toxicology), and #$Mathematics.
bd58b7fc-9c29-11b1-9dad-c379636f7270
The Cyc term for 'Science'.
A subcollection of #$PersonWithOccupation each
instance of which is a person who performs research as a
significant part of his or her occupation. This collection
includes academicians, clinical investigators, experimental
physicists, market researchers, industrial researchers, etc.
SUMO: The Profession of being a scientific
researcher.
bd589a23-9c29-11b1-9dad-c379636f7270
An instance of #$PersonTypeByOccupation, and a
specialization of #$PersonWithOccupation. Each instance of
#$Scientist is a person who is educated and employed in one
(or more) of the natural, social, or abstract sciences.
Specializations of #$Scientist include the collections
#$Astronomer, #$Chemist, #$Linguist, #$Mathematician,
#$Geneticist, and #$CulturalAnthropologist.
bd58fbe7-9c29-11b1-9dad-c379636f7270
A scientist trained in Chemistry
bd58caae-9c29-11b1-9dad-c379636f7270
This is a collection of fields of study which have
to do with the behavior of social groups. It includes
#$Sociology, #$Economics, #$Anthropology, and #$PoliticalScience.
SUMO: Any Science which studies human behavior, either in
the aggregate as do, for example, Economics and Linguistics, or with respect to
the individual, as does Psychology.
be03d917-9c29-11b1-9dad-c379636f7270
the science concerned with studying the structure
of substances, the events that cause them to change, and the way
they combine and interact with each other.
the science that studies the properties and processes of
living things; the science of life..
A dull olive-to-brown colored bird of the finch family,
common in cities. There are several types of sparrow.
A species of Big black bird, bigger than a starling,
but smaller than a Raven.
Big black bird, bigger than a crow.
bd6413b2-9c29-11b1-9dad-c379636f7270
The collection of all broth used to make soup.
Members of this collection are liquids in which meat, fish,
or vegetables have been simmered. Soup stock is used as a
basis for soup, gravy, or sauce. It is usually a food
ingredient only, but may occasionally be consumed as is.
SUMO: Food which is prepared by reducing Meat
and/or FruitOrVegetables to a translucent broth which can be used as
a base for soups or sauces.
bdac349a-9c29-11b1-9dad-c379636f7270
bd588da9-9c29-11b1-9dad-c379636f7270
The collection of criminal startings of fires.
SUMO: An act where an agent sets something which it does not possess
on fire in order to destroy it or its contents.
c1ef08c8-1cde-11d6-8000-00902791a840
Any ChemicalProcess where Electrons are removed
from the substance undergoing the ChemicalProcess.
NOTE: AN Oxidation of one substance necessarily involves
a reduction of another, and in chemistry, one speaks
of 'redox' reactions, (reduction-oxidation). But the
term 'oxidation' commonly refers to the reaction of something
relatively stable (iron, wood) with air, and the perspective
is saliently from the side of the thing being oxidized.
So there is no precise logical distinction between an
oxidation and a reduction, unless one has a particular
starting material in mind as one of the reactants.
Cyc: (OxidationProcess): A collection of events. In each instance of this
collection, some amount of #$Oxygen reacts with
('reduces') another substance and releases energy in
the process.
be010767-9c29-11b1-9dad-c379636f7270
The Cyc term for 'Oxidation'.
An Event in which something burns. This is usually
in air, but burning in another oxidant such as chlorine gas
is included (though it may never be necessar to represent
it explicitly). It is in either case an oxidation event.
SUMO: The Class of ChemicalProcesses in which an Object
reacts with oxygen and gives off heat. This includes all Processes in which
something is burning.
Cyc: (CombustionProcess) A collection of events, and a specialization of
#$EnergyConversionProcess and #$DecompositionProcess. Each
#$CombustionProcess is an event in which rapid oxidation is
taking place. These always have heat as an output and often
involve emission of light as well (typically, #$Flames).
The #$objectActedOn in a #$CombustionProcess is at least
partly consumed. See also #$Flammability.
bd58c04e-9c29-11b1-9dad-c379636f7270
The event in which something burns in air, from
start to finish.
NOTE: this is a case where a reified FunctionalProcess will
probably be needed..
A Fire that is deliberately set by an IntelligentAgent
and is kept under control by some means. Fires in fireplaces
or oil burners are examples - the latter, even though automatic,
are considered to be controlled by the action of the person
who turns on the oil burner.
A controlled fire in a forest for fire suppression is also a
subtype.
NOTE that this is a borderline case of 'PurposefulAction', since
the Agent's acting occurs often only at the beginning of the
event, especially with automatic cases like oil burners.
@ToDo: At some point it may be necessary to distinguish the
Action of setting up an Event from the continuation of
the Event that requires no further active participation of
a CognitiveAgent.
This sense of 'Flame' is treated as a physical
object - glowing gaseous material. This is problematic,
because unlike most physical opbjects, a Flame is changing
rapidly, so the identity is a problem - except possibly for
some relatively stable flames like that os a candle or am
oil burner.
NOTE: possibly a reified FunctionalProcess will
be useful.
The Cyc term for 'Combustion'.
The common term for 'Combustion'.
From Cyc, where it is called 'UsingAnObject'.
This Type can subsume Actions where some Instrument (usually
but not necessarily a subtype of PhysicalDevice) is used
as a means to assist the Action.
Cyc: The collection of all #$Actions of using an
object. This refers to actual acts of manipulating/using an
object, not the general events of which such use would be
#$subEvents. If the object being used is a #$PhysicalDevice
(see #$deviceUsed), employ the more specific collection #$UsingADevice.
bd65b813-9c29-11b1-9dad-c379636f7270
The Cyc term for 'UsingAnInstrument'.
A specialization of both
#$PhysicalDestructionEvent and #$ActionOnObject. In each
instance of #$BlowingSomethingUp, some instance of
#$PartiallyTangible is damaged by an instance of
#$Explosion. This collection includes the notable
specialization #$Bombing, as well as instances of blowing up
a mountain to make room for a road, or blowing up a piece of
land in order to make a mine shaft. Also included in this
collection are naturally occuring instances of
#$BlowingSomethingUp. Lightning hitting an object may cause
the object to explode under the right circumstances.
NOTE that in COSMO this is restricted to Actions
intentionally caused by Agents. However,
BlowingSomethingUp does not have to be a
'ViolentAction' becasue it could be merely part of
a peaceful and legal excavation process. In that
case, what is 'destroyed' is the land form that
existed prior to excavation. For bad blowing-ups
see 'Bombing'.
5084d99c-9127-41d7-8978-ebe12cb0eac7
An instance of #$AttackTypeByWeaponType and a
specialization of #$AttackOnTangible. Each instance of this
of this collection is an event in which at least one bomb
(see #$Bomb) is dropped or placed in a region and detonated.
Each instance of #$Bombing has at least one instance of
#$Explosion as a sub event. If no explosion occurs, the
event is not an instance of #$Bombing.
SUMO: An act of Destruction where the thing destroyed
is destroyed by means of an explosive device.
c10ae2db-9c29-11b1-9dad-c379636f7270
A subcollection of both #$MilitaryVehicle and
#$AirTransportationDevice. #$MilitaryAircraft is the
collection of all aircraft used, or equipped to be used, for
military purposes.
SUMO: Any Aircraft which is made for a
MilitaryOrganization. This includes fighters, Bombers, attack
helicopters, etc.
bd58b375-9c29-11b1-9dad-c379636f7270
The collection of all military events, including
#$WagingWar, #$Battles, #$Explosions, and military
#$Training. Note that these events need not be organized or
planned, just connected to the military in some way.
NOTE that 'military' can refer to paramilitary
groups such as terrorist groups, provided that they
are organized as a military-like unit.
be749e00-9c29-11b1-9dad-c379636f7270
The collection of all military tasks such as might
be assigned to deployable, modern military units. A
particular task is performed by one and only one unit,
although other units may function in a support capacity, and
subunits of the performing unit may be assigned tasks that
figure as subtasks of the performing unit's assigned
task. In this case the tasks of the subordinate units
should be related to the overarching task of the superior
unit by the #$subTasks relation. A single unit may be
assigned more than one task. Notice that this collection is
a specialization of #$MilitaryEvent, not #$MilitaryOperation
complex events take account of both primary tasks and their
subtasks and also distinct support tasks. Instances of
#$MilitaryAction may properly figure as #$subEvents in an
instance of #$MilitaryOperation.
c0209235-9c29-11b1-9dad-c379636f7270
COSMO note: 'military' for this concept
includes any kind of, including terrorists and
other irregulars, that use force (especially weapons)
to cause damage to people or resources.
Cyc: The collection of all instances of #$MilitaryEvent
that are also considered to be instances of
#$AttackOnTangible. The characteristics that define a
military 'attack' are somewhat loose: military
units are involved, deadly force is involved, and the event
in question is of an immediately 'offensive'
character (although an attack can be a #$subEvents in the
course of either a 'defensive' or
'offensive' #$MilitaryEvent). Instances may be
complex events: that is, they may involve more than just
physical attack events and may include a measure of planning
and preparation.
bfcb1001-9c29-11b1-9dad-c379636f7270
Any MilitaryAttack in which a weapon of mass
destruction is used such as NuclearAttack, BiologicalAttack,
or ChemicalAttack.
COSMO note: the qqualification of this as 'military'
in Cyc wold seem to eliminate the notion of small
groups or individuals getting hold of a WMD like
poison gas. Does the tokyo subway gas attack qualify
as 'military'??
beeb8fcd-9c29-11b1-9dad-c379636f7270
The collection of events in which a chemical
weapon is used against a #$PartiallyTangible target.
SUMO: An attack against people or property in which
a chemical agent is used as the active ingredient of the attack.
be5a10f2-9c29-11b1-9dad-c379636f7270
#$Subway is a specialization of #$Railway. Each
instance of #$Subway is an underground #$Railway under the
surface of some city. Some parts of subways may be in
trenches, on bridges or on elevated tracks, but most of a
subway is in underground tunnels.
COSMO: whether or not most of the subway is underground, to be
called a 'subway' it has to have a significant part underground, and that
is the characteristic feature of it.
SUMO: A subway is a hollow area of the earth, typically
under large cities, designed for running trains that move people. It is
distinguished from other kinds of tunnels in that trains run through
them, primarily for the purpose of carrying people rather than ore, for
example.
bda7a8a8-9c29-11b1-9dad-c379636f7270
The collection of persons who prepare and
interpret the financial records of a person or organization.
SUMO: The Profession of being an Accountant.
bd5901dd-9c29-11b1-9dad-c379636f7270
This is the collection of executive
(law-enforcement, state department, national security)
organizations which are part of some #$RegionalGovernment.
The Executive branch is distinguished from legislative
and judicial branches of government; this category
specifies that an organization is part of the executive
branch.
65f9081e-b4e1-41d8-962f-f637449fcd48
A specialization of both #$MilitaryOrganization
and #$LegalGovernmentOrganization. Each instance of
#$GovernmentMilitaryOrganization is a military organization
belonging to, and directed by, the governing body of a
geographical region or international organization. The
governing body in question may be a national government, a
state or provincial government, or an international
governing body such as the #$UnitedNationsOrganization.
Important specializations of this collection include
#$Army-BranchOfService, #$Navy, and #$AirForce. This
collection excludes private armies and mercenary forces.
bd5f3555-9c29-11b1-9dad-c379636f7270
A specialization of #$ModernMilitaryOrganization.
Each instance of #$BranchOfMilitaryService is one of the
main overarching organizations in a modern military command
structure. Thus, for any given modern nation-state, its
army, navy, and air force will each be instances of #$BranchOfMilitaryService.
SUMO: (MIlitaryService) A branch of the armed forces of a Nation.
For example, there are five military services in the United States, the army,
the navy, the air force, the marines, and the coast guard.
c12a5135-9c29-11b1-9dad-c379636f7270
The SIMO term for 'BranchOfMilitaryService'.
A subcollection of #$BranchOfMilitaryService.
Each instance of #$AirForce is a modern military
organization composed mainly of airborne forces (such as
bombers, fighters, torpedo planes, parachute troops,
surveillance aircraft, etc.) and which has the function of
defending or attacking air space, ships, or ground targets.
SUMO: AirForce is the subclass of MilitaryService
that comprises military air forces.
c10c1acc-9c29-11b1-9dad-c379636f7270
A substance that can neutralize an acidic substance,
usually by combining with a dissociable proton from
the acid to form water or a stable cation, or can
at least acceopt a proton. Sodium hydroxide
(lye) and ammonia are inorganic examples, Aniline is an
organic chemical example. Basicity, like acidity, is
a quantitative attribute, and there are weaker and
stronger bases.
NOTE that the mere acceptance of a proton (e.g. by an
amino group) puts a chemical in this category, even though
it may lower the pH of an aqueous solution. This
is a property of chemical combination capability,
not of pH effects. See AminoAcid for something
that is both basic and acidic.
NOTE that to be basic it is not necessary to be
chemically defined. Soils can be acidic or basic.
SUMO seems to require chemical definition, but in COSMO this
category is broader.
In SUMO called 'ChemicalBase'
SUMO: A CompoundSubstance that is capable of
reacting with a ChemicalAcid and forming a ChemicalSalt.
11c2c6d4-0ad6-11d6-8000-0050dac4bdee
The SUMO term for 'ChemicallyBasicSubstance'.
A substance that can neutralize a basic
substance, usually by donating a dissociable proton from
the acid to form water or a stable cation - or
at leas has a dissociable proton that can be donated
to a base.. There are special 'acidic' compound called Lewis Acids that
do not donate protons, but can accept electron pairs and are
therefore formally categorized as 'acids' by chemists.
COSMO includes Lewis Acids in this category.
NOTE that the mere donation of a proton (e.g. by a
carboxyl group) puts a chemical in this category, even though
it may raise the pH of an aqueous solution. This
is a property of chemical combination capability,
not of pH effects. See AminoAcid for something
that is both basic and acidic.
Cyc: The collection of all samples of stuff that can be
classified as acidic.
In SUMO called 'ChemicalAcid'
SUMO: A bitter CompoundSubstance that is capable of
reacting with a ChemicalBase and forming a ChemicalSalt.
0f52b2e2-0ad6-11d6-8000-0050dac4bdee
The SUMO term for 'ChemicallyAcidicSubstance'.
The common term for 'ChemicallyAcidicSubstance'.
An Organic chemical which has an amine group that
can accept a proton, and is therefore basic, a subtype of
'ChemicallyBasicSubstance'. Note that such a compound can also
have a carboxyl, and be acidic, in which case it may be
amphoteric - effectively neutral though formally falling into both
base and acid categories. Amino acids and proteins can be
amphoteric.
Instances are pieces of organic compounds composed
of carbon, hydrogen, nitrogen, and usually oxygen, and are
often derived from plants. Though poisons, many alkaloids
have physiological effects that render them useful as
medicines or interesting as narcotics. Some popular and
notable alkaloids are curare, altropine, morphine, codeine,
cocaine, caffeine, LSD, quinine, serotonin, strychnine, and nicotine.
SUMO: A ChemicalBase found in Plants that has
physiological and psychological effects.
bd590adf-9c29-11b1-9dad-c379636f7270
The collection of all alveoli in mammalian
#$Lungs, being tiny air chambers used as the sites of
gas-exchange of gasses in the inhaled air with the pulmonary
capillaries. Alvioli are connected #$distalTo the
#$AlveolarDucts, which are connected to the
#$RespiratoryBronchioles. The #$RespiratoryBronchioles also
have alvioli directly connected along their sides. Many
also are connected directly to neighboring alveoli by small holes.
SUMO: Tiny sacs in the Lung which absorb Oxygen
which is delivered to them by the BronchialDucts.
COSMO note:
SUMO makes an inappropriate parent link to 'BodyVessel',
as a BodyVessel is defined as a tub-like object.
The parent 'Sac-Organic' handles the shape adequately.
c0df0d15-9c29-11b1-9dad-c379636f7270
A collection of organic compounds that are the
building blocks for #$ProteinMolecules. #$AminoAcids
contain an amino (-NH2) and a carboxyl (-COOH) group. One
way to partition this collection is according to the side
chains: acidic, basic, uncharged polar, and nonpolar.
Another collection division is that of amino acids required
for protein synthesis and not synthesized by humans,
essential amino acids, and those amino acids required for
protein synthesis but are synthesized by humans,
non-essential amino acids.
The alpha-amino acids that form the building blocks (monomer
units) of proteins are a subtype of this category, having
an amino group on the carbon adjacent to the carboxyl
group. Some amino acids have more than one amine group.
SUMO: Organic acids that are the building blocks of
Proteins.
bd589b64-9c29-11b1-9dad-c379636f7270
A collection of physical devices. An instance of
#$AnimalPoweredDevice is a device that is powered by animal
muscle power and not by any human user, although a human
user may control the device and/or direct the animal.
SUMO: AnimalPoweredDevice is the subclass
of Devices that function with power supplied by animals. Examples:
oxcarts, horse-drawn plows, mule-driven mills.
c0fd5dad-9c29-11b1-9dad-c379636f7270
The flexible joint between the lower leg and the foot.
SUMO: The joint in the Leg that connects the tibia and the
fibula to the talus.
bd58be47-9c29-11b1-9dad-c379636f7270
The #$PropositionalConceptualWork bearing a
message to some agent(s) that a particular event has
occurred or is scheduled to occur.
SUMO: Any Text which contains information about
an event in the future.
c0fd5432-9c29-11b1-9dad-c379636f7270
SUMO: A HoofedMammal with long legs and backward-facing horns.
This class includes gazelles, addax, blackbucks, etc.
SUMO: A HoofedMammal with long legs and backward-facing horns.
This class includes gazelles, addax, blackbucks, etc.
bd58c36d-9c29-11b1-9dad-c379636f7270
SUMO: An Antigen that is carried in the red blood
cells of those with BloodTypeA.
An instance of #$PersonTypeByOccupation, and a
specialization of #$PersonWithOccupation. Each instance of
#$LegalProfessional is a person working in the field of law.
Notable specializations of #$LegalProfessional include
#$Lawyer, #$Judge, and #$Paralegal.
bd58bab4-9c29-11b1-9dad-c379636f7270
SUMO: The Profession of practicing law, whether as a
judge or as a legal advocate.
bd58cb30-9c29-11b1-9dad-c379636f7270
The collection of all members of any
#$GovernmentalAdministration. They are normally in
appointed positions, whether or not their appointment has to
be ratified by a legislative body. Their positions are
normally policy-making, high level policy-implementation, or
advisory positions. They are very likely to loose their
position as a #$GovernmentalAdministrationOfficial upon a
change in administration, especially if there is a party change.
cfc5513e-7f32-41d7-9c30-b0bf811157fa
The collection of all heads of
#$CabinetLevelDepartments. Such people are members of a
governmental cabinet.
37d8dc76-7a5d-41d7-9418-9799309240a2
The collection of all heads of law-enforcement
departments who also officially represent the executive of
the government in court cases, although such representation
may normally handled through underlings.
SUMO: The head law officer of a GeopoliticalArea,
usually a Nation or StateOrProvince.
ecfbc9ba-7a62-41d7-84e2-92764b411bd2
The SUMO term for 'Lawyer'.
A specialization of #$SolidTangibleArtifact. Each
instance of #$Shaft is an artifact that is long, straight,
cylindrical, and rigid. Instances of #$Shaft are usually
made of wood, metal, or plastic.
Examples: Nail, Axle.
bd58e837-9c29-11b1-9dad-c379636f7270
A bar that a wheel or wheels are mounted on and
that supports the wheel(s) as they turn.
COSMO note: this is a generic axle, around which any
wheel can turn - it does not necessarily have to be
the axle supporting the wheels of a land vehicle.
An Axle is a SupportingObject because it
either supports the wheel or supports an object
and is in turn supported by the wheel.
SUMO: Axle is a class of Devices each of which can
be paired with two or more VehicleWheels to rotate
and move a RoadVehicle.
c100836c-9c29-11b1-9dad-c379636f7270
The collection of bags used as containers.
SUMO: Any Container which is made of Fabric.
NOTE that this generic bag is only a tranportation
container. This is reasonable, because things are put in bags
so that they can be conveniently carried, and
this applies to the open bags we use to carry things home
from the store. To qualify as the more specialized 'PackagingBag',
it is necessary for the bag to be designed so that it
can be sealed to hold the materials that will be
sold or transported in it.
bd589500-9c29-11b1-9dad-c379636f7270
A Bag that is sealed in some way when used as intended,
used to package goods as a unit for sale
or shipment. This excludes the open bags we use
to carry stuff home from the store..
An instance of #$ArtifactTypeByGenericCategory and
a specialization of #$PhysicalDevice. Each instance of
#$Ball is a #$PortableObject, capable of
#$RollingOnASurface, which is designed to be moved about
(usually thrown, hit, or kicked) as part of some #$Game or
recreational activity. Most #$Balls are #$Spheres (or at
least #$Spheroids), but some, such as instances of
#$FootballBall-American, are not. However, #$Ball is
disjoint with #$Cylinder, #$LongAndThinThing, and
#$Polyhedron; hence neither a #$FlyingDisc nor a #$Javelin
nor a #$Die-TheCube is considered a #$Ball.
COSMO note: A 'Ball' can be a football or rugby ball, and therefore
need not be close to sphere-shaped. It should have
a major/minor axis ratio of less than 2. It can be hard,
like a croquet ball.
SUMO: Any GamePiece which has the shape of a sphere.
bd58ea19-9c29-11b1-9dad-c379636f7270
The collection of #$MusicalInstruments that is not
powered by electronic or some other 'artificial' means.
Some specializations e.g. #$PercussionInstrument,
#$WoodwindInstrument, etc are default rather than
monotonic, because there are rare exceptions such as
electronic clarinet, electronic drums and such.
c0fbb97e-9c29-11b1-9dad-c379636f7270
Musical instruments which are struck to produce a sound.
SUMO: A MusicalInstrument which does not
have strings and which is played by striking it.
bd5892e3-9c29-11b1-9dad-c379636f7270
SUMO: A PercussionInstrument which is made of Metal and
which produces a single tone when it is struck.
bd590c4e-9c29-11b1-9dad-c379636f7270
A collection of instances of
#$PropositionalInformationThing. Each instance of
#$Biography is a narrative containing information about the
life of some #$Person.
SUMO: A HistoricalAccount which is concerned
with the life of a single Human.
bed9f831-9c29-11b1-9dad-c379636f7270
The collection of #$Weapons which have massive
destructive power. Deployment of these #$Weapons impacts a
much larger area than conventional weapons and results in
much more structural damage and/or loss of life. Damage
caused by instances of #$WeaponOfMassDestruction is not
specific; friendly troops, civilians, and plant and animal
life are as likely to be harmed as the intended target.
#$Mine-Weapons are a borderline example in this collection.
SUMO: Nuclear, chemical and biological weapons.
What these weapons have in common is that they are designed to kill large numbers
of people indiscriminately.
bd726f11-9c29-11b1-9dad-c379636f7270
SUMO: A WeaponOfMassDestruction that is
either a BiologicalWeapon or a ChemicalWeapon, i.e. not a
RadioactiveWeapon..
The collection of #$Weapons which contain a sample
of biological agent (#$Bacterium, #$Virus, #$Fungus). This
collection includes body parts of plague victims catapulted
into cities in the Middle Ages and smallpox infected
blankets given to Native Americans, as well as
crop-infecting sprays from crop dusting planes and
purified bacterial strains released from explosive devices
or sprayers. Because these #$Weapons are inexpensive
compared to traditional armaments, poor countries can
compete with wealthy countries in the manufacture of such
weapons and threatened use of them for deterrant purposes.
SUMO: Weapons which contain a sample of
ToxicOrganism or a BiologicallyActiveSubstance that is produced by a
ToxicOrganism (or a synthetic analogue of the latter).
bf7649f2-9c29-11b1-9dad-c379636f7270
The collection of #$Weapons containing
#$HarmfulChemicalSubstances; typically used in warfare or to
subdue large groups of civilians, as in riots.
#$ChemicalWeapons may temporarily disable humans, as with
those containing #$TearGas, or may result in serious burns,
paralysis or death.
SUMO: Weapons that damage or destroy Organisms by means
of a ChemicalAgent.
bdc6da3b-9c29-11b1-9dad-c379636f7270
A specialization of #$PoweredDevice. Each
instance of #$NuclearPoweredDevice is a device which uses
nuclear fission or fusion reactions as a source of its
power. Specializations of #$NuclearPoweredDevice include
#$NuclearSubmarine and #$NuclearAircraftCarrier.
c1009f53-9c29-11b1-9dad-c379636f7270
A specialization of #$WeaponOfMassDestruction,
#$NuclearPoweredDevice, and #$ExplosiveDevice. Each
instance of #$NuclearWeapon isa a weapon that derives its
destructive power from nuclear energy.
SUMO: An ExplosiveDevice and RadioactiveWeapon
which achieves its effect by means of a critical mass
of a radioactive substance.
bd58a0da-9c29-11b1-9dad-c379636f7270
The collection of all living #$Cells that form
part of the #$Blood. This collection includes
#$RedBloodCells, #$WhiteBloodCells, and #$Platelets.
#$Cells from infecting organisms or freefloating #$Cancer
#$Cells in the #$Blood are not members of this collection.
#$BloodCells are #$AnimalBLOs and #$anatomicalParts of
#$Animals whose #$CirculatorySystem they are in.
#$BloodCells in a #$CirculatorySystem are #$AnimalBodyParts,
but outside such a system (e.g. in a BloodBank or
#$DigestiveSystem) they are not.
SUMO: A Cell that is normally present in Blood.
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Blood type AB.
SUMO: The subclass of Blood that contains both
AntigenA and AntigenB.
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SUMO: The process of turning red in response to a
stimulus which has a deep emotional effect.
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COSMO: as a Sport this is treated as
the specification of how to perform the activity, not as
an Event. The Activity is a 'BodybuildingAction'.
The collection of #$Events the focal
characteristic of which is a increase in some quantity.
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The collection of events in which something is strengthened.
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COSMO: an action which is an execution of some
maneuver intended to conform to the purpose and methods of 'Bodybuilding',
which is a specification for the Sport.
In Cyc and SUMO called 'Bodybuilding'.
Cyc: The collection of activities, including
#$LiftingWeights, done with the intention of increasing
muscle tone and size.
SUMO: A sport which involves the development of one's
Muscles and competition against other bodybuilders.
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The collection of all #$AnimalBodyParts that are
generally found only on female animals. Any collection
representing a type of body part that is generally found
only on female animals should have this collection as a
#$genls. For example, all instances of #$Breast and #$Uterus
are instances of #$AnimalBodyPart-Female, and the
collections #$Breast and #$Uterus are subsets of it. See
also #$AnimalBodyPart-Male.
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The collection of all fleshy #$Organs found in
(one or more) pairs on female #$Mammals, which produce milk
when nursing. Although males also have vestigial #$Teats, we
are excluding those from this collection. #$Teats are not
necessary for and therefore are not part of the #$ReproductiveSystem.
COSMO note: male teats are not included here.
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Mammaries of female primates.
SUMO: The paired Organs which are part of the chests
of Primates.
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The collection of all three-dimensional objects
all of whose surfaces (see the predicate #$objectSurfaces)
are polygons (see #$Polygon).
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A #$ThreeDimensionalShapeType and a specialization
of #$Polyhedron. Each instance of #$Parallelepiped is a
three-dimensional object each of whose six faces is a
#$Parallelogram. Examples include spatially-localized as
well as abstract parallelipipeds. An important
specialization of this collection is #$RectangularParallelepiped.
cc57c05a-5416-41d7-83d6-ad2236956497
A #$ThreeDimensionalShapeType and a specialization
of #$Parallelepiped (q.v.). Each instance of
#$RectangularParallelepiped is a three-dimensional object
each of whose six faces is a #$Rectangle. Examples include
certain spatially-localized objects (e.g a matchbox) as well
as abstract rectangular parallelipipeds. Specializations of
this collection include #$Cube, #$Block, and #$Beam.
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A piece of dimensional lumber, such as a 2 x 4.
A piece of material with flat, rectangular sides.
Note that boards and blocks are lumped into a single concept, because the
difference between these notions cannot be precisely defined..
If the length to width ratio gets high, it is no longer
thought of as a block - perhaps a slab, board, or a
beam. Limits not yet specified.
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A specialization of both #$SolidTangibleThing and
#$RectangularParallelepiped. This is the collection of
solid tangible block-shaped object. Specializations include
#$Brick, #$IceCube, and #$ToyBlock.
If the length to width ratio in any two dimensions
gets too high ( greater than 4), it is no longer
thought of as a block - perhaps a slab, board, or a
beam (see parent 'BoardOrBlock'). Limits not yet specified.
c307f388-1e6c-41d7-85f2-e60bd5b3f373
An Object, not the substance.
A rectangular block of #$Clay-Wet hardened by
drying in the sun or burning in a kiln and used for
building, paving, etc..
SUMO: A block of fired Clay that is used in Constructing.
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#$CleaningDevice is a specialization of
#$PhysicalDevice. Each instance of #$CleaningDevice is a
device, manually powered or otherwise, whose
#$primaryFunction is to be used in cleaning things.
Specializations of #$CleaningDevice include #$Mop,
#$Dishwasher, #$ShoeBrush, and #$ClothesWasher.
bd58b64c-9c29-11b1-9dad-c379636f7270
A specialization of both #$HandTool and
#$CleaningDevice. Each instance of #$CleaningImplement is a
hand-held tool used for cleaning something. Notable
specializations of #$CleaningImplement include #$Mop,
#$DentalPick, #$WashCloth, #$FacialTissue, and #$ShoeBrush.
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A Device which consists of a handle and bristles and
whose purpose is to remove particles from something or
to smooth something out..
A Device that fits in the hand, generally flat but
containing multiple narrow parallel tines narrowly
spaced, used mostly to straighten tangled hair or fur..
The short-handles brushes and whisk brooms,
regardless of the material that the bristles are made of..
The collection of all long-handled brooms,
used for cleaning floors. The short-handled whisk broom
is categorizzed as a 'Brush'.
SUMO: A BrushOrComb whose purpose is to remove dirt and other
small particles from floors.
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The American Bison.
SUMO: A HoofedMammal with long hair whose habitat is the
plains of NorthAmerica.
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A synonym of Buffalo.
Musical instruments into which one blows air to
produce a sound.
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SUMO A MusicalInstrument which is played by
blowing it. It uses lip vibration to generates sound and control part
of the pitch generation process as well.
In Cyc called BrassInstrument
Musical instruments into which one buzzes
one's lips to produce a sound. Traditionaly made of
brass, sometimes of silver or copper, sometimes even fiberglass.
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The Cyc term for 'HornInstrument'.
a trumpet without valves.
SUMO: A HornInstrument that has no valves.
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The collection of male herd animals that can be
referred to as #$Bulls, such as #$Elephants, #$Buffalo, etc.
The contrast term is #$Cow - thus, a bull X usually implies
the existence of cow X (e.g., there are #$Bull #$Elephants
and #$Cow #$Elephants). See also #$Cow-FemaleHerdAnimal.
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A male of the domestic cattle family.
Bull elephants and other bulls are categorized
separately. See 'Bull-MaleHerdAnimal'
SUMO: A Cow that is Male.
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A specialization of #$FoodOrDrink and an instance
of #$FoodGroup. Each instance of #$DairyProduct is a
foodstuff that is milk or processed milk. Important
specializations of #$DairyProduct include
#$CowsMilk-Product, #$Cheese, #$Butter, and #$IceCream.
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The collection of all lipids - greasy,
non-water-soluble organic compounds found in all living cells.
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Fats used in cooking - #$CookingOil, Butter,
Shortening, Lard...This should be connected to #$EdibleOil
and Fat somehow.
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Real Butter, the substance made from milk.
SUMO: An emulsion of fat which is produced by churning Milk.
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Grease as a lubricant comes in many different chemical
compositions, including silicone which is not organic.
The region where people have temporarily set up
lodging in the form of tents, sleeping bags, campfires,
etc.. Also includes military style encampments. Some
campsites are campsites for no longer than the duration the
tent is set up there. Other campsites remain campsites for
years, e.g. #$Campground.
A Campsite may not have any significant preparation,
so ti is not necessarily a Facility-Generic, which is
an Artifact.
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The area consisting of the grounds of an
organization such as a university (but not
restricted to universities).
Not all non-university Organization grounds are
called a 'campus', but some are - like Microsoft's.
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The Campus of a College or University.
COSMO: a PhysicalObject that might be a field,
or may include trees.
SUMO: A LandArea whose purpose is to have MobileResidences
(e.g. recreational vehicles, mobile homes, Tents, etc.) located there.
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The collection of pieces of wax, tallow, etc. with
embedded wicks designed to be burned to give light. Modern
candles are often long and slender. The whole of a candle
burns up, unlike a torch, which remains after its fuel has
been consumed by the fire.
COSMO note: a 'Candle' is composed mostly of Fuel - wax, tallow,
etc. Modern candles that come in jars are also
considered as 'candles', where the fuel part should be
the largest part by weight, though it may be slightly less
than half - still it's a 'Candle' and the jar container
is included, at this point (v0,36).
An Oil 'candle' in a jar would qualify also. Perhaps it needs
differentiation?
SUMO: An IlluminationDevice that consists of Wax and a wick,
which is lit with a flame.
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The collection of all capillaries. An individual
#$Capillary is a small, thin-walled #$BloodVessel in which
gases, nutrients, and/or waste products are exchanged
between the #$Blood and surrounding body tissues. There are
four types of #$Capillary: a #$SystemicCapillary releases
#$Oxygen to body tissue while absorbing #$CarbonDioxide and
waste products into the #$Blood; a #$PulmonaryCapillary
releases #$CarbonDioxide into a #$Lung, while taking up
#$Oxygen; an #$IntestinalCapillary accepts nutrients into
the #$Blood while also exchanging #$Oxygen and
#$CarbonDioxide with intestinal tissue; and a
#$HepaticCapillary releases waste products into the #$Liver.
SUMO: A very small BloodVessel that connects arterioles
(very small Arteries) with venules (very small Veins).
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A specialization of #$Virus. Each instance of
#$Smallpox-Virus is a virus of the type that causes smallpox
(see the collection #$SmallpoxInfection).
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A subcollection of #$PersonWithOccupation and an
instance of #$PersonTypeByOccupation. Each instance of
#$BlueCollarWorker is a person whose occupation is
manual-labor intensive, sometimes demanding physical
strength and, in some jobs, considerable skill, practical
judgment, and work experience. Types of blue-collar workers
include miners, truck drivers, steelworkers, construction
workers, agricultural workers, laborers, mechanics, garbage
collectors, assembly line workers, janitorial workers, etc.
Their jobs may require some specialized training or
apprenticeship but don't require a college degree. Cf. #$WhiteCollarWorker.
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A collection of persons; a subset of
#$BlueCollarWorker. Each element of #$TradeWorker is a
worker who performs a skilled trade. Such skills are
typically acquired through practical training and do not
require an academic or higher education, though some
individuals working in a trade may have college degrees. A
large portion of #$TradeWorker includes various types of
workers in the building trades, such as the members of its
subsets #$Carpenter, #$Electrician, #$Plumber,
#$Painter-Tradesperson, #$Roofer, etc. Other subsets
include workers who maintain or repair things, e.g., those
included in #$Gardener, #$ShoeCobbler,
#$ApplianceRepairPerson, #$CarMechanic, #$MaintenancePerson, etc.
SUMO: (OccupationalTrade) Any Position that involves skilled
manual work.
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The SUMO term for 'TradeWorker'.
A person who constructs things or works with wood.
SUMO: Any occupation that involves creating and repairing
Artifacts that are made chiefly of Wood.
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The structure through which smoke flows from the
fireplace of a house to the outside.
SUMO: A thin passageway through which Smoke from a controlled
fire is conducted Outside of a Building or Room.
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Class rooms are rooms filled with desks or tables
where teaching and learning takes place.
SUMO: Any Room in a School where education
takes place.
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A container for storing a human body in a grave.
NOTE: some 'coffins' might be used for non-human animals.
This is a default Coffin - which might be reused for
other purposes.
SUMO: A Container for a HumanCorpse.
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A #$PersonTypeByOccupation (q.v.) instances of
which are persons who use some sort of creative or artistic
abilities in carrying out the main function of their jobs.
#$EntertainmentOrArtsProfessional includes both professional
performing artists and producers of tangible artworks,
either creative or commercial. Note that this collection
does _not_ include people working on the business side of
those professions, such as producers or art dealers, whose
jobs are more similar (see #$jobAttributes) to those of
other business professionals (e.g. managers, marketers,
sales representatives) than to the artists'; cf. #$EntertainmentOrArtsAdministrator.
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A specialization of #$Person. Each instance of
this collection is a person who produces or performs works
of art. This includes performing artists (whose works are
transitory unless recorded) as well as visual artists,
literary writers, and composers (whose works are intended to
last for a significant length of time and be viewed or
otherwise appreciated after the artist finishes them). A
notable specialization of this collection is
#$Artist-Visual. See also #$ArtObject, #$artisticWorksCreated.
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Entertainers include both those who perform in front
of an audience and those who create content or arrange for
the performance - filmmakers and producers as well. For those
who actually perform in front of an audience, see
'Artist-Performer'
Cyc: #$Entertainer is a specialization of
#$EntertainmentOrArtsProfessional. Each instance of
#$Entertainer is a person whose job it is to entertain
people, i.e., to perform for an audience (live or via a
recording) in an attempt to distract them from their worries
and make them laugh, cry, smile, get excited, etc.
SUMO (EntertainmentProfession) Positions which involve creating
content or performances that are intended to entertain. This class covers
the TheaterProfession, FilmMakingProfession, being a comedian, etc.
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The SUMO term for'Entertainer'.
A specialization of #$Artist and of #$Entertainer.
Each instance of this collection is a person watched by the
audience during some instance of #$EntertainmentPerformance.
Note that this collection includes only individual
performers and not, for instance, musical groups (for that,
see #$MusicPerformanceAgent).
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A common term for 'Artist-Performer'.
A common term for 'Artist-Performer'.
A common term for 'Artist-Performer'.
SUMO: Positions which involve performing stand-up comedy, which
is recorded and/or performed in front of live audiences.
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The collection of people whose job it is to
entertain others by taking on the roles of other characters
in #$DramaticPerformances.
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The collection of people whose job it is to act in movies.
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The collection of people whose job it is to act in
television shows. It does not include talk-show hosts and
news personnel, who do not pretend to be something they are not.
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A specialization of #$PoliticalOrganization. Each
instance of #$PoliticalParty is an organization that
primarily seeks to elect candidates to public office or have
members continue holding public office, and which is
identified as a party affiliation by persons holding or
seeking public office.
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The collection of political parties whose members
hold the #$CommunistIdeology.
SUMO: Any PoliticalParty that advocates for a
CommunistState.
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SUMO: One of the two major political parties in
the UnitedStates. The DemocraticParty represents liberal values.
NOTE: The party is a Type rather than individual because
each local branch is an instance..
SUMO: One of the two major political parties in
the UnitedStates. The RepublicanParty represents traditional,
conservative values.
NOTE: The party is a Type rather than individual because
each local branch is an instance.
A specialization of #$PhysicalDevice. Each
instance of #$NavigationDevice is a device used for
#$Navigating, i.e., for taking the bearings and plotting the
course of someone or something travelling - often in some
transportation device - through some medium. Notable
specializations of #$NavigationDevice include #$Sextant and #$Compass.
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#$Navy is a specialization of
#$BranchOfMilitaryService. Each instance of #$Navy is a
military organization (contemporary or historical) composed
mainly of seaborne forces, and/or forces responsible for
military operations on water and adjacent coastal areas.
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A device used to find directions, especially one
which uses a magnet to point to magnetic north (a
#$MagneticCompass), or a gyroscope to point to true north (a #$GyroCompass).
SUMO: A Device that indicates the direction of North.
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A specialization of both #$IntentionalMentalEvent
and #$StrictlyMentalEvent. Each instance of #$Thinking is a
mental process with at least some propositional content (cf.
#$Proposition), differing in this way from the mere
experiencing of sensation or emotion (cf.
#$ExperiencingEmotion). The collection includes both
'atomic' mental events of having a single thought
with propositional content, and 'composite' mental
events involving the processing or analyzing of thoughts.
It is widely considered to be necessarily accompanied by
consciousness (cf. #$Consciousness), but it is at least
arguable whether this is really the case (consider as
possible counterexamples subconscious thoughts, or the
thinking of an intelligent machine). Instances of #$Thinking
also need not necessarily be instances of
#$PurposefulMentalActivity (q.v.) - consider obsessive
thoughts, for instance. Notable specializations of this
collection include #$Concentrating and
#$GroupingThingsMentally. Note that as a specialization of
#$StrictlyMentalEvent, #$Thinking does not include mental
activities which essentially involve some relationship to
extra-mental objects - such as, for instance,
#$ThinkingAboutTheStateOfTheWorld. Thus, mental activities
such as #$Evaluating and #$InventingSomething are
specializations of #$ThinkingAboutTheStateOfTheWorld rather
than of #$Thinking.
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A collection of processes; a subset of #$Thinking.
Each element of #$Concentrating is a mental process in which
the doer's attention is fully or mostly absorbed by his
or her thoughts. Every process of mental concentration is
also an element of #$PurposefulAction (q.v.).
NOTE: the 'concentration' that refers to the quantity
of a substance in a fluid (e.g. concentration of salt in
sea water) is found in the relation 'hasConcentration',
which takes a ConcentrationMeasure as its object. The
attributes 'Soluble' and 'Insoluble' are related
to 'ConcentrationMeasure'. For the act of removing solvent
from a solution and getting a more concentrated solution,
use 'ConcentratingaSolution'.
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SUMO: Removing a Liquid from a Solution to
increase the concentration of the Solute.
NOTE: the relation that specifies the quantity
of a substance in a fluid (e.g. concentration of salt in
sea water) is found in the relation 'hasConcentration',
which takes a 'ConcentrationMeasure' as its object. The
attributes 'Soluble' and 'Insoluble' are related
to 'ConcentrationMeasure'.
A specialization of both
#$ThreeDimensionalGeometricThing and #$RoundObject. Each
instance of #$Cone is a three-dimensional geometric object
with a circular base; the rest of the surface of the object
is formed by lines joining each point of the periphery of
the base to a common vertex. Examples include spatially
localized objects (e.g. the space occupied by a traffic cone
can be approximated as an instance of #$Cone) and abstract
objects (e.g. the cone generated by rotating a right
triangle about one of its sides).
SUMO: The class of ThreeDimensionalFigures which are
produced by rotating a RightTriangle around its RightAngle.
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A collection of information transfer events; a
specialization of #$Communicating. Each instance of
#$CommunicationAct-Single is a single-source transmission of
information from _one_ sender (see the predicate
#$senderOfInfo) to one or more recipients (see the predicate
#$recipientOfInfo). Every instance of
#$CommunicationAct-Single has a transmission sub-event
(which is an instance of #$IBTGeneration) and one or more
reception sub-events (which are instances of
#$AccessingAnIBT). An instance of #$CommunicationAct-Single
starts when its transmission sub-event starts and ends when
its accessing sub-event(s) end.
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SUMO; Expressing favor about a physical thing
or a state of affairs..
The activity of congratulating someone.
SUMO: Any ExpressingApproval to a person for
something that the person did in the past and that is regarded as being
to the benefit of the person congratulated.
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A specialization of #$AspatialInformationStore.
Each instance of #$LinguisticObject is an intangible object
that is part of some language or other, in a broad sense of
part whereby #$LinguisticObject's specializations
include such diverse collections as #$Title, #$WordSense,
#$SententialConstituent, and #$NonlexicalLinguisticObject.
NOTEP: in SUMO a LinguisticExpressi0on is concrete, but in
COSMO it is ointerpreted as Abstract.
SUMO: (LinguisticExpression) This is the subclass of
ContentBearingObjects which are language-related. Note that this Class
encompasses both Language and the the elements of Languages,
e.g. Words.
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The SUMO equivalent of 'LinguisticObject'.
The abstract symbol representing a unit of sound in some
spoken language.
Cyc: The collection of #$Phonemes. A phoneme is the
smallest unit of sound which affects the meaning of a word.
Different languages have different phonemes but there are
general classes of phonemes which are used to categorise
phonemes across languages. See the specs of this collection
for those classes. Example: ie represents an
#$EnglishLanguage #$Diphthong-Vowel, which is a kind of phoneme.
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This is the phoneme, the abstgractg symbol representing
the sound. For alphabetical consonants,
use 'Consonant-Alphabetical'.
Cyc: Collection of #$Consonants. Consonants are those
sounds produced when something in the vocal tract is
obstructing the airflow. Example: The English letter l
represents a consonant.
SUMO: An AlphabeticCharacter that denotes a speech sound
that results in audible friction when it is pronounced.
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This is the alphabetical symbol. For phonetic consonants,
use 'Consonant'
Cyc: Collection of #$Consonants. Consonants are those
sounds produced when something in the vocal tract is
obstructing the airflow. Example: The English letter l
represents a consonant.
SUMO: An AlphabeticCharacter that denotes a speech sound
that results in audible friction when it is pronounced.
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The collection of #$MedicalDevices that are used
by instances of #$Person to prevent instances
of #$ReproductiveFertilizationEvent.
SUMO: Devices which permit sexual intercourse but
which reduce the likelihood of conception.
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a stream with a comparatively smaller amount of
flow than a river-- a very tricky distinction, esp. for
rivers with intermittant and variable flow.
SUMO: Creek is the class of small streams of fresh
water flowing through land, usually into a River.
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SUMO: A raised concrete or asphalt structure that connects a
Sidewalk with a Roadway.
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A specialization of #$MedicalCareProfessional.
Each instance of #$Dentist is a medical care professional
who has been trained to diagnose and treat diseases of, and
injuries to, the gums and teeth.
SUMO: The Profession of being a dentist, i.e. diagnosing
and treating problems related to the teeth.
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Drugs which diminish a body's ability to
perform its functions or activities.
SUMO: Any BiologicallyActiveSubstance which has
the effect of depressing the central nervous system, i.e. decreasing
function or activity in the Brain or SpinalCord.
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Diamond the substance. For Diamond the clear sparkling
object, see 'Diamond'.
SUMO: Crystalline Carbon that is valued as a gem and
used in industrial applications.
be00b650-9c29-11b1-9dad-c379636f7270
A piece of gem-quality Diamond, faceted
for use in jewelry. For diamond objects not
gem quality, use objects consisting of DiamondSubstance.
Device that, when it runs, turns a crankshaft by
controlled combustion of a hydrocarbon fuel, often gasoline.
SUMO: InternalCombustionEngine is
the subclass of Engines in which a heat reaction that occurs inside
the engine is transformed into mechanical energy.
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SUMO: DieselEngine is the subclass of
InternalCombustionEngines that use DieselFuel as their resource.
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SUMO: GasolineEngine is the subclass of
InternalCombustionEngines that use Gasoline as their resource.
Such engines may also use mixtures containing other fuels such
as ethanol. But to use pure ethanol they may need
some adjustment.
bd58ec48-9c29-11b1-9dad-c379636f7270
The coming together of two or more
CognitiveAgents for the purpose of Communication. This covers informal
meetings, e.g. visits with family members, and formal meetings, e.g. a board
of directors meeting.
Any Meeting which is the result of Planning
and whose primary purpose is not socializing.
The collection of events in which one or more
agents interviews one or more other agents for the purpose
of gathering information (usually about the interviewees, or
about something in which they have a vested interest).
SUMO: A FormalMeeting whose purpose is to acquire
information from the interviewee that can be used in a media report.
bd58fad1-9c29-11b1-9dad-c379636f7270
The collection of events in which an object or
chunk of stuff comes to include, or acquire, or be joined to
another object or chunk of stuff. If the additional object
can be properly said to be a part of the entity into which
it is incorporated, it is probably more appropriate to use
#$AttachmentEvent or one of its specs. But incorporation is
more general: for instance, an egg can be incorporated into
a chunk of pizza dough, or a teaspoon of cream into a cup of coffee.
bec69a63-9c29-11b1-9dad-c379636f7270
A collection of events: an instance of
#$CreationTypeByMethod and a specialization of
#$PhysicalCreationEvent, #$Incorporation-Physical and
#$MaterialHandling. In each instance of this collection two
or more substances are combined to form a #$Mixture. Notable
specializations include #$Diluting and #$Aerosolizing.
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The collection of all mixing events of two or more
stuff types in which the concentration of the focal
ingredient on one of the inputs commmitted (considered the
#$objectActedOn) is reduced without the resulting stuff
becoming a significantly different type of stuff.
SUMO: Adding a Liquid to a Solution to decrease
the concentration of the Solute.
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A specialization of both #$Ingesting and
#$AnimalActivity. Each instance of #$ConsumingFoodOrDrink
is an event in which an animal ingests some portion of food
or drink through its mouth. Notable specializations of
#$ConsumingFoodOrDrink are #$EatingEvent and #$DrinkingEvent.
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A specialization of #$ConsumingFoodOrDrink. Each
instance of #$EatingEvent is an event which involves the
consumption of a portion of food by one animal. Each
instance of #$EatingEvent is a meal or snack taken in its
entirety; it is a series of individual #$EatingAMorsel
(q.v.) events.
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Dining is an Event of eating performed only by
people, and performed under circumstances where one sits
at a table and takes time to enjoy the meal. One cannot 'Dine'
while eating take-out in an automobile. Usually Dining is to
eat the main meal for the day, but one can Dine more than
once in a day.
The room in a home or in a restaurant where people
dine. This doesn't include kitchens right now.
SUMO: A Room intended primarily for Eating.
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Each specialization of
#$HumanOccupationConstructResident is a type of creature
that commonly resides in structures that house people (see
the related constant #$HumanOccupationConstruct).
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#$DomesticPet is a specialization of
#$DomesticatedAnimal, #$HumanOccupationConstructResident,
and #$PortableObject. Each specialization of #$DomesticPet
is a type of domesticated animal kept by humans primarily
for companionship. Many members of #$DomesticPet live in
the homes of their owners.
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Cats people commonly keep as pets.
SUMO: A variety of Feline which has been domesticated
by selective breeding.
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#$Paste is the collection of pastes. Pastes are
opaque, semi-solid, sticky, tangible stuff. Unlike some
semi-solid stuff (like sand), pastes cannot be poured.
Pastes are thicker than creams and are the same thickness as gels.
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Gooey precursor to baked goods.
SUMO: A Mixture of Flour, Water, etc. which is used in
making BreadOrBiscuits.
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The collection of events having something to do
with some particular #$Culture-Practice. This includes
museum displays, concerts, celebrations, etc. (each of which
is a considered to be #$subEvents of the culture to which it belongs).
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A specialization of #$CulturalEvent and
#$ServiceEvent. Each instance of this collection is an
activity performed by one or more agents primarily to amuse,
entertain or otherwise divert others. Every instance of
#$EntertainmentEvent necessarily has among its subevents
both an instance of (#$PerformingFn #$EntertainmentEvent)
and an instance of (#$AttendingFn #$EntertainmentEvent). It
is thus distinguished from #$RecreationalActivity: a
#$RecreationalActivity need not involve any entertainers,
whereas an instance of #$EntertainmentEvent will always
involve both an entertainer, and an entertainee. Note: This
collection is more general than #$EntertainmentPerformance.
For instance, #$JokeTelling is a specialization of
#$EntertainmentEvent, since it involves both an entertainer
and an entertainee, Such an event, however, can occur under
informal circumstances, and need not be a formal
performance. Thus #$JokeTelling is not a spec of
#$EntertainmentPerformance. NB: one need not be an
#$Entertainer to play the role of entertainer in an #$EntertainmentEvent.
bd58e10a-9c29-11b1-9dad-c379636f7270
A specialization of #$EntertainmentEvent. Each
instance of this collection is a public or private
performance with artistic or entertainment value
(#$performedBy instances of #$Artist-Performer) arranged in
order for some audience to witness and enjoy it. Examples
include #$PlayPerformances, street performances,
#$BalletDancePerformances, #$MovieShowings. Note: Movies
are included even though the performers aren't
performing at the same point in space-time as the
performance is occurring. But still photographs are not
included, since one would not generally call the viewing of
a photograph an instance of #$EntertainmentEvent.
bd58c027-9c29-11b1-9dad-c379636f7270
#$DramaticPerformance is the collection of
instances of #$EntertainmentPerformance such that
(#$PerformingFn #$DramaticPerformance) returns a collection
of instances of #$DramaticActing - these may be subevents of
instances of #$DancePerformance, Play-Dramatic,
#$Play-Musical-CW or #$OperaPerformance, as in
#$DramaticActing-Live, or they may be instances of
#$DramaticActingForFilm.--Huffer, Dec. 2, 1998.
SUMO: A Performance that consists exclusively of
DramaticActing, e.g. a live performance of Death_of_a_Salesman in front
of an audience.
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rooms found in theatres or homes where one gets
dressed; usually contains mirrors, make-up lights, costumes
or clothing, etc. This also can mean the dressing rooms
found in clothing stores.
SUMO: Any Room which is intended for
ChangingClothing.
bd589f7c-9c29-11b1-9dad-c379636f7270
Driveways of Modern Houses.
SUMO: A small, private Roadway that is used for parking
Automobiles or for connecting a Garage to a public Roadway.
bd58b0e9-9c29-11b1-9dad-c379636f7270
The collection of #$RetailStores that sell
prescription and non-prescription drugs and other sundry
items - like the Eckerds down the street. These
organizations always have a #$Pharmacy as a department.
Note the constant #$DrugStoreChain should be used to refer
to #$Organizations with multiple outlets.
SUMO: A RetailStore that sells Medicine, and
perhaps other items as well.
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The collection of all waterfowl, i.e. #$Birds of
the #$BiologicalOrder Anseriformes.
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SUMO: A subclass of Bird with webbed feet and a large bill.
Some ducks live in the wild, and some are raised for meat and/or eggs.
The quacking sound of a duck is distinctive and easily recognized
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The collection of animals that feed wholly or
partly on dead animals that they find rather than kill.
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#$FlightlessBird is the collection of #$Birds that
can't fly. Notable specializations include #$Penguin
and #$Emu.
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The collection of all ostriches.
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The collection of marine flightless birds native
to the #$SouthernHemisphere-Region.
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A specialization of #$NaturalHazard. Each
instance of #$Earthquake is an event in which the
earth's surface shakes as a consequence of violent
seismic activity.
SUMO: Earthquake is the class of events in
which the earth shakes while its layers readjust due to tensional
stresses in the surface of the earth. A single earthquake may consist
of one or more EarthTremors.
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The joint where the arm bends.
SUMO: The joint in the Arm connecting the forearm and the
upper arm.
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Devices used to move people or goods within a building
bd58d857-9c29-11b1-9dad-c379636f7270
The #$Collection of all #$Elevators. An
#$Elevator is a device with a normally closed compartment
which moves vertically, lifting or lowering people and goods
located in that compartment, normally between floors of a building.
SUMO: A TransportationDevice consisting of a car that moves
up and down in a vertical shaft so that people can move from one floor to another
in a building.
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The collection of items used for producing written communication
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SUMO: A sealable Container for one or more pieces of
paper which is designed to protect the papers while they are transferred to
someone.
COSMO note: an envelope will be primarily composed of a sheet-like substance,
which is not necessarily paper. Woven synthetic materials are now also used,
and the product is still an 'envelope'
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A specialization of both #$PassingThroughPortal
and #$BiologicalIntakeEvent. Each instance of #$Inhaling is
a bodily event in which an animal takes air in through an
appropriate portal (e.g., its mouth or nose) and passes it
into its lungs. Each instance of #$Breathing (q.v.) has an
instance of #$Inhaling as a sub-event.
SUMO: Any instance of Breathing where the breath is
taken into the Lungs.
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A specialization of
#$TranslationAlongInternalLivingStructure,
#$EmittingAnObject and #$BodilyFunctionEvent. Each instance
of #$Exhaling is an event in which a gas is expelled from
lungs. Important specializations include #$Sighing and
#$BlowingAir. For the more specific type of event of the
usually unconscious exhalation that is part of the normal
breathing process, see #$Exhaling-BreathingOut.
SUMO: Any instance of Breathing where the breath is
expelled from the Lungs.
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The collection of all eyelids. An eyelid is a
flap of #$Skin in front of and above or below the eyeball
which half covers the #$Eye when the #$Eyelids are closed.
The #$Eyelids on one side of the face are closed when
#$WinkingAnEye. Those on both sides are closed when
#$Blinking or when #$Sleeping.
SUMO: Folds of Skin that can be manipulated to
cover or uncover Eyes.
The collection of all living scalps. A #$Scalp is
the part of the #$Skin covering someone's head (other
than the face) from which a significant amount of hair
normally grows.--Foxvog, Dec 8, 1997
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Light horny epidermal outgrowth that forms the
external covering of birds.
SUMO: Each instance of this class is one of the structures
that make up the external covering of Birds.
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#$FinancialCompany is a specialization of
#$PrivateSectorOrganization, #$FinancialOrganization, and
#$CommercialServiceOrganization. Each instance of
#$FinancialCompany is a business engaged in financial
activities as it's main concern. An instance of
#$FinancialCompany is a commercial service organization that
buys, sells, trades, converts, or lends money, in the form
of currency or negotiable financial instruments (such as
stocks, bonds, commodities futures, etc.), as (one of) its
major function(s). The collection #$FinancialCompany does
not include businesses, such as retailers, which simply
exchange goods or non-financial services for money.
Examples: Chase Bank, University Federal Credit Union,
Fidelity Investments (but NOT the IMF). Cf. the
supercollection #$FinancialOrganization for non-business
organizations engaged in financial activities (such as the IMF).
SUMO: The class FinancialCompany
includes, as subclasses, FinancialBank, CreditUnion and SavingsAndLoan.
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COSMO: 'Fingerprint' is interpreted as the
abstract image of a fingerprint, rather than the physical
mark left on an object that has been handled. this permits
the system to equate fingerprints (patterns) that are abstracted
from different physical objects (e.g. drinking glasses and
fingerprint cards).
It is an AttributeType ('BiologicalAttribute') and
an AbstractImage, and a MentalObject ('Identifier').
Quite a mixture.
Cyc: A collection of visual marks. Each element of
#$Fingerprint is a mark made when pressure from a manual
digit leaves traces of body oils (or ink) on a surface,
showing the patterns on the skin of the finger(s) that made them.
SUMO: That pattern of arches, loops, and whorls that mark
the imprint of a Finger.
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SUMO: Any Motion where the patient is a
Liquid. This class would cover, in particular, the flow of
Water..
SUMO: Any Motion where the patient is a
quantity of Water. Floods, rainstorms,
rivers flowing (for some interval of time).
A specialization of #$NaturalHazard. Each
instance of #$Flooding is an event in which water levels
reach dangerous heights.
SUMO: Flooding is the subclass of LiquidMotion
processes in which the water level of a Waterway rises or water spreads
over a flood plain along a Waterway.
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The 'start' and 'end' times are approximate not
well defined; flooding receded gradually as the levees were rebuilt.
The collection of events in which something
becomes more compact, e.g. by #$Folding or #$Compressing.
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The collection of events in which something bends
over on itself rather sharply.
SUMO: Bending something in such a way that one part of
it covers another part.
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This is the collection of instances of
#$CombustibleFuelSubstance which are either naturally
created from the decay of organic matter or are refined from
such.
SUMO: FossilFuel is the subclass of Fuel whose
instances are derived from fossilized organic deposits, such as Coal
and LiquefiedPetroleumGas.
COSMO note: 'ArtificialSubstance parent was added because
stuff in the ground doesn;t become Fuek until it
is extgracted, at which point it is an artifact.
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SUMO: The Class of Carnivores with completely
separable toes, nonretractable claws, and long muzzles.
Cyc: (CanineAnimal) A specialization of #$CarnivoreOrder. Each
instance of #$CanineAnimal is a member of a dog-like species
belonging to the #$CarnivoreOrder. The collection
#$CanineAnimal includes the specializations #$Dog, #$Wolf,
and #$Fox (qq.v.). Canine animals constitute an instance of
#$BiologicalFamily, the Canidae.
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The Cyc term for the concept
'Canine'.
SUMO: Canines with a bushy tail and pointed ears and nose.
Foxes tend to be much smaller than most DomesticDogs.
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A specialization of #$CulturalActivity and
#$SocialOccurrence. Each instance of #$Ritual is a highly
stylized or formalized action (or series of actions)
performed by a person or group of persons. Instances of
#$Ritual are usually performed with some solemnity. Notable
specializations of #$Ritual include #$Ceremony, #$Funeral,
and #$Parade.
NOTE: a Ritual differs from a SocialRitual in that a Ritual
may be performed by only one person, e.g. bedtime prayers.
bd58de45-9c29-11b1-9dad-c379636f7270
A specialization of both #$SocialGathering and
#$Ritual. Each instance of #$SocialRitual is a ritual
performed by two or more people. Specializations of
#$SocialRitual include #$GraduationCeremony,
#$AwardsCeremony, #$Parade, and #$Funeral.
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An activity which has certain recognizable
portions, prescribed by rituals or conventions. A ceremony
may have one or more rituals performed as #$subEvents.
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A Ritual that is formal and includes more than one person,
and is considered as having some solemn significance or importance.
It is more formal and of greater social significance than a
'Ceremony'
This corresponds to sense 1 of 'Rite' in the random House Webster:
RHW: a formal or ceremonial act or procedure prescribed or customary in
religious or other solemn use: rites of baptism; sacrificial rites.
Individual rituals like bedtime prayers are not included, but
a wedding ceremony, confirmation, or Bar Mitzvah would be.
NOTE: a Rite is a SocialRitual in that a Ritual
may be performed by only one person, e.g. bedtime prayers.
This is the collection of actual wedding
ceremonies. Use #$WeddingReception for the party afterwards
and #$WeddingEvent-Entire for the whole shebang.
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A formal rite accompanying the interment of
the body of a person. This does not include cremation,
nor informal hasty burials. Some kind of ceremonial
actions must be included.
An action that commemorates some event or person.
In Cyc this apparently requires more than one
person to participate. We adopt that interpretation.
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SUMO: A FormalMeeting whose purpose is to commemorate
the Death of someone.
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A Ceremony in which people gather to celebrate
the anniversary of someone's birth, and usually congratulate
the person whose birthday is being celebrated, wish them
well, and may give presents, or even sing 'Happy Birthday'.
The person whose birth is being celebrated does not have to be present at the
ceremony, but usually is. The ceremony does not have to fall on the
exact date of a person's birth, but is usually within a week
of the actual anniversary.
#$Plastic is a specialization of
#$ArtificialMaterial. Each instance of #$Plastic is a piece
of some type of plastic. This collection includes plastics
of all kinds: artificial, mostly polymeric, inedible,
organic moldable hydrocarbons. Some common types are
#$Rayon, #$Nylon, polyethylene, etc.
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The collection of all films that are either
instances of #$FreeSheet or liquid coating (#$Film-Coating).
Elements are thin (less than 5 millimeters in thickness)
flexible sheets (see #$SheetOfSomeStuff). Some films are
removable from objects that they touch (see
#$Film-FreeSheet) such as #$PlasticWrap, or a section of
motion picture film (see #$PhotographicFilm-Exposed) on a
roll. Others are liquid coatings, such as films of grease
or wet #$Paint (see #$Film-Coating). Dried paint is a
negative exemplar of #$Film-SheetOrCoating.--Foxvog, Oct 16, 1998
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Cyc: The collection of all instances of plastic film
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Cyc: The collection of all instances of plastic film
bd58a56d-9c29-11b1-9dad-c379636f7270
The collection of bags made of plastic
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SUMO: Insects with disproportionately large hind legs that are used for
jumping.
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A specialization of both #$Weapon and
#$ProjectileLauncher. Each instance of #$Gun is a weapon
used to fire projectiles (see the collection
#$ProjectileWeapon), where each of the projectiles is
propelled by an explosion inside the weapon. The trajectory
of the projectile fired by the gun can be direct (as for
most instances of the collection #$Gun-Portable) or indirect
(as for instances of the collection #$Mortar).
SUMO: A Weapon that shoots a Projectile.
COSMO note: 'Gun' is very generic for weapons that
fire projectiles due to an explosion inside the weapon.
A Gun can be small or very large, as in naval guns.
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SUMO: A fundamental concept that applies
in many engineering domains. An EngineeringComponent is an element of
a Device that is a physically whole object, such as one might
see listed as standard parts in a catalog. The main difference betweeen
EngineeringComponents and arbitrary globs of matter is that
EngineeringComponents are object-like in a modeling sense. Thus, an
EngineeringComponent is not an arbtrary subregion, but a part of a
system with a stable identity..
Cyc: The part of a gun which is a hollow cylinder, one
or more orders of magnitude longer than its diameter,
through which the mass being fired (a bullet, buckshot,
etc.) travels when the gun is discharged.
SUMO: The part of a Gun through which a Projectile travels
when it is fired.
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#$Gunpowder is a specialization of #$LowExplosive
and an instance of #$TangibleStuffCompositionType. Each
instance of #$Gunpowder is a low explosive powdery mixture
comprised of 75% #$PotassiumNitrate (KNO3), 15% #$Carbon,
and 10% #$Sulfur.
SUMO: A Mixture of potassium nitrate, sulfur, and
charcoal that is used in ExplosiveDevices and to propell Projectiles
in ProjectileWeapons.
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#$ControlDevice is a specialization of
#$ControlStructure-Physical and #$PhysicalDevice. Each
instance of #$ControlDevice is a device whose
#$primaryFunction is to control the
behavior/functioning/properties of another thing (usually
another instance of #$PhysicalDevice). Obvious instances of
#$ControlDevice include: the remote control for one's
TV (an instance of #$RemoteControlDevice), the brake pedal
on one's car (an instance of #$Pedal-ControlDevice),
the light switch on one's bedroom wall (an instance of
#$ElectricalSwitch); a less obvious instance of
#$ControlDevice is #$HooverDam (an instance of #$Dam).
bd59097b-9c29-11b1-9dad-c379636f7270
A part of physical system that releases the
potential energy stored in the system's configuration.
The triggering mechanism does not provide significant energy
to the system. Examples: a trigger on a gun, the triggering
mechanism on a mouse trap, the shutter release on a camera.
bd590a87-9c29-11b1-9dad-c379636f7270
the collection of all triggers on guns.
SUMO: The part of the Gun which is pulled in Shooting
the Gun.
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#$HardwareTool is a specialization of #$Tool.
Each instance of #$HardwareTool is an object used to perform
a task, usually by applying a particular kind of force to
another object. The tool is used to produce a physical
effect in the position, structure, or arrangement of the
other object. Specializations of #$HardwareTool include
#$Hammer, #$Screwdriver, and #$HandSaw. Borderline
nonexamples include eating utensils, robot servants, screws,
nails, and levers.
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A collection of tools. An instance of
#$CarpentryTool is any tool (not limited to hand tools) that
is used in carpentry. Examples include table saws, jigsaws,
hammers, woodworking tools, etc. By default, a carpenter
would be skilled at using such tools.
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A hand tool used for pounding and possibly for
prying. Comprised of a handle and a heavy head with one
blunt end for pounding; the other end of the head may be
forked or wedged for prying.
SUMO: A Device that is used to pound Nails into a
surface, where they become firmly attached.
COSMO note: this Type is for the tgraditional hand-powered
hammer, no powered devices or jack-hammers are
included.
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A collection of devices. Each instance of
#$Handle is a part (it might be a detachable part, it might
be a specially shaped region of a thing) of another object,
of which it is the handle. Each instance of #$Handle is a
physical device which is designed to be grasped with the
human hand in such a way that the grasper can more easily
control his or her orientation to the object that the handle
is attached to. In most cases, handles are intended to help
in manipulating the object, by allowing the user to move the
object in a more controlled way than s/he could without the
handle. Handles are found on cookware, suitcases, crutches,
doors, hand-held and hand-powered tools - in fact, on most
artifacts that humans need to manipulate frequently and
which are bigger and heavier than a dinner plate or a book.
In other, less common cases, handles are provided on objects
(a) to facilitate moving oneself around the object (rather
than vice versa), e.g., handles on a pommel horse or other
exercise equipment, or on a ladder, in a spacecraft, or
pounded into a rock face; or (b) for holding oneself
stationary with respect to some moving object, e.g., handles
inside a subway car. Note that handles are sometimes used
to perform other functions, such as hanging one's dry
cleaning from the little handle above the rear door of a
passenger car.
SUMO: The part or parts of an Artifact that are designed to be
held with the Hands when the Artifact is used or carried.
COSMO note: As a Protrusion, this is a PhysicalFeature,
which is a Role.
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Devices usually made of fabric or leather, used
for carrying firearms.
SUMO: A Container for a Pistol. It is generally made of
Leather and worn on either the shoulder or the waist.
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SUMO: An edible, sweet Substance produced by some species of
Bees.
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Hard covering over fingers and toes
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A specialization of #$Nail-AnimalBodyPart. Each
instance of this collection is a hard covering over the foot
of an #$EquineAnimal, #$Ruminant, etc. Though the hoof is
commonly thought of as the foot itself, this is not the case.
SUMO: The hard end of the Foot of a HoofedMammal.
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COSMO: A PurposefulAction in which an Animal takes actions
to find something that is not immediately available. This is a broad
category, including searhcing for abstract things like information
and for concrete things like lost keys or hunting prey.
The specialization of Searching where an animal
tries to find some physical object that is not visible
at the start of the activity. This category can include things
that are done when the object is found, as in hunting where
the sought animal may be killed and brought home.
SUMO; The class of IntentionalProcesses where something is
sought. Some examples would be hunting, shopping, trawling,
and stalking.
An instance of #$SkilledActivityType. Each
instance of #$Hunting is a primarily land-based
#$OutdoorActivity in which an #$Animal (or #$Group thereof)
searches for other (typically weaker) #$Animals to kill for
food and/or sport. When #$Hunting is performed by humans,
#$ProjectileWeapons are usually used.
SUMO: Hunting is the class of Processes in which
an animal or animals are pursued and sometimes captured and/or killed.
COSMO note: Cats hunt for mice indoors, so the 'outdoor'
must be taken as a default.
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In Cyc called 'HeldCaptive', a static situation.
Cyc: A configuration that holds when one animal is in
the captivity of another. The captive may be under direct
physical control of the captor, or may be held by devices
that the captor controls.
SUMO; (Confining) The Class of Keeping Processes (Events) where the patient is a Human
or an Animal and is kept involuntarily. This covers caging, penning in,
imprisonment, jailing, etc.
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The SUMO term for 'HoldingaCaptive'
A situation where a person is held in a prison.
SUMO: The class of Confining processes where the detainee
is put in Prison.
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An instance of #$ObjectType, and a specialization
of #$Agreement. Each instance of #$LegalAgreement is an
agreement which has a legal status; that is, it is
recognized as a valid agreement by some government. Notable
specializations of #$LegalAgreement include #$SalesContract,
#$Visa-Permit, and #$Account.
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COSMO: Account is a broad category including
Bank accounts, insurance accounts, and in general any
legal agrement between two or more parties regarding the
handling of money or some fungible equivalent, which may
exist or come into existince based on some contingency (as
with an insurance account). An organization or part of
an Organization may also maintain an account for
another group or part of the same organization. In some
cases, money is simply held by one party to be disbursed at
the direction of another party, and that agreement is also
an Account.
Cyc: An instance of #$ObjectType and a specialization
of #$LegalAgreement. Each instance of #$Account is a
recorded obligation (of some particular type) between
specified parties, consisting of funds (not necessarily
monetary funds) which typically can be added to and drawn
upon. Positive examples include instances of
#$RetirementAccount, #$TravelExpenseAccount, and of the many
types of #$FinancialAccount. Note that the contents of an
account need not be monetary; for example, the contents may
be amounts of time, as in the specializations
#$VacationAccount and #$SickLeaveAccount. #$Account does not
include debt obligations of fixed face value that cannot be
increased or reduced (such as instances of #$Bond-Agreement).
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COSMO: in COSMO a Promise is a LinguisticAssertion,
not an Event.
Cyc: An attribute associated with instances of
#$CommunicationAct-Single. If a communication act has this
attribute, then the #$senderOfInfo intends to carry out the
action described in the act and is obligated to do so.
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An Event in which a Promise is conveyed from
one intellgentAgent to another. This does not
require anything in return..
A Group consisting exclusively of Specifications. Each
Specification may in turn contain component specifications.
A Group consisting exclusively of Promises. Each
Promise may contain component specifications.
COSMO: A Contract is a MentalObject which is
an Agreement and a SpecificationGroup - specifically, a
group of specifications of what each of the agreeing
parties promised to do.
The contract consists of two contingent promises, and the act of
contracting creates obligations on the contracting
parties.
Cyc: A collection of agreements. Each instance of
#$Contract is a legal agreement in which two or more
#$agreeingAgents promise to do (or not do) something. There
are legal consequences to breaking the promises made in a contract.
COSMO note: This does not necessarily correspond to the
abstract text of a document that contains a record of the
contgract. The physical contract document is represented
as 'ContractDocument'.
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COSMO: this is the hardcopy document, not the
abstract document.
Cyc: A specialization of #$TextualMaterial. Each
instance of this collection is a document which outlines the
contents of a legally-binding agreement. See also #$LegalDocument.
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Each instance of #$InsuranceOrganization is an
#$Organization that is primarily or significantly engaged in
the insurance industry or whose activities focus on that
industry. Both #$AetnaLifeAndCasualty-Corporation and The
Texas State Board of Insurance would be instances of #$InsuranceOrganization.
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A collection of microtheories; a subset of
#$LegalAgreement. Each element of #$InsurancePlan is an
agreement between two or more agents. For each such plan,
there is at least one #$insuredAgent who is covered by the
insurance plan, and one #$insuringAgent who is the insurance
provider (e.g., HMO, insurance company, or U.S. Federal
government agency). An insurance plan may be funded by (see
#$insuranceFundedBy) the insured or by a third party, such
as the insured's employer. Some subsets of
#$InsurancePlan representing insurance for different
#$insuredEventTypes are: #$LifeInsurance,
#$MedicalInsurance, #$DisabilityInsurance,
#$HomeOwnersInsurance, #$AutomobileInsurance, #$LiabilityInsurance.
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A collection of organizations; a subcollection of
#$ServiceOrganization. An instance of #$InsuranceProvider is
an organization whose #$MainFunction is to provide financial
and material protection to its clients in the event of
sickness, death, natural disaster, loss, theft, lawsuits,
etc. (Insurers may specialize in one or more of those
areas.) Instances of #$InsuranceProvider may belong to
either #$CommercialServiceOrganization or
#$NonProfitOrganization (including insurance providers
belonging to #$LegalGovernmentOrganization). Example
instances include State Farm Insurance Co., Aetna Casualty
Co., Lutheran Brotherhood, and all fifty members of U.S. #$StateMedicaidAdministrationOrganizations.
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The collection of all #$InsuranceProviders that
are CommercialServiceOrganizations and that offers financial
protection (in the form of insurance policies) to its
#$customers against loss occasioned by sickness, natural
disaster, theft, accident and similar liabilities.
Instances of #$InsuranceCompany may specialize in one or
more types of loss.
SUMO: A CommercialAgent that insures Agents
for the payment of a premium or premiums.
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A specialization of #$ChemicalObject. Each
instance of #$Atom is a microscopic-scale object with
exactly one atomic nucleus (see #$AtomicNucleus) and some
number of electrons (see #$Electron). A typical instance of
#$Atom has no net charge, i.e., it has as many instances of
#$Electron as it does of #$Proton. For the collection of
atoms that do have non-zero charges, see #$MonoatomicIon.
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A specialization of ChemicalObject. Each
instance of AtomGroup is a microscopic-scale object with
at least two atomic nuclei, covalently bonded so that
some path of covalent bonds links each atom in the group
to all the others. The group may constitute an
intact neutral molecule, or an ion, or a fragment
broken off from a molecule that is an iopn or free radical,
or merely a designation of some group of atoms that is
in place as part of a larger molecule. In the
last case, a common type of AtomGroup is a functional
group such as a hydroxy (-OH), carboxyl (-COOH), amino (-NH2),
or sulfhydryl (-SH) group. The atoms of a ring in an organic
compound would also constitute another interesting AtomGroup.
A single submicroscopic physical object, being an atom
or bonded atom group with an electric charge due to having
more or fewer electrons than the total number of protons in the
nuclei.
Cyc: A collection of microscopic-scale objects; a
subset of #$ChemicalObject. Every instance of #$Ion is an
atom or radical which has either a negative or positive net
electrical charge, due to having either more or fewer
electrons than there are protons in its nuclei. Note:
atomic ions violate Cyc's default assumption that
instances of #$Atom have a net electrical charge of zero, so
#$Ion constitutes a class of exceptions to that rule.
SUMO: An electronically charged Atom or Molecule. In
other words, a PureSubstance that has lost one of its Electrons.
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A specialization of #$Bomb. Each instance of
#$NuclearBomb is a bomb that derives its explosive force
from energy released during nuclear fission or fusion.
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The subset of #$MilitaryWeapons that result in a
#$NuclearFission-Uncontrolled event when
they detonate.
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The collection of all bombs that derive their
explosive force from fission, the energy released by the
splitting apart of atoms (usually of plutonium or enriched uranium)
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A specialization of MicroscopicScaleObject,
each instance of which is smaller than an atom. The borderline
case is a proton, which is the nucleus of a hydrogen atom, but
might also be considered as the ion of a hydrogen atom.
This subsumes atomic nuclei and subatomic particles,
but does not include any atomic ion that contains at least one
electron in orbit around the nucleus.
A specialization of #$Nucleon. Each instance of
#$Proton is a nucleon which has an #$ElectricalCharge of +1.
NOTE: a Proton can be viewed as a subatomic particle,
or as the positive ion of a Hydrogen atom.
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A specialization of #$MicroscopicScaleObject.
Each instance of #$AtomicNucleus is an object composed of
some definite number of instances of #$Proton and some
definite number of instances of #$Neutron. Each instance of
#$Atom has exactly one instance of #$AtomicNucleus as a part.
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A subcollection of #$PersonWithOccupation. Each
instance of #$UnskilledWorker is a person who holds a job
that requires little skill or training. Although such jobs
are too various in kind for this collection to constitute an
instance of OccupationType (q.v.) in its own right, certain
specializations of #$UnskilledWorker are occupation-types.
In SUMO called 'UnskilledOccupation' and designated
a subtype of ManualLaborer, but not all unskilled
work is manual, so that parent was omitted.
SUMO: Any Position which does not require learning a
set of skills.
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The SUMO term for 'UnskilledWorker'.
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Someone who provides the upkeep of a professional
facility - a building or site - as their job.
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SUMO: Any Position which involves cleaning a Building
or some of the Rooms within a Building.
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A collection of persons; a subset of
#$PersonWithOccupation. Each element of #$MediaProfessional
is a person whose job is gathering, organizing, or
disseminating information or entertainment for distribution
through TV, radio, or newspaper. This collection includes
journalists, sports announcers, news anchors,
weathercasters, and all technical support staff such as
camera operators, editors, etc.
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The collection of persons who write for periodicals.
SUMO: The Profession of being a news reporter, i.e.
investigating and reporting, in a publication or broadcast program, current
events.
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A judge in a governmental legal system. People
who judge competitions or conflicts are elements of
#$JudicialAgent, but are not elements of #$Judge.
SUMO: An Attorney who has the power of deciding legal cases.
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SUMO: Motion where an Object is moving away
from the ground..
SUMO: Motion where an Object is moving toward
the ground..
UnitUpAndDownMotion is one cycle of moving
up (away from the earth) and down (toward the Earth.
It is not necessary to touch the Earth or to wind up in
the same position that one started in. Thus an airplane's
takeoff and landing would be one UnitUpAndDownMotion;
a person raising her arm up and down would be
one UnitUpAndDownMotion. A jump, a flip of a coin,
throwing something upward and having it land at some
distance, firing a mortar and having the shell land,
and other up and down motions are included.
Not all projectile firing would be included, because
some may start at a level or downward angle and
continue downward until impact or landing.
The collection of #$MovementProcesses in which an
#$Animal agent springs vertically or horizontally into the
air by rapidly extending its legs. Distinct from #$FallingProcesses.
SUMO: Any MotionUpward which is done by one's body
and which results in a situation where one's feet are unsupported.
A Jumping may be one part of a locomotion process of moving forward, as with
grasshoppers or kangaroos, or may be a single leap
in place.
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The collection of all kidneys. Instances of this
collection are paired #$InternalOrgans which remove nitrogen
compounds (e.g. #$Urea) from the #$Blood, maintain
electrolyte balance, pH, and osmotic pressure, and pass the
waste products out of the body through a network of
#$AnatomicalVessels and storage compartments. In #$Mammals,
#$Kidneys are structures which produce #$Urine, passing it
through #$Ureters to a #$Bladder-Urinary which empties out
of the body through a #$Urethra.
SUMO: An Organ that separates urine from other
BodySubstances and passes it to the bladder.
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By Knuckle, I mean the region on the outer surface
of a finger, over the middle segment of the finger.
SUMO: Any joint in a Finger.
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SUMO: An Artifact which consists of two parallel supports
connected by a series of rungs which can be used to ascend or descend.
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An official judgment rendered by a
governmental court.
The collection of all appeals of decisions handed
down by judicial bodies by the party that was maleficiary of
the decision. Such appeals are made to appellate courts
[#$AppealsCourt], which may reject or hear the appeal. A
decision of an appeals court can be appealed to a higher
appeals court. A legal appeal is normally part of the case
that started in the court of initial jurisdiction.
SUMO: Asking that a higher court reconsider a LegalDecision
of a lower court.
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Any Position which involves working
as a waiter or servant, either for an Organization (e.g. a restaurant)
or for a person or family..
SUMO: Any ServicePosition where various needs of a person
or family are served over a long period of time. Note that these Positions
are, by definition, filled only by Women.
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A piece of mail, or a group of pieces of Mail,
being normal government postal objects.
This may be interpreted as singular or collective.
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A Cyc term for 'Mail' - a piece of mail.
Boxes or containers that contain mail-type objects.
SUMO: A Container whose purpose is to receive items
that are mailed to the address associated with the Mailbox.
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A specialization of #$ConceptualWork. Each
instance of #$VisualWork is an abstract work that is
intended to be instantiated in a medium that is experienced
primarily visually. The textual component of an instance of
#$VisualWork, if any, is secondary to its visual component.
Instances of #$VisualWork may contain textual components,
but the content of an instance of #$VisualWork could not be
completely expressed in text (thus #$VisualWork is disjoint
with #$TextualPCW). Important specializations of
#$VisualWork include #$VideoConceptualWork and #$VisualArtifact-CW.
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A specialization of #$VisualWork. Each instance
of #$VisualArtifact-CW is an abstract work intended to be
instantiated as an instance of #$Artifact in a manner that
would permit it to be viewed. Notable instances include
paintings (instantiated as instances of #$Painting-ArtForm),
photographs, drawings, engravings, and sculptures.
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The abstract image that represents features or
objects in a region of some space - real or imaginary.
Cyc: A specialization of #$VisualArtifact-CW. Each
instance of #$Map is a visual conceptual work that
represents a region of physical space. Instances of #$Map
represent features such as the following: geographical areas
(#$GeographicalRegion), topographical features
(#$TopographicalFeature), political regions
(#$GeopoliticalEntity), climate zones (#$ClimateCycleType),
human artifacts (#$ConstructionArtifact), population
densities (#$populationDensity). Maps are generally
intended to help an agent to orient itself in space or to
understand some aspect(s) of a large spatial area.
Instances of #$Map are physically instantiated in map copies
(see the collection #$MapCopy), which may be on paper, in
computerized geographical information systems, or in other forms.
SUMO: An Icon which represents one or more GeographicAreas
(or even the entire Earth).
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A Map of some region of the Earth's surface,
represented as an oblong region whose sides correspond
to latitude lines and longitude lines. A GeographicMap
is therefore typically represented as oriented North
at the top of the image. As an AbstractImage, it can
be physically represented at any size. Therefore a
'scale' is not an appropriate attribute. For abstgract
Maps that are intended to be printed at some size, a subtype will
be needed. Physical maps are represented as
'PhysicalMap', and those can have a scale.
The area of each GeographicMap coincides with the area
of some GeographicalRectangle. (this is not yet formalized)
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A physical object that has a Map
represented on it. It will often be a sheet of
paper, but could be any image-bearing object.
A PhysicalMap that represents a GeographicMap.
hasTopLeftLat relates a GeographicMap to the
Latitude coordinate that bounds the Map at the top left
(Northwestern-most) point represented by the image.
hasTopLeftLong relates a GeographicMap to the
Longitude coordinate that bounds the Map at the top left
(Northwestern-most) point represented by the image.
hasTopRightLat relates a GeographicMap to the
Latitude coordinate that bounds the Map at the top right
(Northeastern-most) point represented by the image.
hasTopRightLong relates a GeographicMap to the
Longitude coordinate that bounds the Map at the top right
(Northeastern-most) point represented by the image.
hasBottomLeftLat relates a GeographicMap to the
Latitude coordinate that bounds the Map at the bottom left
(Southwestern-most) point represented by the image.
hasBottomLeftLong relates a GeographicMap to the
Longitude coordinate that bounds the Map at the bottom left
(Southwestern-most) point represented by the image.
hasBottomRightLat relates a GeographicMap to the
Latitude coordinate that bounds the Map at the bottom right
(Southeastern-most) point represented by the image.
hasBottomRightLong relates a GeographicMap to the
Longitude coordinate that bounds the Map at the bottom right
(Southeastern-most) point represented by the image.
An Event in which Frictional forces are
created.
Cyc: Frictional forces are exerted (i.e. a
#$FrictionProcess occurs) so as to inhibit relative motion
between objects which are in physical contact (#$touches
qv). If motion is already happening, the force acts in a
direction opposite to that motion. If the motion has not
started, as in the case of static friction, the frictional
force acts in a direction opposite that of the net applied
forces. Examples include air friction, rolling friction,
mechanical friction.
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In instances of #$Motion-SolidAgainstSolid the
#$motionPathway-Complete is in contact with (#$touches)
every #$objectMoving. This collection is a
#$TemporalStuffType so contact between #$objectMoving and
#$motionPathway-Complete occurs throughout all #$timeSlices.
The #$objectMoving and the #$motionPathway-Complete are
solid objects. Hockey pucks sliding, rolling, and spinning
on ice exemplars. Car transportation and #$SnowSkiing are a
negative examples because many of the #$objectMovings in
these events do not touch the pathway e.g. the car
passengers, the skiers hat etc.. Instances of
#$Motion-SolidAgainstSolid are involved as #$subEvents
however. The car's wheels, and the skier's skis
are the respective #$objectMovings.
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This is the most general collection about the
rubbing, sliding or skidding processes that occur between
solid objects in physical contact. #$Sliding-Generic is
disjoint with #$RollingOnASurface: In instances of
#$RollingOnASurface flush surface regions of the slider and
the slidee do not translate relative to each other during
for the brief moment that they are in contact. By contrast,
such flush surface regions are translating relative to each
other during instances of #$Sliding-Generic. Typical
examples include objects sliding, slipping, or skidding.
Negative examples include balls rolling (the contact
surfaces do not translate relative to one another) and water
flowing in a conduit (because the #$objectMoving is not
solid). All things being equal friction involved with
sliding is greater than that with rolling. See also
#$Sliding-LowFriction, a low friction kind of
#$Sliding-Generic to be contrasted with it high friction
sibling, #$Rubbing.
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A sliding of one object against another in which
noticeable friction is generated.
Cyc: A collection of events. An instance of #$Rubbing
is an event in which the #$objectActedOn is rubbed.
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Cyc: The collection of events in which someone is massaged.
SUMO: A subclass of TherapeuticProcess which involves
kneading Muscles in such a way that tension is relieved, blood circulation
is increased, etc.
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Cyc: Schools that grant medical degrees, whose students
usually end up as medical doctors.
SUMO: A GraduateSchool that is devoted to
MedicalScience and that grants the degree of doctor of medicine.
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Cyc: Committing things like plays, musical text, phone
numbers to memory.
SUMO: The process of committing a Text to memory.
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COSMO: This is the Event in which a Meteoroid
enters the Earth's atmosphere and produces a visible
streak of light while vaporizing at least part of its
contents. The Object that does this is a Meteoroid,
and if any part survives the descent, it is a Meteroite.
NOTE: there is a dictionary interpretation in which a
Meteor is the object travelling through the atmosphere,
but we treat it as the Event.
The collection of all streaks of light formed when
#$Meteoroids pass through the atmosphere.
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COSMO: A Meteoroid is a small rocky (or
metallic) object orbiting the sun. We adopt the Cyc
definition; it is not necessary to enter the Earth's atmosphere
to be a 'Meteoroid'.
Cyc: The collection of all meteoroids. An instance of
this collection is a rock (#$StoneObject-Natural) smaller
than an #$Asteroid which is orbiting the #$Sun.
SUMO: Any AstronomicalBody that breaks through the
atmosphere of Earth.
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Cyc: The collection of the remains of all #$Meteors
that strike the surface of the Earth so long as they are
larger than #$SandParticles.
SUMO: Any Meteoroid that leaves traces on the surface
of Earth.
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The electrical component used to transform sound
into electrical signals.
SUMO: A CommunicationDevice that converts sound
into electrical energy.
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The specialization of #$PhysicalDevice. Instances
of this collection are devices which are used to enhance a
user's perception (cf. #$Perceiving) in some way.
Positive examples include instances of #$Binoculars and
#$HearingAid. Borderline cases might include
#$ElectronMicroscopes and #$RadioTelescopes.
4d76f50e-e7c2-41d7-9e23-b334a1bba1b0
The specialization of #$SensoryEnhancementDevice.
Instances of this collection are devices which are used to
enhance a user's #$Hearing (cf. #$Perceiving) in some
way. Positive examples include #$HearingAids and #$Stethoscopes.
4a863472-e7c2-41d7-999e-e9756afd704e
The specialization of #$SensoryEnhancementDevice.
Instances of this collection are devices which are used to
enhance a user's #$VisualPerception (cf. #$Perceiving)
in some way. Positive examples include instances of
#$Binoculars and #$MagnifyingGlass.
0d59ecb6-e7c1-41d7-992a-ebb061a423b4
A collection of physical devices. An instance of
#$OpticalDevice is a device that affects light by either
reflecting it, refracting it, causing its rays to converge
or diverge, or more complicated combinations of such
operations. Examples include devices whose function is to
enhance human vision (e.g., each #$Mirror, each pair of
#$EyeGlasses, each set of #$Binoculars), as well as devices
that manipulate light for other purposes (e.g., instances of
#$OpticalComputerStorageDevice and #$LaserDiscPlayer).
SUMO: A Device which enables someone to see something
more clearly or with greater magnification.
bd58ecdd-9c29-11b1-9dad-c379636f7270
A specialization of #$MilitaryEvent. Each
instance of #$MilitaryOperation is a planned military
operation. Instances of #$MilitaryOperation usually
require organization and coordination, and often are complex
activities. For large-scale military operations involving
several groups of agents, see the specialization
#$MilitaryOperation-Joint. Examples of #$MilitaryOperation
include the attack on Pearl Harbor and the retaking of
Bunker Hill.
be1c4525-9c29-11b1-9dad-c379636f7270
The collection of events in which a military force
moves relative to the enemy in an effort to achieve
positionaladvantage over him and to achieve tactical,
operational or strategic objectives. FM 100-5 pp. 2-13.
SUMO: Any Maneuver which takes place in a Battle
and which is intended to secure a tactical advantage for one of the agents of
the Battle.
c06ee283-9c29-11b1-9dad-c379636f7270
a reflecting surface, usually made of glass with a
metal backing.
SUMO: An Artifact with a surface that is capable of
displaying an image by reflecting light.
bd58fe71-9c29-11b1-9dad-c379636f7270
The collection of all manufactured lenses, as in
#$Telescopes, #$Microscopes, #$Binoculars, and #$EyeGlasses.
bdb75d88-9c29-11b1-9dad-c379636f7270
An OpticalDevice that has a Lens-Artificial as a part, as in
#$Telescopes, #$Microscopes, #$Binoculars, and #$EyeGlasses.
The collection of all lenses in #$Eyes. Each
#$Lens-EyePart is a transparent lens of an #$Eye which
focuses images onto the #$Retina of that #$Eye.
NOTE that this body part is specified as being located in the
head, and refers to the focusable lenses in the eyes of vertebrates,
not of invertebrates that may have 'eyes' located
elsewhere than on the head.
bd58a944-9c29-11b1-9dad-c379636f7270
Device using lenses and/or mirrors to collect,
amplify, focus, and magnify light waves from distant sources.
c1008c6b-9c29-11b1-9dad-c379636f7270
Collection of scientific devices designed for
viewing small biological objects or parts of objects.
COSMO note: this is for optical microscopes only, not
Electron microscopes.
SUMO: An OpticalDevice with a stand and a focus, which is
used for magnifying the images of things that are placed in the stand.
bfa53de7-9c29-11b1-9dad-c379636f7270
bd58b548-9c29-11b1-9dad-c379636f7270
The collection of all eyeglass lenses.
bd58d873-9c29-11b1-9dad-c379636f7270
Any Object worn on or in front of the eyes,
including glasses, monacles, contact lenses.
bf6962da-9c29-11b1-9dad-c379636f7270
The collection of all eyeglasses, including
sunglasses, monacles, and contact lenses - lensed objects worn on or in front
of the eye..
COSMO note: this includes monacles and sunglasses.
This is classified as a subtype of 'LensedOpticalDevice',
which means that it must have a lens. The borderline case
of sunglasses that have plane lenses that create no
optical distortion is included, because that can be viewed
as the limiting case of the weakest power of a lens,
zero power. The fact that it is included in a device
through which a person looks makes such 'lenses' legitimate examples
of 'Lenses', for COSMO.
SUMO: ('Eyeglass'): A lens or pair of lenses with or without frames whose
purpose is to to correct a defect in vision. This class covers ordinary eye
glasses, reading glasses, contact lenses, monocles, etc.
bd58e05b-9c29-11b1-9dad-c379636f7270
Some tangible thing which is usually a topographic
feature or a large construction artifact which is well-known
in an area, often of interest to travelers. Exactly what is
a landmark is culture dependent, so assertions that X is a
landmark should be in an mt which admits to its bias, like
the western bias of the #$WorldGeographyMt
c10c2d1a-9c29-11b1-9dad-c379636f7270
c0fd60af-9c29-11b1-9dad-c379636f7270
SUMO: Nocturnal Insect with a large body and antennae.
c0fd5f86-9c29-11b1-9dad-c379636f7270
#$Motorcycle is a specialization of #$RoadVehicle
and #$WheeledTransportationDevice. Each instance of
#$Motorcycle is a two-wheeled motorized personal transport
device. Unlike most #$Automobiles, a motorcycle lacks a cab
or compartment to protect the driver from wind and weather.
SUMO: Motorcycle is the subclass of RoadVehicles
that have two wheels one behind the other in the frame, upon which the rider
sits on a seat above the engine.
bd590474-9c29-11b1-9dad-c379636f7270
A specialization of both #$LiveEntertainment and
#$InformationBearingPerformance. Each instance of
#$MusicalPerformance is an #$EntertainmentPerformance (q.v.)
in which one or more agents produce music, either by singing
or playing musical instruments, for a (public or private)
audience. Specializations of #$MusicalPerformance include
#$MusicalDrama, #$ClassicalMusicalPerformance, and #$JazzMusicalPerformance.
SUMO: A Performance that consists exclusively of
Music, e.g. an orchestra playing a symphony to an assembled audience.
bd58c7d6-9c29-11b1-9dad-c379636f7270
SUMO: An AttachingDevice which is a thin piece of metal, with
or without a head, that is fastened with a hammer,
or with a powered nail driver.
bd58a9b3-9c29-11b1-9dad-c379636f7270
COSMO: A sweet liquid produced in the nectar glands
(nectaries) of a flower. Its sweetening agent is
commonly sucrose, but glucose and fructose can be present
in significant quantity. The sugar composition of
nectar varies with flower species, and can vary among
individuals of a species. The composition may affect
the type of pollinating insects.that a flower attracts.
SUMO: A sweet, sticky liquid that is produced by Plants
and that attracts Insects.
c10090ac-9c29-11b1-9dad-c379636f7270
A specialization of both
#$ConnectedPhysicalPathSystem and #$AnimalBodyPart. Each
instance of #$NervousSystem is a bodily system composed of
the brain, spinal cord, and nerves of an animal (see the
collections #$Brain, #$SpinalCord, and #$Nerve). This
system enables the animal to receive, interpret, and respond
to various stimuli.
SUMO: A system in Vertebrates that is made up of
the Brain, the spinal cord, nerves, etc.
bd5893fe-9c29-11b1-9dad-c379636f7270
#$NonProfitOrganization is a specialization of
#$Organization. Each instance of #$NonProfitOrganization is
an organization that is not operated with the purpose of
making a profit. Instances of #$NonProfitOrganization have
members, rather than owners. Charities, clubs, schools,
political action groups, political parties and churches are
usually instances of #$NonProfitOrganization. Instances of
#$NonProfitOrganizations are often exempt from certain taxes
in particular jurisdictions. Specific examples of elements
of #$NonProfitOrganization are #$RedCrossSociety-National
and #$RomanCatholicChurch.
SUMO: Any Organization whose purpose is something
other than making a profit.
bd58aee8-9c29-11b1-9dad-c379636f7270
Instances of #$BodilyOrifice are animal body
parts, such as #$Nostrils, consisting of surface openings
that lead into bodily cavities.
c04e1791-9c29-11b1-9dad-c379636f7270
The collection of all nostrils. An individual
#$Nostril is any opening (#$Portal) in the head
(#$Head-AnimalBodyPart) through which #$Breathing occurs
other than a #$Mouth or part of one. #$Nostrils may be
symmetric parts of #$Noses or #$Beaks, or single holes on
the top of a head (a #$Blowhole).
SUMO: Either of two BodyVessels that run through the Nose
and connect it to the Throat.
bd58822e-9c29-11b1-9dad-c379636f7270
Paddle used in paddling a watercraft by hand.
be011aad-9c29-11b1-9dad-c379636f7270
The large paddle used to push a boat or raft
through the water by hand. An oar has a blade at exactly
one end of the pole.
SUMO: A Device consisting of a flat, broad surface attached to a
handle that is used as an instrument in Rowing.
bd589d5b-9c29-11b1-9dad-c379636f7270
International sports competitions, including the
Olympics, Wimbledon, World Figure Skating competitions, etc.
bd58c081-9c29-11b1-9dad-c379636f7270
COSMO: The OlympicGames are clasified as a Type of Event,
not a 'Sport' which is a specification for how to play a game.
Cyc: The international athletic competition held every
four years.
SUMO: A sports event where athletes from various countries
compete against one another. The Olympics are now held every two years, either in
the winter or the summer.
bd5900f6-9c29-11b1-9dad-c379636f7270
A receptacle or compartment for baking, drying or
heating something.
SUMO: A HeatingDevice with a door for inserting and removing
Food that is to be baked.
bd5899ac-9c29-11b1-9dad-c379636f7270
An organism which preys on living animals
bd588a49-9c29-11b1-9dad-c379636f7270
The collection of all raptors, commonly known as
#$Birds of prey.
bd5f2bd5-9c29-11b1-9dad-c379636f7270
SUMO: A nocturnal bird of prey with a large head and
forward-facing eyes.
bd58ef0c-9c29-11b1-9dad-c379636f7270
Large members of the Felidae family, lions,
tigers, cheetahs, leopards.
bd58c452-9c29-11b1-9dad-c379636f7270
Fastest of the BigCats.
bd58c452-9c29-11b1-9dad-c379636f7270
The collection of large carnivorous feline mammals
found in Africa.
bd58c467-9c29-11b1-9dad-c379636f7270
Two different subtypes, Indian and Siberian.
bd58a356-9c29-11b1-9dad-c379636f7270
The collection of all leopards. Each #$Leopard is
a large feline #$Mammal with either a tawny hide with dark
spotted markings or a completely dark hide. #$Leopards are
native to the #$ContinentOfAfrica and the #$ContinentOfAsia.
bd58c426-9c29-11b1-9dad-c379636f7270
The collection of all pancreatic #$Organs. Each
instance of this collection is a unique #$Gland of a body
attached to the #$Duodenum which is situated behind the
#$Stomach beside the #$Spleen and produces
#$InsulinTheSecretion, glucagon, somatostatin, and
pancreatic 'juice' essential for digestion of
#$Proteins. The #$CommonBileDuct passes through the
#$Pancreas, where it normally joins with the pancreatic duct
before the combined duct empties into the #$Duodenum.
SUMO: A large Gland that secretes Insulin and other
substances.
bd58a665-9c29-11b1-9dad-c379636f7270
An outdoor space, exposed to the sky, where things
can move unimpeded in any direction.
c10adc8a-9c29-11b1-9dad-c379636f7270
A specialization of #$PathForWheeledVehicles,
#$OpenArea, #$VehicleStorageConstruct, and
#$SurfaceOnTangibleObject. Each instance of #$ParkingLot is
a fairly large open area intended to be used for parking automobiles.
SUMO: A LandArea which has been levelled, paved, and
marked off for parking Automobiles.
bd58f6b4-9c29-11b1-9dad-c379636f7270
COSMO: An Organization with a small number of
individual people as members, neither a sole proprietorship
nor a corporation. In SUMO this was necessarily commercial,
but in COSMO the more general partnership is included,
for non-commercial purposes.
Cyc: #$Partnership is a specialization of
#$Organization. Each instance of #$Partnership is an
organization that has been formally organized as a
partnership pursuant to partnership agreements. In the
#$UnitedStatesOfAmerica, most instances of #$Partnership are
organized pursuant to specific statutes. #$GeneralPartners
of a #$Partnership are jointly and severally liable for the
debts and other liabilities of the #$Partnership. The
liability of #$LimitedPartners is limited in accordance with
the governing partnership agreement. The
#$PartnershipPartners of an instance of #$Partnership may be
individuals or entities. For example, an instance of
#$LimitedPartnership may have an instance of
#$LegalCorporation as its #$GeneralPartner and individuals
as its #$LimitedPartners.
SUMO: A CommercialAgent that is owned by more
than one person.
bd58a949-9c29-11b1-9dad-c379636f7270
The collection of #$PartiallyTangibleProducts that
are derived wholly or principally from #$Petroleum-CrudeOil.
This includes crude oil itself, #$PetroleumProducts derived
from components of crude oil through #$Refining, and
#$Petrochemicals manufactured from refined petroleum
products through some chemical alterations.
c070b7a2-9c29-11b1-9dad-c379636f7270
An #$ExistingStuffType; a specialization of
#$PetroleumBasedProduct. #$PetroleumProducts include both
#$Petroleum-CrudeOil and substances derived from it through
#$Refining, which are specs of the collection
#$PetroleumProduct-Refined. Note: This collection is NOT
coextensive with #$Oil; #$Oil includes substances, such as
#$EdibleOil, that are not petroleum, and #$PetroleumProduct
includes substances, such as #$GasolineFuel, that are not #$Oils.
SUMO: PetroleumProduct is a broad class that
includes both crude oil (Petroleum) and RefinedPetroleumProducts.
c10af524-9c29-11b1-9dad-c379636f7270
A subcollection of #$PetroleumBasedProduct, such
as benzene, ethylene, and styrene, obtained from
petrochemical feedstocks such as ethane, propane, and
naphtha. Many #$Plastics are manufactured from #$Petrochemicals.
be5d597f-9c29-11b1-9dad-c379636f7270
The collection of #$ArtObjects which are primarily
two dimensional. Positive examples of subcollections include
#$Painting-ArtForm, #$PenAndInkDrawing, and #$Engraving.
Negative examples include #$Sculpture or #$LiteraryWork-CW.
c051b79b-9c29-11b1-9dad-c379636f7270
be2901c8-9c29-11b1-9dad-c379636f7270
The collection of professionals who are trained
and licensed to prepare and distribute legal drugs.
SUMO: The Profession of being a pharmacist, i.e.
preparing and dispensing BiologicallyActiveSubstances.
bd58ddbb-9c29-11b1-9dad-c379636f7270
A Substance that is used in information storage devices.
Cyc: Items which can have (but don't necessarily
have) information stored onto them that can be retrieved later.
bd58f21f-9c29-11b1-9dad-c379636f7270
COSMO: A substance consisting of transparent plastic
sheet, coated with an emulsion of light-sensitive substance
like silver chloride. Since it can be subdivided and still
be photographic film, it is considered as a substance.
A piece of such film would be an object.
ToDo: specify two layers, and components of the layers.
SUMO: Celluloid covered with an emulsion which can
be converted into photographic negatives by a Camera.
bd5901e1-9c29-11b1-9dad-c379636f7270
The collection of all common pigeons (which does
not include doves).
SUMO: A subclass of Bird with a stout body and short legs.
bd58c5ad-9c29-11b1-9dad-c379636f7270
SUMO: A soft, stuffed Artifact to support the Head or
the body as a whole while one is sleeping or relaxing.
bd589bf7-9c29-11b1-9dad-c379636f7270
bdb92245-9c29-11b1-9dad-c379636f7270
The collection of all pituitary #$Glands. A
#$PituitaryGland is a unique #$EndocrineGland attached to
the #$Hypothalamus which rests (is #$in-Embedded) in a
cavity of the #$Sphenoid bone called the sella turcica. The
#$PituitaryGland produces #$HumanGrowthHormone, #$Prolactin,
#$Thyrotropin, #$AdrenocorticotropicHormone,
melanocyte-stimulating hormone,
#$FollicleStimulatingHormone, #$LuteinizingHormone,
#$Vasopressin, and #$Oxytocin.
SUMO: The main Gland of the endocrine system.
bfa35060-9c29-11b1-9dad-c379636f7270
the collection of playing cards, each of which is
one of a pack of cards used in playing card games.
SUMO: A small piece of stiff paper with markings
which is intended to be used for playing card games.
bfc4e919-9c29-11b1-9dad-c379636f7270
SUMO: Any occupation that involves installing, repairing, and
replacing pipes and pipe fixtures.
bd58959e-9c29-11b1-9dad-c379636f7270
The collection of all pig meat. This collection
includes raw meat as well as cooked, smoked, and/or salted
meat. Raw pork is not ready to be eaten.
SUMO: Meat that was originally part of a Pig.
bd58ee7f-9c29-11b1-9dad-c379636f7270
The collection of persons who practice some craft,
which typically involves producing some kind of hand-made
goods. Professional craft worker earn money from practicing
their crafts, usually by selling the goods they produces.
Craft workers have specialized skills, often gained through
some sort of practical training or apprenticeship. Craft
work frequently involves some artistry. Craft occupations
may be considered archaic or quaint, in cultures where the
kinds of products once made only by skilled handwork are
currently mass-produced by machines or assembly lines.
Examples of #$CraftWorkers include potters, florists,
blacksmiths, watchmakers, and goldsmiths.
bd589efe-9c29-11b1-9dad-c379636f7270
A person who works with clay and makes pots and
ceramic dishes.
SUMO: Any occupation that involves the creation of Pottery.
bd5892e0-9c29-11b1-9dad-c379636f7270
The collection of all #$ConstructionArtifacts
built with the express purpose of detaining captives.
b53aac4e-5b0a-11d6-8000-0090279a5907
The collection of facilities designed for
incarcerating prisoners [#$Prisoner-Legal] and thereby
removing them from general circulation among #$ThePublic. A
building, set of buildings, or part of a building comprised
of #$PrisonCells.
SUMO: An installation which is owned and maintained by
a Government for the purpose of Confining people. This class covers
jails, federal prisons, concentration camps, gulags, etc.
bde9b6d7-9c29-11b1-9dad-c379636f7270
A specialization of (#$KillingFn #$HomoSapiens)
and #$Punishing. Each element of #$Execution-Judicial is a
judicially sanctioned action of putting a person to death as
a punishment for some crime. Thus, it excludes Mafia
'hits' and euthanasia, even if the euthanasia is
sanctioned by some part of the judicial system.
be581fb5-9c29-11b1-9dad-c379636f7270
SUMO: A burrowing Rodent with a short tail and long ears.
bd58c42d-9c29-11b1-9dad-c379636f7270
The collection of #$CommunicationDevices in
which the communication signals are either not transmitted
or not received entirely over a wire.
bd7d54b8-9c29-11b1-9dad-c379636f7270
Any ElectronicDevice capable of detecting
radio transmissions, whether artificdial or natural.
This differs from the apparent SUMO usage, byut preservces
a distinction from 'RadioReceiver' which is restricted to
receivers designed to detect and interpret man-made radio
communication signals.
Thus a ground station or orbiting station that detects
radio signals from astronomical objects is an instance
of this category, but not an instance of 'RadioReceiver'.
NOTE that receiver and transmitter are not disjopint,
and one device can be both.
SUMO: An ElectricDevice that is capable of
receiving and decoding RadioEmissions, e.g. Radios and Televisions.
c0fd6305-9c29-11b1-9dad-c379636f7270
The device used to receive transmissions broadcast
in radio frequencies (does not include radio transmitters).
NOTE that receiver and transmitter are not disjopint,
and one device can be both.
SUMO: A RadioReceiver is a Device for receiving
radio broadcast signals from a RadioStation.
c0fd6305-9c29-11b1-9dad-c379636f7270
A collection of electronic devices. An instance
of #$AudioEquipment is a device that may be used in audio
recording, playback, amplification, and/or reception. This
collection doesn't include musical instruments. It
does include both self-contained systems, e.g. boom boxes,
and individual stereo components, such as microphones,
amplifiers, etc.
c0fd507f-9c29-11b1-9dad-c379636f7270
The collection of all audio systems, characterized
by having an audio amplifier, some kind of speaker (which
may be headphones), and some sound producing component such
as a radio receiver or tape deck mechanism.
bd58db76-9c29-11b1-9dad-c379636f7270
A subcollection of #$WirelessCommunicationDevice.
Instances of #$Radio convert instances of #$RadioWave into
instances of #$AudibleSound. This category
includes only the receivers, and not devices
with built-in transmitting capability.
bf2092e5-9c29-11b1-9dad-c379636f7270
Cyc: #$SatelliteReceiver is a specialization of
#$WirelessCommunicationDevice. It is the kind of device
that is capable of receiving satellite transmissions.
Compare this constant to #$SatelliteTransmitter.
COSMO note: in Cyc this appears to be restricted to
receivers only, but in COSMO it is not disjoint
with transmitter.
NOTE that receiver and transmitter are not disjoint,
and one device can be both.
be80711f-9c29-11b1-9dad-c379636f7270
#$SatelliteTransmitter is a type of device used to
broadcast radio or tv signals to or from satellites.
Compare this constant to #$SatelliteReceiver.
COSMO note: in Cyc this appears to be restricted to
receivers only, but in COSMO it is not disjoint
with transmitter.
NOTE that receiver and transmitter are not disjoint,
and one device can be both.
c074fbd5-9c29-11b1-9dad-c379636f7270
#$SatelliteCommunicationsEquipment is a
specialization of #$WirelessCommunicationDevice. It is
equipment that has components that are capable of
transmitting and receiving satellite communications.
Compare this constant to #$SatelliteTransmitter and #$SatelliteReceiver.
COSMO note: in Cyc receiver and transmitter appear to be disjoint,
but in COSMO they are not, and devices that both
transmit and receive radio signals are instances
of both 'Transmitter' and 'RadioReceiver'.
c04538a2-9c29-11b1-9dad-c379636f7270
A collection of devices; a subset of
#$ElectronicDevice. An #$ElectronicComponent is a device
which is normally considered a part to another device (which
in turn is a more meaningful entity, at least in this
context. `More meaningful' might mean that the larger
device is sold, moved, named,... as a unit.) An electronic
component needs to be connected with other parts in order to
perform its #$primaryFunction.
bd58be5f-9c29-11b1-9dad-c379636f7270
Device used for transmitting radio or tv signals.
This is a specialization of 'RadioWaveTransmittingDevice' that
is used for regular transmissions from fixed locations.
c080d3f8-9c29-11b1-9dad-c379636f7270
A device that sends a radio wave signal in response to
a signal being sent to it.
The collection of communication events in which
the information is carried by radio waves.
c0e3246a-9c29-11b1-9dad-c379636f7270
The collection of #$Weapons which are designed to
scatter or spread #$RadioactiveStuff; dirty bombs.
SUMO: Weapons which are designed to spread
radioactive particles over a large area by means of a conventional
explosive device rather than a nuclear reaction. These weapons are often
referred to as 'dirty bombs'.
SUMO had a parent, 'RadioactiveWeapon', which included
nuclear bomds, but which did not appear to need representation
separately in COSMO.
SUMO (RadioactiveWeapon): A WeaponOfMassDestruction which
achieves its effect through radioactivity, either by an explosion resulting
from nuclear fission or by a conventional explosive device that scatters
radioactive debris.
bf07ecc4-9c29-11b1-9dad-c379636f7270
Radioactive powder that is typically dispersed by
the explosion of a nuclear weapon..
An explosion caused by a nuclear fission or fusion
process.
A sloping path along a solid.
SUMO: Ramp is the class of Objects that are
inclined planes used for moving objects from one level to another,
especially used for wheeled vehicles and people who cannot climb stairs.
c0fba8d1-9c29-11b1-9dad-c379636f7270
SUMO: A Rodent that has a hairless tail like a Mouse
but that is larger than a Mouse.
bd58bbaf-9c29-11b1-9dad-c379636f7270
SUMO: A subclass of Snake which derives its name
from the fact that it can manipulate its tail in such a way as to produce
a sound like that of a rattle, due to segmented hardened
skin pieces that can vibate against each other (a 'rattle').
bd5897c6-9c29-11b1-9dad-c379636f7270
A synonym for 'Rattlesnake'.
SUMO: BloodCells that contain hemoglobin, lack a
CellNucleus (in humans), and carry Oxygen to the tissues of the body.
bf9ee38c-9c29-11b1-9dad-c379636f7270
An artifact designed to maintain objects at a
temperature below the ambient temperature. They may
be powered or achieve their effect through supply
of a cold substance, such as an ice bucket at a
party or at a dinner table, an ice chest, or
a dry ice chest, a liquid nitrogen freezer, or
by electrical refrigeration. The styrofoam 'coolers'
that require a supply of ice to perform their function are
included. This may be broader than the
intended SUMO usage:
SUMO; A Device whose purpose is Cooling something,
e.g. air conditioners, refrigerators, freezers, etc..
The collection of electrical devices whose purpose
is to maintain something at a lower temperature than the
surroundings through refrigeration (usually through the
compression/decompression of a gas).
bd58eee2-9c29-11b1-9dad-c379636f7270
SUMO: The intersection of Containers and ElectricDevices
in which the temperature is reduced from that of the outside air by a Cooling
process.
bd589d74-9c29-11b1-9dad-c379636f7270
An ElectricDevice designed to maintain a temperature below
0 centigrade in a compartment that can hold items requiring
refrigeration. A Freezer may be part of a Refrigerator, or
may be a stand-alone Freezer.
A specialization of #$PurposefulAction and
#$SocialOccurrence. Each instance of #$EndingAnAgreement is
an event in which some instance of #$Agreement comes to an
end. For example, #$EmploymentTermination is a
specialization of #$EndingAnAgreement.
bd589fb3-9c29-11b1-9dad-c379636f7270
A collection of #$Actions in which something
changes membership with respect to some instance of #$Group
or Organization; i.e. actions in which something becomes
a #$groupMembers of some group, ceases to be a #$groupMembers of some group, or
is moved from one group to another. This collection includes
a wide variety of group transfers, including those among
organizations, instances of #$SystemOfDevices, (#$GroupFn
#$ProfessionalSportsTeam) or #$Family-SocialEntity. For
further clarification see the #$NoteAboutGroupTransfers.
Note that if a group has a #$groupMemberType assertion for
it, then anything transferred out of it must be of that
type. See also #$GroupTransferIn, #$GroupTransferOut,
#$toGroup and #$fromGroup. You may also want to look at
#$OrganizationalTransfer and constants closely related to it.
bef3d08d-9c29-11b1-9dad-c379636f7270
Elements of #$ChangeOfStatusEvent are events in
which the status of a person, group, or organization changes.
becab87c-9c29-11b1-9dad-c379636f7270
A specialization of #$PurposefulAction. Each
instance of #$OrganizationalTransfer is an event in which an
#$IntelligentAgent changes membership with respect to an
#$Organization. So instances of #$OrganizationalTransfer
include a particular person's becoming a member of some
organization, ceasing to be a member of some organization,
or switching from one organization to another. Instances of
#$OrganizationalTransfer may be voluntarily undertaken by
the transferee, but they may also be done by some other
agent (perhaps against the transferee's will). Notable
specializations of #$OrganizationalTransfer include
#$EmployeeHiring, #$EmploymentTermination, and #$GraduatingEvent.
bf9ddb52-9c29-11b1-9dad-c379636f7270
A subcollection of #$GroupTransfer. Instances of
this collection are those actions in which there is
necessarily something that ceases to be a #$groupMembers of
some instance of #$Group. This is a very diverse
subcollection of #$TransferOut, including transfers out of
organizations, systems of physical devices, teams or
anything represented as a subcollection of #$Group in the
Cyc ontology. For further clarification see the
#$NoteAboutGroupTransfers. Note that if the group has a
#$groupMemberType assertion for it, then anything
transferred out of it must be of that type. See also
#$GroupTransferIn, #$toGroup and #$fromGroup. You may also
want to look at #$OrganizationalTransfer and constants
closely related to it.
bf665a46-9c29-11b1-9dad-c379636f7270
A specialization of #$OrganizationalTransfer.
Each instance of #$OrganizationalTransferOut is an event in
which some agent (an instance of #$IntelligentAgent) loses
membership in some organization. Instances of
#$OrganizationalTransferOut would thus include lay-offs,
expulsions, and excommunications. Note that any event in
which an agent leaves one organization to join another would
be an instance of both #$OrganizationalTransferIn (q.v.) and #$OrganizationalTransferOut.
c0b4e100-9c29-11b1-9dad-c379636f7270
A specialization of both #$EndingAnAgreement and
#$OrganizationalTransferOut. Each instance of
#$EmploymentTermination is an event in which some employee
(an instance of #$IntelligentAgent) ceases to work for his
or her employer. The termination may be initiated by either
party, or it may have been specified in the original
#$WorkAgreement (q.v.) that specified the terms of the
employment. Specializations of #$EmploymentTermination
include #$Resigning, #$EmployeeLayoff,
#$DischargeWithPrejudice, and #$RetirementEvent.
bd58d986-9c29-11b1-9dad-c379636f7270
The SUMO equivalent of 'EmploymentTermination'.
Voluntarily leaving your job.
SUMO: Voluntarily ending one's employment.
bd58d468-9c29-11b1-9dad-c379636f7270
An electrical device used to impede the flow of
electrical current.
SUMO: A Device which resists passage of an electric current
through it. It is used for various purposes in an electrical circuit.
bd58b9b7-9c29-11b1-9dad-c379636f7270
The collection of all retinas, sensory membranes
that line the eye of a #$Vertebrate or #$Cephalopod, receive
the image formed by the lens, are the immediate instruments
of vision, and are connected with the #$Brain by the
#$OpticNerve. Some #$Insects also have #$Retinas.
SUMO: A membrane that covers the Eye and converts
the image formed by the lens of the Eye into neurochemical impulses
which can be processed by the Brain.
bd58937e-9c29-11b1-9dad-c379636f7270
The abstract image of the retina of an
eye (usually human), which may be used for identifiation
of individuals, as retinal patterns are distinctive,
like fingerprints..
The collection of #$VoluntaryBodyMovements used to
propel a boat or raft (or on a rowing machine), using an oar
or paddle of some sort. For the collection of
#$TransportationEvents in which the motive force is provided
by numerous #$Rowing actions, see #$RowingABoat.
SUMO: Any instance of WaterTransportation where the
instrument is an Oar that is manually powered.
bd58ef61-9c29-11b1-9dad-c379636f7270
An Object (not a substance) that is a thick textile to cover floors,
and may be attached (wall-to-wallt) or a easily movable rug.
NOTE; the cyc description suggests a substance (material) but
this is interpreted as an Object.
Cyc: The generic material called carpet.
bd58c10e-9c29-11b1-9dad-c379636f7270
From plush room-sized Oriental rugs to
rubber-backed bathroom rugs, this collection represents
textile floor coverings that are not attached.
SUMO: A piece of Fabric whose purpose is to cover a Floor.
c0fd5c32-9c29-11b1-9dad-c379636f7270
SUMO: The class of Positions which involve working on a
ship, whether a merchant ship or a navy ship.
be0205d6-9c29-11b1-9dad-c379636f7270
An injury to the skin or mucous membrane,
producing a rupture in those tissues, which is caused by
external force rather than by internal disease.
be495f4f-9c29-11b1-9dad-c379636f7270
A specialization of #$MaterialHandling (q.v.).
Each instance of #$ShapingSomething is an event in which
something (usually more or less plastic in nature) is
given a definite shape, or has its shape changed, through
the purposeful actions of an agent that cause a
#$ShapeChangeEvent (q.v.). Specializations include
#$Carving, #$Sewing, and #$SpreadingOntoSurface. In many
(but not all) cases, an instance of #$ShapingSomething is
also a #$PhysicalCreationEvent (see e.g. #$MakingPottery).
Normally, a #$ShapingSomething concerns the basic, overall
shape of the object of change (see #$objectOfStateChange).
Thus, a #$PolishingSomething event is not a
#$ShapingSomething, as it doesn't affect the basic
shape of the object being polished.
bd58a872-9c29-11b1-9dad-c379636f7270
A specialization of #$ShapingSomething and
#$MakingSomething in which a non-#$ComplexPhysicalObject
#$InanimateThing-NonNatural is given its shape, or has its
shape altered, through the #$PurposefulAction of an #$Agent.
Common examples include #$Carving wood into a table leg, or
#$Sculpting mashed potatoes on your plate. Some assembly is
tolerated; for example, since #$Table-PieceOfFurniture
isn't a #$ComplexPhysicalObject, the creation of one is
eligible to be a #$FashioningSomething. Examples of
non-agentive shaping, such as a #$Container imposing a shape
on its #$FluidTangibleThing contents, are excluded. #$Events
in which more than one thing plays the #$objectActedOn role
are excluded, so, for example,
instances of #$Mob and #$Group aren't the
#$objectActedOn in a #$FashioningSomething, as are instances
of #$Events such as #$MakingFileOfPapers.
ceae89a3-70dc-11d7-88f0-0002b364e721
A Process where one Object becomes attached
to another Object. Note that this differs from Putting in that two
things which are attached may already be in the same location. Note that
Combining is different from Attaching in that the former applies to
Substances, while the latter applies to CorpuscularObjects. Note too
that Attaching is different from Putting in that one or both of the
two things which are attached may or may not be moved from the location
where they were combined..
A collection of events. In each #$Assembling
event, physical objects are combined by fastening them
together in some way to produce a new object.
bd58b3aa-9c29-11b1-9dad-c379636f7270
The action of stitching by hand or by machine.
SUMO: Attaching two pieces of Fabric or one part of a
piece of Fabric to another part by means of needle and thread.
bd58d360-9c29-11b1-9dad-c379636f7270
A collection of events. Each instance of
#$Starvation is an event in which an #$Animal is so hungry
as to be #$Starving. If prolonged, it results in death.
NB: This is a #$SingleDoerAction (q.v.), so it doesn't
cover cases wherein one creature withholds food from another.
c021401d-9c29-11b1-9dad-c379636f7270
SUMO: An Artifact that is held by the hand or whole arm and
is used to prevent injuries from Weapons.
1e5794cc-1ed1-41d8-976f-b5bac6da3d77
>Each CrewMemberOnShip is a Person who (at the time of reference)
is formally considered a member of the crew of some vessel,
which is a ship.
bd589cf3-9c29-11b1-9dad-c379636f7270
Another term for 'CrewMemberOnShip'.
Captain of ships.
SUMO: The class of Positions which involve the command
of a ship.
A ship's Crew is viewed here as an Organization.
bd589069-9c29-11b1-9dad-c379636f7270
Crew members who work on the deck.
bd589bb8-9c29-11b1-9dad-c379636f7270
An Even consisting of the shipping of objects from
one physical location to another, using a TransportationDevice.
Shipping from the perspective of being done as a
dedicated service, such as what UPS, the US Postal Service,
or Dominoes Pizza Delivery might do. This is a subtype
of ServiceEvent, and will not be used to
describe the transporting of things by a person for his/her own
purposes. Shipping involves a third party doing the shipping,
in addition to the sender and receiver.
SUMO: Shipping is the subclass of Transportation
events in which goods are transported from one place to another by an
agent who is entrusted with the goods temporarily just in order to move
them. Shipping may be done within an organization or it may be done
by an outside commercial agent. See CommercialShipping.
bd58fa9f-9c29-11b1-9dad-c379636f7270
The protective skeletal encasing of the the brain.
SUMO: The Bone that is found in the Heads of Vertebrates.
bd58ceb1-9c29-11b1-9dad-c379636f7270
a device which is used to allow some kind of plant
leaf, usually tobacco, to be burnt for smoking.
SUMO: Any Device whose purpose is Smoking.
c0fcf18d-9c29-11b1-9dad-c379636f7270
A small roll of tobacco leaf for smoking .
bd58c82a-9c29-11b1-9dad-c379636f7270
SUMO: A tube of thin paper containing finely ground
tobacco that is smoked.
A small, consumable smoking device. The tobacco
is rolled in paper and it usually has a filter on the end.
c0fcf19c-9c29-11b1-9dad-c379636f7270
SUMO: A SmokingDevice consisting of a tube and a small
bowl.
Cyc: ('Pipe-SmokingDevice') A smoking pipe: a rigid, reusable device for
containing the substance burned during smoking.
c0fcf208-9c29-11b1-9dad-c379636f7270
The Cyc term for a smoking pipe.
c0fcf208-9c29-11b1-9dad-c379636f7270
Close-fitting covering for foot and ankle, and
often the lower leg. It differs from stocking by what it
covers: a sock doesn't cover the upper leg, whereas a
stocking does.
SUMO: A piece of Clothing that is made of a soft Fabric
like Cotton and that is intended to be worn on the Foot.
bd588fb8-9c29-11b1-9dad-c379636f7270
bd58fbd2-9c29-11b1-9dad-c379636f7270
The collection of all spears. Instances of #$Spear
consist of a long, slender shaft with a sharp point,
designed to be thrown or otherwise launched at an adversary
or target.
NOTE: Cyc uses the more general parent of 'KineticEnergyPoweredDevice'
rather than 'MusclePoweredDevice', but even if a spear
can be launched with a separate launcher, it is
*designed* to be used by hand, and that is the classification
criterion used here.
SUMO: A Weapon with a long handle and a short
blade.
c13f386e-9c29-11b1-9dad-c379636f7270
This is an abstract shape, not a physical
object. It differs from a 'Spheroid' in being closer
to a perfect sphere. Given the Cyc description, physical
objects with this shape do not have to be perceptibly perfect
spheres, since a baseball clearly is imperfect, the ridges being
obvious. Exactly where the dividing line is between
non-Sphere and Sphere is unclear.
Cyc: A specialization of #$Spheroid (q.v.). Each
instance of #$Sphere is a three-dimensional object where
each of the points on the surface of the object is
equidistant from the object's center. Examples include
tangible objects such as squash balls, as well as abstract spheres.
SUMO: The class of ThreeDimensionalFigures such that
all GeometricPoints that make up the Sphere are equidistant from a
single GeometricPoint, known as the center of the Sphere.
be00c09f-9c29-11b1-9dad-c379636f7270
Cord of nervous tissue that extends from the brain
lengthwise along the back in the spinal canal.
SUMO: A cord of nerves that carries impulses to
and from the Brain. It is contained within the SpinalColumn.
bd58e393-9c29-11b1-9dad-c379636f7270
Stores blood, involved in final destruction of
blood cells, and produces lymphocytes.
SUMO: An Organ on the left side of the body that produces
Cells that play a crucial role in immune response.
bd58e0c3-9c29-11b1-9dad-c379636f7270
#$SportsOrganization is a specialization of
#$EntertainmentOrRecreationOrganization and
#$ActivityTypeFocusGroup. Each instance of
#$SportsOrganization is an organization whose main function
is involved with #$SportsEvents.
c08c3af7-9c29-11b1-9dad-c379636f7270
A collection of organizations. An element of
#$SportsLeague is an organization of sports team
organizations, specialized by sport. Important types of
#$SportsLeague are #$MajorLeague, #$MinorLeague, and college
sports league. In many cases, sports leagues are further
specialized by region (continent, country, or region).
Examples: #$NationalFootballLeague, #$NationalHockeyLeague,
#$CentralDivision-NBA, #$NationalLeagueEast-Baseball.
SUMO: An Organization whose members are SportsTeams
and whose purpose is to set up games between its members.
bd58dba7-9c29-11b1-9dad-c379636f7270
A specialization of #$MovementOrShapeChangeEvent.
Each instance of #$FluidFlowEvent is an event in which a
fluid moves (or a group of particles collectively moves).
The spatial extent of the fluid may change (i.e. expansion
or contraction, see #$ShapingSomething) and/or they may
undergo a #$MovementEvent such as rotation (e.g. a whirlpool
or a tornado) and/or translation. If the fluid undergoes
translation, then the event is also an instance of
#$FluidFlow-Translation. Examples of
#$FluidFlow-Translation include `partial' motions such
as occurs in rivers flowing, or jets of air blowing.
Another kind of example of #$FluidFlow-Translation is
#$FluidFlow-Complete, in which the fluid moves entirely from
the #$fromLocation and to the #$toLocation.
bd62dcde-9c29-11b1-9dad-c379636f7270
A specialization of both #$FluidFlowEvent and
#$Movement-TranslationEvent (qq.v.). In each instance of
#$FluidFlow-Translation, the moving object (see the
predicate #$objectMoving) is an instance of
#$FluidTangibleThing (i.e. a portion of some fluid, such as
a quart of milk) rather than a discrete solid object. At
least some of the moving object leaves its original position
(see the predicate #$fromLocation) and some arrives at the
destination (see the predicate #$toLocation), but it is not
necessary that all of the moving object go from the origin
to the destination. Instances of #$FluidFlow-Translation
include rivers flowing or winds blowing or air filling
one's lungs when one takes a breath. Other instances
of #$FluidFlow-Translation include flows of #$GranularFluids
(q.v.), such as sand or drifting snow, that are composed of
multiple solid particles.
bd590484-9c29-11b1-9dad-c379636f7270
SUMO: The Process of changing the shape of an Object.
Cyc: (ShapeChangeEvent) A specialization of #$IntrinsicStateChangeEvent
(q.v.) whose instances are events involving a physical
object's changing shape. A #$ShapeChangeEvent occurs
when either (i) the shape of some (usually more or less
plastic ) object is changed in a fairly significant way,
(ii) an object is created (see #$PhysicalCreationEvent)
through a process in which a definite shape is imposed on
some material, or (iii) an object is destroyed (see
#$PhysicalDestructionEvent) through some process in which
its shape is so radically altered that the it can no longer
be said to exist. Examples of these three respective cases
include flattening an aluminum can with one's foot,
fashioning a figure from clay, and steamrolling a birthday
cake. Shape changes are usually (though not necessarily
always) the result of the shapee's being acted upon by
another tangible thing (or things). When a shape change of
type (i) or (ii) occurs via the purposeful actions of some
agent, the event is a #$ShapingSomething(q.v.). Note that,
in most contexts, very gradual changes in an object's
shape - such as instances of #$Growth-Physical or #$Erosion
- are not #$ShapeChangeEvents.
be9efcaf-9c29-11b1-9dad-c379636f7270
The Cyc term for 'ShapeChange'.
The collection of all events in which the shape of
an object changes without the object losing or gaining
material. This includes natural shape-change events (like
coils loosening or tree branches swaying in the wind),
animals moving parts of their bodies, and objects being
intensionally deformed by outside agents (for which, see #$ShapeChangeWithoutRemovingMaterial).
bfed7a51-9c29-11b1-9dad-c379636f7270
A collection of events. In each
#$ShapeChangeWithoutRemovingMaterial event, an object's
shape changes without any of its parts being removed.
bd58f8a3-9c29-11b1-9dad-c379636f7270
The collection of events in which a substance
(instance of an #$ExistingStuffType) is spread out over a
volume or area. Important specializations of
#$SpreadingASubstance are #$SpreadingStuffOntoSurface and
#$SpreadingStuffOntoSurfaceWithTool. This is distinct from
spreading out something like a blanket for which the event
type #$SpreadingSheetOntoSurface should be used.
bd589960-9c29-11b1-9dad-c379636f7270
Directing a #$FluidTangibleThing from one place to
another by expelling it with force, rather than along a
#$FluidConduit. However, typically, such a conduit is used
to direct the fluid to the point where the #$Spraying begins.
SUMO: Any instance of Transfer of a Liquid which is
accomplished by converting the Liquid into a mist.
c10b7325-9c29-11b1-9dad-c379636f7270
SUMO: A tree-dwelling Rodent with a bushy tail.
bd58e978-9c29-11b1-9dad-c379636f7270
A series of steps or flights of steps for passing
from one level to another. Has at least one step, usually more.
SUMO: A StationaryArtifact which allows one to climb, step
by step, from one level to another.
bd58e4c7-9c29-11b1-9dad-c379636f7270
The collection of #$Engines in which the
ignition occurs outside the chamber where heat is
converted to mechanical energy.
bdf1a3fe-9c29-11b1-9dad-c379636f7270
The collection of #$Engines that use steam to
turn turbines or move pistons.
SUMO: SteamEngine is the subclass of Engines
that produce mechanical power from heat and steam pressure.
bdd789dd-9c29-11b1-9dad-c379636f7270
SUMO: Any Device which is used to start, stop or
control the movements of a Vehicle. This class covers steering wheels, brakes,
acceleration pedals, airplane sticks, etc..
The thing the driver uses to steer the car.
SUMO: A VehicleController which enables one to steer
a Vehicle.
bd58abe2-9c29-11b1-9dad-c379636f7270
SUMO: A VehicleController which is capable of stopping
the motion of a Vehicle.
Any of a large group of substances having
the steroid ring system, cyclopentanophenanthrene.
Some are produced by animals and plants, many
more by chemists. For the steroid hormones, use
'SteroidHormone'.
Called 'Steroid' in Cyc and SUMO: This
is the class of biogenic steroids that are
hormones.
Cyc: The collection of #$Hormones having a
characteristic ring structure and formed in the body from
cholesterol. It includes both corticosteroid #$Hormones
produced by the #$AdrenalGlands and reproductive hormones
such as #$Testosterone and #$Estrogen.
SUMO: A class of OrganicCompounds having the same basic
chemical structure and having significant physiological effects.
bd58e5f4-9c29-11b1-9dad-c379636f7270
The steroid hormone..
The steroid hormone.
The steroid hormone.
Cyc: Consumable substances that stimulate the
fight-or-flight syndrome and speed the metabolism.
NOTE: Cyc has this as a subtype of 'drug', but in
COSMO it will be broader, to include things like coffee
that are not intuitively classified as 'drugs'
SUMO: Any BiologicallyActiveSubstance which has
the effect of stimulating the central nervous system, i.e. increasing
function or activity in the Brain or SpinalCord.
bd58c2da-9c29-11b1-9dad-c379636f7270
A collection of actions in which a liquid or other
substance is agitated with a continuous or repetitive
motion. Stirring is usually performed with an implement
such as a spoon.
NOTE: the Cyc specification of 'Stirring' as an action
causing liquid to agitate is adopted for COSMO.
Mixing is not required.
SUMO: Any instance of LiquidMotion which is also an
instance of Combining two or more Liquids.
bd5899a3-9c29-11b1-9dad-c379636f7270
The collection of #$MusicalInstruments with
strings which are made to vibrate (via bowing, plucking or
striking) to produce sound.
SUMO: A MusicalInstrument which is played by
striking strings, either directly as with a guitar or indirectly via keys
as with Pianos.
bd58d7b7-9c29-11b1-9dad-c379636f7270
A specialization of #$HumanActivity,
#$KillingByOrganism, #$SingleDoerAction, and
#$PurposefulAction. Each instance of #$Suicide is an event
in which a person intentionally causes its own death.
SUMO: Any instance of Killing where the agent and
the patient are identical.
c10aec61-9c29-11b1-9dad-c379636f7270
The collection of instances of
#$PersonWithOccupation that are licensed professionals,
e.g., doctors and lawyers.
be91b035-9c29-11b1-9dad-c379636f7270
An instance of #$PersonTypeByOccupation, and a
specialization of #$PersonWithOccupation. Each instance of
#$Doctor-Medical is a person with a certain type of
education in the field of medicine (usually such a person
has obtained an MD degree) who is professionally licensed to
practice medicine.
The Profession of being a medical doctor, i.e. having
attended medical school and being licensed to practice medicine.
bd58eb55-9c29-11b1-9dad-c379636f7270
The Cyc term for 'MedicalDoctor'.
Surgeons are doctors who specialize in the branch
of medicine concerned with the diagnosis and treatment of
injuries and pathological conditions requiring manual or
instrumental operative procedures.
SUMO: The Profession of being a surgeon, i.e. being a
medical doctor who specializes in performing surgical operations.
bd58e811-9c29-11b1-9dad-c379636f7270
SUMO: A WaterArea in which water does not flow
constantly or in the same direction, e.g. most lakes and ponds..
a wooded area is a Region of space place with a lot of trees.
Some wooded areas are in inhabitated regions. Some are not.
For example, the area to the west of MCC is a wooded area
that is adjacent to `civilized' areas. #$Forest, on
the other hand, is a specialization of #$WoodedArea.
Members of this collection are large expanses most of which
are very far from any civilized region.
c0ed047b-9c29-11b1-9dad-c379636f7270
A geographical region outside cities or suburbs.
Ruralness is an intrinsic property of these areas, i.e.
every piece of a #$RuralArea is an instance of #$RuralArea.
bd588483-9c29-11b1-9dad-c379636f7270
A region that is not populated, and is not
developed (except for the occasional log cabin, etc.)
be00c5c5-9c29-11b1-9dad-c379636f7270
A specialization of #$GeographicalRegion. The
collection of all forests.
c1501a5a-9c29-11b1-9dad-c379636f7270
A GeographicalArea - a Region of space -
that has standing water for some part of the year,
and also some vegetation. This includes swamps which
may be dry some part of the
year, and tidal marshes, which may be wet all year, so
the degree of wetness is not a constant.
Cyc: The collection of all portions of wetlands.
be1f063a-9c29-11b1-9dad-c379636f7270
A Region in which are sections of BodyOfWater,
interspersed with portions of land and vegetation, including trees.
Cyc: An area characterized by shallow water,
vegetation, small patches of dry land, mud.
SUMO: Swamp is a subclass of StaticWaterAreas that are
stagnant and relatively shallow. They are situated in low, wet land with
grasses and possibly trees as vegetation.
c10c27c6-9c29-11b1-9dad-c379636f7270
SUMO: A FluidContainer that is filled with Water
and that is used for Swimming.
f1a9b060-68fe-11d6-9e69-0002b34b8539
A collection of the collections of #$Weapons which
are normally used in hand-to-hand combat.
be89351f-9c29-11b1-9dad-c379636f7270
This is the subcollection of #$Weapons capable of
killing a person when used as intended.
f7ca793e-61ce-11d6-8000-0090279a5907
Single-user, hand-held personal weapons designed
to be carried on the person; typically carried in a special
holder that the person wears.
c1009a61-9c29-11b1-9dad-c379636f7270
The collection of all hand held #$Weapons with
blades (see #$BladeOfADevice). This includes as subsets
#$Swords, #$Daggers, and bayonets. Weapons such as the
knives attached to the wheels of Ben Hur's chariot are
not included in this collection because they are not hand held.
c137d0b3-9c29-11b1-9dad-c379636f7270
The weapon used for hand-to-hand fighting.
SUMO: A Weapon with a long blade and covered
handle.
58ffd7-9c29-11b1-9dad-c379636f7270
COSMO: a generic driver, including taxi drivers
bus drivers, truck drivers, airplane pilots, train engineers,
and drivers of horse-drawn carriages.
bd58be00-9c29-11b1-9dad-c379636f7270
A person whose task it is to translate
spoken language from one language to another. An
interpreter need not be a professional, but could
be a bilingual person pressed into service for a
specific occasion. This is distinguished from a
translator, who primarily translated written or recorded
documents.
A person whose task it is to translate
written language from one language to another. The
difference between Translator and Interpreter is one
of concentration - an Interpreter mostly converts
spoken language in real time, a Translator mostly
converts written language. See 'Interpreter'.
The collection of people who work aboard an
aircraft in flight and assist either in flying it or in the
service or task it performs.
bece6d4c-9c29-11b1-9dad-c379636f7270
Person who has been trained to fly certain kinds
of aircraft, and does so regularly on a professional basis.
Strictly speaking, a collection of temporal subabstractions
of people, where the time interval involved in each case is
the duration of professional service.
bd58caee-9c29-11b1-9dad-c379636f7270
Cyc: Person whose job is to drive important
people/people with bucks around in big cars.
COSMO: also applied to the driver of a rented limousine,
but not a taxi.
bd58d87a-9c29-11b1-9dad-c379636f7270
bd590052-9c29-11b1-9dad-c379636f7270
Elements are people who drive taxis as an occupation.
bd58cc85-9c29-11b1-9dad-c379636f7270
SUMO: An Automobile which is used to transport people
on short trips in exchange for a fare.
NOTE: a Taxi is not necessarily designed as such,
therefore it should be a Role.
be01fae9-9c29-11b1-9dad-c379636f7270
COSMO: this is s piece of connective tissue,
an object, not a substance.
Cyc: The #$Collection of all instances of
#$ConnectiveTissue. Subsets of this collection include
#$Aponeurosis, #$Tendon, Fascia, Collagen, etc.
bfe68181-9c29-11b1-9dad-c379636f7270
Connecting tissue between muscle and bone.
SUMO: Tissue that connects Muscle to Bone.
bd58de7c-9c29-11b1-9dad-c379636f7270
SUMO: An aggregation of similarly specialized Cells
and the associated intercellular substance. Tissues are relatively
non-localized in comparison to BodyParts, Organs or Organ components.
The main features of Tissues are self-connectivity (see
SelfConnectedObject) and being a homogeneous mass (all parts in the
same granularity are instances of Tissue as well).
COSMO note: this is a substance, not any particular object.
A specialized finger opposed to the other fingers
of the hand which allows the hand to grasp objects.
SUMO: The thick, short Finger of each Hand.
bd58d56e-9c29-11b1-9dad-c379636f7270
The collection of (normally paper) document
denoting that a person (either the bearer or a named person)
has the right to obtain a specified type of service or
object. A card that permits multiple services or objects to
be received is not an instance of #$Ticket. An electronic
ticket is a different type of record of such an
authorization - not a type of #$Ticket. Common types of
ticket entitle the bearer to admission to educational events
or to transportation on a common carrier.
SUMO: A Certificate that allows the holder to perform
a specified act once, e.g. ride a bus, attend a concert, obtain a prize,
etc.
bd58d45f-9c29-11b1-9dad-c379636f7270
An object, often round like a coin, that
can be used as tender for certain purposes, such as subway rides,
tolls, etc..
A Coin is an item of currency valid as tender in
some governmental jurisdiction. It is usually a small
round disk, but can have other shapes.
An instance of #$ExistingStuffType and a
specialization of #$PlantProduct. Each instance of
#$Tobacco is a #$Mob of dried and shredded leaves of the
#$TobaccoPlant. #$Tobacco is primarily used for #$Smoking.
SUMO: A FloweringPlant containing nicotine whose leaves
are dried and then smoked or ingested.
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A specialization of #$PhysicalDevice. Each
instance of #$PlumbingFixture is a device whose primary
function is to be a functional, significant part of some
plumbing system (see the constant
#$PlumbingSystem-Building). Notable specializations of
#$PlumbingFixture include #$Pipe-Plumbing, #$Toilet, and #$ShowerHead.
bd58f57a-9c29-11b1-9dad-c379636f7270
A container with sides and bottom, but open at the
top. The sides and bottom of instances of #$Basin are
usually impermeable to liquids. Instances of #$Basin may be
bowl-shaped, box-shaped, etc.
bd589051-9c29-11b1-9dad-c379636f7270
The collection of all tubs - containers whose
height and width are roughly equal, which have no top, and
which frequently have a lipped edge.
c0fd6687-9c29-11b1-9dad-c379636f7270
The collection of all #$Tubs primarily used for #$TakingABath.
bd589bb6-9c29-11b1-9dad-c379636f7270
The collection of modern 20th century
western-style toilets.
NOTE: it is designed with a water-filled bowl
so that a person can eliminate while
sitting on the bowl (usually on a toilet seat
on the bowl). This differs from the squat-style toilets found
in many places, and from stand-up urinals.
SUMO: A Device for urination and defecation.
bd58d89d-9c29-11b1-9dad-c379636f7270
The marker at a grave usually detailing the name,
date of birth and date of death of the person buried there.
c0fce184-9c29-11b1-9dad-c379636f7270
A place which has been used or is intended to be
used as a place to store the remains of a dead person or person.
This is a physical object, not a region.
c10c369c-9c29-11b1-9dad-c379636f7270
The collection of all tombs: structures in which
(or under which) the dead bodies or other remains of persons
are deposited. A #$Tomb acts as a #$MemorialMarker of the
dead within. Note: A #$MemorialMarker or #$Monument in
which (or under which) the honored person was never buried
or deposited is not a #$Tomb. See also #$TombOfFn.
SUMO: A StationaryArtifact which is meant to contain someone
who is Dead.
c10c36a7-9c29-11b1-9dad-c379636f7270
A stately and magnificent tomb. The word is
taken from the magnificent tomb erected at Halicarnassus
in Asia Minor arounf 350(?) B.C., which was one of the
Seven WOnders of the Ancient World. In COSMO usage it is
an above-ground structure large nough for people to enter,
i.e. a building. It does not have to be magnificent.
Examples that are magnificent are the Gur Emir Mausoleum in Samarkand
and the Taj Mahal.
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The famous conqueror of much of western Asia,
his remains reside in the Gur Emir Mausoleum in Samarkand.
20000
20000
The Taj Mahal (meaning 'Crown Palace'). Built over 20 years
by the Mughal (Mogul) Emperor of India, Shah Jahan (died 1666 A.D.),
in memory of his beloved wife Mumtaz Mahal. It was completed in 1648 A.D.
and is considered one of the most beautiful buildings in the world.
It houses the bodies of Mumtaz Mahal and Shah jahan. For more information, see:
http://www.islamicity.com/Culture/Taj/default.htm.
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COSMO: A free-standing Memorialmarker, which can
be as small as a small grave marker, but should be fixed
in the ground. Cyc requires it to be large, but COSMO and SUMO do not.
Therefore it is not necessarily a Landmark, as in Cyc, but
could be one of many gravestones in a cemetary..
Cyc: A specialization of #$MemorialMarker. Each
instance of this collection is a #$MemorialMarker which is
truly monumental - large, imposing, and awe-inspiring. See
also the predicates #$artifactHonors and #$monumentHonors.
SUMO: A StationaryArtifact whose purpose is to commemorate
a person, animal or event.
c10c2d40-9c29-11b1-9dad-c379636f7270
A relatively small Monument that marks a single
grave or small number of graves, though each grave may contain
the remains of more than one person.
A relatively small Monument that marks a single
grave or small number of graves, though each grave may contain
the remains of more than one person. Same as Gravestone
A cavity in the ground (or a construction on top
of the ground) where the body or other remains of an animal
(usually a person is contained. This is a specialization of
'Tomb', which could be above or below ground. A Grave
must be below ground.
In Cyc called 'Grave-Modern'
Cyc: The site where a dead person is buried.
c0fcd15c-9c29-11b1-9dad-c379636f7270
The collection of sheets of cloth or paper
manufactured and used primarily to dry objects.
SUMO: A piece of Fabric which is used for Drying.
bd589ad4-9c29-11b1-9dad-c379636f7270
A Towel made of cloth.
A Towel made of paper.
SUMO: An Organ of Plants whose main purpose is
photosynthesis.
SUMO: The stem of a Plant or any shoot arising from
the stem of a Plant..
The collection of all tree branches - which
ordinarily make up the canopy of a tree.
SUMO: Any PlantBranch which is part of a
BotanicalTree.
c1006b20-9c29-11b1-9dad-c379636f7270
A specialization of #$RoadVehicle. Each instance
of #$Truck is a road vehicle designed to carry both
passengers and (relatively heavy) cargo. A typical instance
of #$Truck has a cab area for the driver, as well as a large
cargo area separate from the cab. The cargo area of a truck
may be open (as in many instances of #$PickupTruck) or
closed (as in most instances of #$SemiTrailer-Truck). Some
specializations of #$Truck are #$DumpTruck, #$FireTruck, and #$GarbageTruck.
COSMO: a truck must be designed for use so that the cargo
area has a larger capacity than the passenger area. IF a truck is converted
for primarily passenger use, it will become a Passenger vehicle by
virtue of the secondary manufacturing process.
SUMO: Truck is the subclass of RoadVehicles that
are designed primarily for transporting various kinds of non-passenger
loads. Truck is the class of single-bodied trucks or TruckTractors.
Note: TractorTrailer combinations are a distinct class.
bd58b381-9c29-11b1-9dad-c379636f7270
Vehicles used for hauling semitrailers or other
freight trailers such as tankers or car carriers.
SUMO: TruckTractor is the subclass of Trucks
that are used to tow truck trailers. Truck tractors are the cab portions
of tractor-trailers. See also TruckTrailer.
c10097a1-9c29-11b1-9dad-c379636f7270
A wagon, van, box, etc. designed to be pulled by
an automobile, truck. etc.
NOTE: wagons, designed to be pulled by animals, are not
'Trailers' in COSMO.
bd5892ac-9c29-11b1-9dad-c379636f7270
A #$DeviceTypeByFunction. Each instance of
#$MaterialTransporter is a #$TransportationDevice whose
#$primaryFunction is to move a #$LiquidTangibleThing (e.g. a
large amount of #$Oil) or a #$Group of #$InanimateThings
(e.g. a (#$MobFn #$LogOfWood)) from one place to another.
Specializations include #$GarbageTruck, #$Barge, and
#$Wheelbarrow. Note that many #$MaterialTransporters
<i>can</i> be used to transport people or
animals; but this is not their primary function.
#$WreckerTruck is not a specialization of
#$MaterialTransporter, since the #$primaryFunction of a
#$WreckerTruck is to tow a single #$RoadVehicle (not a #$Mob
of them). Two borderline cases are #$PickupTruck and #$Forklift.
cb2f4306-aa78-41d8-9d71-a4edbed54682
Typical detached semitrailer for hauling dry freight.
SUMO: TruckTrailer is the subclass of Trailers
that are towed by TruckTractors. These are the trailers used in
tractor-trailer (semi-trailer) rigs.
bd58ed6f-9c29-11b1-9dad-c379636f7270
COSMO: This is the generic turbine, which could
take fluid flow and convert it to either mechanical or
electrical forms of energy. That is the Cyc interpretation.
But the turbine that produces electricity first converts the
flow to rotation, so the SUMO interpretation that it must be an
'Engine' (putting out mechanical power) is also correct.
Cyc: The collection of all #$Turbines. Instance of its
spec, #$TurbineEngine, expend #$EnergyStuff to generate
#$Translation-Flow while instance of other specs, e.g.
#$HydroPoweredTurbine use #$Translation-Flow to generate #$Electricity.
SUMO: An Engine which converts the kinetic energy of a moving
Liquid (typically Water) into mechanical energy.
fc32e592-df75-11d6-9e16-0002b3a331b1
A chemical compound that is one of the
constituents of urine. It can be synthesized from ammonia
and carbon dioxide. Urea is used in many products,
including fertilizer and beauty products.
COSMO: interestingly, though Urea was the first 'organic substance'
(i.e. substances thought to be made only by living things),
to be synthesized from non-organic materials, it does not fit
the definition of 'OrganicCompound' in COSMO, since the carbon of
Urea is not bonded to either another carbon or a hydrogen.
Fancy that!
SUMO: Urea is a dry, soluble, nitrogenous substance
that is the major solid component of the urine of mammals, and which
may be synthesized from ammonia and carbon dioxide; it is useful in the
production of Plastic and in Fertilizers.
c0fbaadc-9c29-11b1-9dad-c379636f7270
Tubular, branching vessel which carries blood to
the heart from the body.
SUMO: Any BloodVessel which transfers Blood from
the extremities of the body to the Heart.
bd58e45a-9c29-11b1-9dad-c379636f7270
SUMO: A StringInstrument that has four strings, a hollow
body, and is played on the shoulder with a bow.
c10b675a-9c29-11b1-9dad-c379636f7270
SUMO: A StringInstrument that has six to twelve strings and
is played by strumming with one hand while grasping frets with the other hand.
COSMO note: In Cyc there are specializations for purely
acoustic, electric, and electric-acoustic guitars,
as well as 12-string versions. This is the most generic
type, called 'Gujitar-Generic' in Cyc.
c10aeca6-9c29-11b1-9dad-c379636f7270
The Cyc term for the most generic 'Guitar'.
SUMO: An AlphabeticCharacter that denotes a speech sound that
does not result in audible friction when it is pronounced.
NOTE: in SUMO called just 'Vowel'. That term is
used in COSMO for the phoneme.
Collection of #$Vowels. Vowel are those sounds
produced when nothing in the vocal tract is obstructing the
airflow. Example: The English letter a represents a vowel.
COSMO note: SUMO-CYC difference in term usage.
NOTE: this is the phoneme. The class of alphabetical characters
that are vowels is represented by the Type 'VowelCharacter'.
bdfb381c-9c29-11b1-9dad-c379636f7270
The collection of all vultures.
SUMO: A diurnal bird of prey with a bald head that
feeds on carrion.
bd58c56b-9c29-11b1-9dad-c379636f7270
#$Wagon is a specialization of
#$TransportationContainerProduct,
#$WheeledTransportationDevice, and #$MusclePoweredDevice.
Each instance of #$Wagon is a relatively small non-motorized
wheeled device (usually with two or more wheels) used for
moving goods. Instances of #$Wagon are usually
human-powered or animal-powered.
SUMO: A Landcraft that is not self-propelled, but must be
pulled by either an Animal or a self-propelled Vehicle to move along the
ground.
c0fd662e-9c29-11b1-9dad-c379636f7270
SUMO: A Device which has the form of a staff with
a handle and which enables some people to walk with greater assurance.
c0fd6352-9c29-11b1-9dad-c379636f7270
This is the interior wall of a structure. For other types of walls,
use 'Wall-GenericBarrier'.
COSMO: This is a piece or pieces of Wallpaper, not a
substance. This includes 'Wallpaper' which is not
paper, for example fabric wall coverings and
plastic-based wall coverings. This term might change,
if it causes confusion.
Cyc: The generic material called wallPaper.
SUMO: Any decorative paper that is used to cover the
Walls of Rooms.
bd59087b-9c29-11b1-9dad-c379636f7270
SUMO: A Building which is intended for
organizational activities, e.g. retail or wholesale selling, manufacturing,
office work, etc.
Also: (subclass CommercialBuilding PlaceOfCommerce).
Buildings where people (or businesses and
corporations) store things ususally in bulk. Generally this
refers to commodities of some sort.
SUMO: A very large CommercialBuilding whose purpose is
to store commodities.
bd58e21e-9c29-11b1-9dad-c379636f7270
Any solid material considered worthless and
ready to be disposed of. Also called 'Garbage' and 'Refuse'
A common term for 'Trash'.
Containers used to hold garbage.
bd58d44e-9c29-11b1-9dad-c379636f7270
The collection of all wastebaskets.
SUMO: A Container which is used for trash.
bd58ded2-9c29-11b1-9dad-c379636f7270
The collection of trash bags
bd58ea59-9c29-11b1-9dad-c379636f7270
SUMO: Any Substance of high molecular weight that resembles
beeswax.
bd58b409-9c29-11b1-9dad-c379636f7270
SUMO: A Weapon that consists of a thin strand of
Fabric, usually Leather, and a handle by which the strand is
impelled at a high rate of speed.
bda16c02-9c29-11b1-9dad-c379636f7270
SUMO: BloodCells that lack hemoglobin, contain a
CellNucleus, and have no color.
bee3a39a-9c29-11b1-9dad-c379636f7270
SUMO: A BotanicalTree of the genus Salix.
bd58a8eb-9c29-11b1-9dad-c379636f7270
#$WindPoweredDevice is a specialization of
#$KineticEnergyPoweredDevice. Each instance of
#$WindPoweredDevice is powered by the wind. Specializations
of #$WindPoweredDevice include #$Windmill and #$Sailboat.
bd58ff2d-9c29-11b1-9dad-c379636f7270
a tall and thin fixed free standing stucture.
c0f2bc50-9c29-11b1-9dad-c379636f7270
An instance of #$ArtifactTypeByGenericCategory and
a specialization of #$WindPoweredDevice. Each instance of
#$Windmill is a #$Tower with multiple rotating #$Vanes
mounted on it, used for #$GeneratingPower from the wind (see #$WindProcess).
SUMO: Windmill is the subclass of Engines that
produce mechanical power from Wind energy.
bd58e2fa-9c29-11b1-9dad-c379636f7270
COSMO a Window is the solid, sheetlike,
usually planar but possibly curved object that forms the
barrier in the opening called a 'Window', which in Cyc
and COSMO is a type of 'Portal'. A 'Window' includes both the
glass (or plastic) and the frame in which the glass is
set. The glass is a WindowPane. A screen in a Window opening
is not a Window.
Cyc: (WindowThePortalCovering) The physical object which 'covers' or
fills in the #$WindowPortal. It is a physical barrier, but
because it is made primarily of glass, it allows light to enter.
SUMO An Artifact composed of transparent glass or
plastic that admits light (and possibly air) into a Room, Building
or Vehicle.
bd589e6e-9c29-11b1-9dad-c379636f7270
SUMO: Any Window which is part of a Vehicle,
e.g. the Windshield and RearWindow of an Automobile.
Windows of cars
bd589d23-9c29-11b1-9dad-c379636f7270
COSMO: a Window located in fron the the driver, or
front passenger, in a vehicle. Nor restriucted to cars.
SUMO: Any VehicleWindow which located at the front
of an Automobile.
c1006313-9c29-11b1-9dad-c379636f7270
SUMO: An AlcoholicBeverage that is prepared by fermenting
the juice of grapes.
bd589817-9c29-11b1-9dad-c379636f7270
A room in a house where things normally get
repaired. Probably contains a workbench.
SUMO: A Room, suite of Rooms or Building which is
devoted to hand-crafting Artifacts.
bd589f74-9c29-11b1-9dad-c379636f7270
Flexible joint between the hand and the forearm.
SUMO: The joint in the Arm connecting the radius and carpal
bones.
bd58e772-9c29-11b1-9dad-c379636f7270
A UnaryFunction that maps an Object or Process to the exact TimeInterval during which it exists. Note that, for every TimePoint ?TIME outside of the TimeInterval (WhenFn ?THING), (time ?THING ?TIME) does not hold.
(WhenFn Physical)
#$GovernmentalOrganization is a specialization of
#$Organization. Each instance of #$GovernmentalOrganization
is an organization that is governmental, either departments
of one particular government (e.g., the
#$FederalCommunicationsCommission) or confederations or
cooperative groups consisting of different governments or
representatives from a number of different governments
(e.g., #$OPEC). Because instances of
#$GovernmentalOrganization cannot properly be said to have
owners (rather, they have members), they are not instances
of #$CommercialOrganization, and, hence, the two
collections, #$GovernmentalOrganization and
#$CommercialOrganization, are disjoint.
bf71ca9a-9c29-11b1-9dad-c379636f7270
#$LegalGovernmentOrganization is a specialization
of #$GovernmentalOrganization and #$LegalAgent. Each
instance of #$LegalGovernmentOrganization is an organization
which is a part of, and funded by, the government of a
geopolitical entity. Examples include the
#$InternalRevenueService, #$UnitedStatesNavy, and
#$CityCouncilOfAustin (TX). Some instances of
#$LegalGovernmentOrganizations have legal standing in courts.
COSMO note: This seems to be useful for distinguishing
official government organizations with statutory
standing from ad-hoc organizations created by fist of
some larger organization.
bd588aa6-9c29-11b1-9dad-c379636f7270
A Cyc concept that has been merged with 'GeopoliticalEntity'.
Cyc: A specialization of #$LegalGovernmentOrganization.
Each instance of #$RegionalGovernment is a government
organization that controls a particular geopolitical region
(e.g. a country, state, city, or county). Governmental
organizations focused on a single type of control, e.g., a
border patrol, are not instances of this collection.
Specializations of #$RegionalGovernment include
#$CountyGovernment and #$GovernmentOfCountry.
c10aed16-9c29-11b1-9dad-c379636f7270
The ruling body of a GeopoliticalArea, a subtype of Organization.
CountryGovernment is the Organization that form the Governemtn of a country (=nation) and controls the CountryRegion of that Country.
From Cyc: A specialization of #$GeopoliticalEntity. Each instance of #$Country
is a nation-state having its own territory, population, and government, whether or not it is fully independent. For example, #$Scotland is an instance of #$Country, even though it is a part of the #$UnitedKingdomOfGreatBritainAndNorthernIreland. See also the important specialization #$IndependentCountry.
c10aef08-9c29-11b1-9dad-c379636f7270
CityGovernment is the Organization that is the government of a City
and has jurisdiction over the CityRegion.
From Cyc: #$City is a specialization of #$GeopoliticalEntity and #$UrbanArea.
Each instance of #$City is a local human settlement which has its own government.
This includes cities, towns, suburbs, villages, hamlets, and townships, as long
as they have their own governments. A city government is usually mostly autonomous
from the governments of its surrounding regions, rather than being a sub-organization
of them.
InchMercury is a UnitOfMeasure for barometricPressure. It is used
to express the number of inches of mercury supported in a mercurial
barometer by the surrounding air pressure.
COSMO note: In Cyc Holiday is an action, in SUMO a recurring
time interval. We retain the SUMO time interval for the meaning
of 'Holiday' and rename the Cyc concept 'HolidayEvent'.
Cyc: A specialization of #$HumanActivity. Each
instance of #$Holiday is an event featuring social
celebrations and/or rituals. Instances of #$Holiday
typically last for one day (see the constant #$DaysDuration)
and typically coincide with some day of the year (see the
constant #$CalendarDay). However, some instances of
#$Holiday (such as the instances of #$ChanukkahHoliday or
#$Oktoberfest-Holiday) last for several days. While
instances of #$Holiday are often annual events, they may
also be one-time events or scheduled in some other manner.
They are also contextual, as different nationalities and
ethnic groups celebrate different ones.
bd58a9b5-9c29-11b1-9dad-c379636f7270
COSMOnote: In SUMO, Holiday is a time interval, in Cyc an Event. This
type is the SUMO time interval. Holiday is the class of time periods
that are observed as holidays in a country,
culture, or religion. Holidays may recur annually on the same date, or they may
be moveable, for example, Thanksgiving Day falls on the last 'Thursday' of each
November.
COSMOnote: In SUMO, Holiday is a time interval, in Cyc an Event. This
type is the SUMO time interval. A MovableHoliday is the class of
that are observed as holidays by a particular name and identity, but
do not fall on the same date very year. An example is Thanksgiving Day in the USA,
which falls on the last 'Thursday' of each November.
A Number that has the form: x + yi, where x
and y are RealNumbers and i is the square root of -1.
MassMeasure that is also known as the gram-atom. Defined as the mass in grams of 1 Mole of pure substance. For example, 1 AtomGram of Carbon 12 will be 12 Grams of pure Carbon 12. 2 AtomGrams of the same substance will be 24 Grams of it. This is an unusual unit in that it is essentially 1 Mole of 'stuff' measured in grams, so that the actual value (i.e. mass) depends on the type of substance.
A specialization of both #$BodyOfWater-Large and
#$SeaWater. Each instance of #$Sea is a body of salt water
as large as (or larger than) a lake. Instances of #$Sea
include #$PacificOcean, #$IonianSea, #$EastChinaSea, and #$BlackSea.
COSMO note: Some lakes having 'Sea' in the name are
actually composed of fresh water. The term 'Sea' in COSMO
is used specifically for bodies of salt water, hehter
they are or are not connected to an ocean, and large fresh
water lakes are not instances. The Dead Sea is be an
instance, as are all the oceans and the seas
and bays connected to the oceans.
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SUMO: Ocean is the class containing the oceans that are
the major subdivisions of the WorldOcean. According to the International
Hydrographic Association, there are five oceans: the AtlanticOcean,
PacificOcean, IndianOcean, SouthernOcean, and ArcticOcean.
Note: The largest oceans, the Atlantic and Pacific, are subdivided into
Northern and Southern regions, but those regions are not separate Oceans
in that classification.
Cyc: A specialization of #$Sea. Each instance of
#$Ocean is one of the oceans of the world. This includes
#$TheOceanSea, the interconnected expanse of salt water
covering 71% of the Earth's surface, and of which the
other oceans are subregions. Examples: #$AtlanticOcean,
#$ArcticOcean, #$IndianOcean, #$PacificOcean.
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Any Number that is the result of multiplying a RealNumber by the square root of -1.
(ImaginaryPartFn ComplexNumber)
(ImaginaryPartFn ?NUMBER) returns the part of ?NUMBER that has the square root of -1 as its factor.
An instance of #$BiologicalClass, and a
specialization of #$Vertebrate. Each instance of #$Bird is
an air-breathing, warm-blooded, winged animal covered with
feathers. Members of most, but not all, species of bird can fly.
SUMO: A Vertebrate having a constant body temperature
and characterized by the presence of feathers.
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From Cyc: The collection of all supernatural beings, including gods, angels, devils, demons, ghosts, spirits, banshees, fairies, elves, and woodland sprites (e.g. the mischievous Puck). Instances of #$SupernaturalBeing might be immortal or mortal, good or evil, intangible or partially tangible.
A CodingAuthority is an Authority who has created a CodeList.
wasAssignedByAuthority is a general relation
relating any a number of type of things to the Authority
that assigned those things, commonly rules.
Note that the object of this relation is 'IntelligentAgent',
not the more specialized 'Authority'. This is because
the assignment of some rule or specification may be done
bu an agent who adopts the 'Authority' role for a particular
situation, rather than doing that as one of a routine series
of actions in some recognized and formal 'Authority' role.
codeWasSpecifiedByAuthority relates a CodeString
to the CodingAuthority that assigned it.
This relation is a specialized subProperty of 'wasCreatedBy',
and although an identical String may have been created
by some other Agent, the specific CodeString in a Code
is considered to be 'created' by the Authority that created
the Code; therefore the CodeString is a different individual
from any other similar String that may exist.
This individuality will be evidenced by the convention
that the unique label for a CodeString will be a concatenation
including the name (or acronym) of the CodeTable as well as the
string which is the same as the CodeString, thus
forming a unique label..
Each CodeString is an AbstractString that represents a Code that was
created by some CodingAuthority to represent some other word, phrase, or concept.
Every CodeString must be part of a CodeList and must have a CodingAuthority who
created it, defined it, and maintains it. What is commonly called a 'Code' is
here referred to as a CodeString. A CodeString may be a number.
NOTE: that the name of each instance of CodeString in this ontology must be unique;
therefore, the name of the CodeString is created by prefixing
a code string prefix to the actual string that serves as the
code. The actual code itself can be recovered by using the
'representsCode' datatype relation.
NOTE that some CodeString might be assigned by more than one
CodingAuthority, meaning that the same code may mean different
things for different CodingAuthorities and on different
CodeLists. The meaning must be found by referencing the
specific CodeList used. In the event that the same code is
used in one system (ontology or application) to mean different
things, the amiguity must be resolved by specifying a
CodeList as the parent Type for each data instance represented
as a Code. This is important where numbers are used as
Codes in databases; each such number will be an instance of
a CodeString from a CodeList (which will often be represented as an
enumeration in a data model). Thus an enumeration in a
data model functions (and may be represented) as a CodeList.
COSMO-ToDo: The internal structure of codes and code lists had not
yet been fully described or axiomatized.
CodeNumber is a CodeString which is an IntegerString.
As a convention for convenience, each CodeNumber must be prefixed
by the capital letters 'CN', and the number itself will follow
those two letters. This permits the creation of individual CodeNumbers
as instance of this class, with legitimate individual names (numbers
alone are not permitted in OWL). A CodeNumber with 'CN' in the name
must conform to that syntax, so the system can recognize
the number even if it has no assigned system String.
NOTE that this convention is used because there is a distinction between
the representations of strings that are instances of an 'AbstractString'
Type and strings that are encoded as system datatypes, though they
are fundamentally the same conceotualk entities. This is an implementation
issue.
isPartOfCodeList relates a
CodeString to the CodeList in which it is defined. NOTE that each Code
in the CodeList contains both the CodeString and its definition, so
it is not correct to use the isInList relation to relate the CodeString
directly to the CodeList, rather each Code is related
by the isInList relation. This isPartOfCodeList relation forms
a shortcut, combining relations between the CodeString and
the Code and between the Code and its CodeList.
NOTE that some CodeString might be assigned by more than one
CodingAuthority, meaning that the same code may mean different
things for different CodingAuthorities and on different
CodeLists. The meaning must be found by referencing the
specific CodeList used. In the event that the same code is
used in one system (ontology or application) to mean different
things, the amiguity must be resolved by specifying a
CodeList as the parent Type for each data instance represented
as a Code. This is important where numbers are used as
Codes in databases; each such number will be an instance of
a CodeString from a CodeList (which will often be represented as an
enumeration in a data model). Thus an enumeration in a
data model functions (and may be represented) as a CodeList.
A CodeList is a list of Codes, each Code is a Group of elements
containing at least a CodeString and the meaning of the CodeString,
with possibly other elements The internal structure of a Code
not yet fully defined (v0.2). The relations should be:
(1) each CodeString is an element of a (Group) Code, and
(2) each Code isInList (some CodeList).
NOTE that some CodeString might be assigned by more than one
CodingAuthority, meaning that the same code may mean different
things for different CodingAuthorities and on different
CodeLists. The meaning must be found by referencing the
specific CodeList used. In the event that the same code is
used in one system (ontology or application) to mean different
things, the amiguity must be resolved by specifying a
CodeList as the parent Type for each data instance represented
as a Code. This is important where numbers are used as
Codes in databases; each such number will be an instance of
a CodeString from a CodeList (which will often be represented as an
enumeration in a data model). Thus an enumeration in a
data model functions (and may be represented) as a CodeList.
containsCode points from a CodeList to
one of the Codes it contains. The ontology name for
each Code will not be the same as the CodeString that
the Code (a list) will
contain, because of the great redundancy of code
strings, especially the numerical ones. As a
convention, the default will be to use a 'namespace'
prefix (or suffix) with some small number of
letters indicating which code list the Code is from.
containsCodeString points from a Code to
the CodeString it contains. The actual code used
in a database, form, or application will not be the
same as the CodeString that the Code (a list) will
contain, because of the great redundancy of code
strings, especially the numerical ones. As a
convention, the default will be to use a 'CodeListPrefix'
(a namespace prefix or suffix) with some small number of
letters indicating which code list the Code is from.
To find the actual code string used, the datatype relation
'representsCode' is used to point to a dataype string
that is the code itself, without the prefix.
The prefix itself will be specified by the
relation 'hasUniquePrefix', which will be
a string of characters that should be unique in the
ontology.
containsCodeDescription points from a Code
to a description of the meaning of the CodeString.
The description may be the name of an entity in the database,
or may be a free text describing the meaning of the code
in non-formatted language. The description may be simply an
expansion of the CodeString, which might be an abbreviated
form of he actual entity coded.
representsType points from a Code to
some Type or instance in the ontology that the CodeString
is intended to represent. Thus a CodeString
'PFC' could point to ontology element 'PrivateFirstClass',
a Role in a military organization. The Sex code 'SEX_M'
will point to 'MaleSex', an instance of Gender.
This is useful where the actual *description* of the
meaning of the Code in a CodeList is not lexically identical
to the name of the type or instance in the ontology.
representsType points from a Code or
CodeString to some instance in the ontology that the CodeString
is intended to represent. Thus a CodeString
'CC2_US' would point to the instance of
Country 'UnitedStatesOfAmerica'.
representsCode points from a Code or
a CodeString to the actual string of characters that is
used as the code. This relation is required because the name
of the code in a CodeList must have a CodeListPrefix.
The Code may in most cases be derivable from the name
by removing the prefix, but there may be characters
in the code not allowed in ontology element names,
and these will have to be represented in a datatype string.
codeHasDescription points from a Code to
the description of one of the CodeStrings
it contains. This is a datatype relation that can be
used for computational convenience when the
descriptions do not actually directly represent
entities in the ontology.
Each CodeListPrefix is an AbstractString that
is unique in the ontology, and serves as a prefix that
will make each CodeString represented in the ontology as a
unique ontology element, with a unique meaning, even if
the string of characters constituting the CodeString
is used many times over with
different meanings.
The prefix used for the codes that identify a
language - mostly used for human languages.
The prefix used for the codes that identify the
sex of an animal. common examples will be 'SEX_M' for
'MaleSex' or 'SEX_Female' for 'FemaleSex'.
The prefix used for codes or full terms that identify a
political organization. Different political organizations
(e.g. political parties) in different countries may have the
same name, and can be distinguished by using this prefix.
The prefix used for the codes that identify a
human race.
The prefix used in the terms that label a 'DateTimeExtendedGroup'.
For example, June 1, 2000 in New York City would be DTEG20000601Z-5.
This is not strictly a CodeListPrefix, but is created here as a
means to reserve that string for use in DateTimeExtendedGroups, and
avoid accidental confusion with a CodeListPrefix having those characters.
No underscore is needed, as the next character will always be a digit.
The prefix used for terms which represent instances of
numbers, or which begin with numbers, such as 'N_25PerCent' to represent
the quantity '25 per cent'. One can, for example,
create an instance of Number 'N_3.14159' to represent an
approximation to pi, or 'N_2' to represent the number 2.
Fractions may be represented by inserting a dollar sign
between the numerator and denominator, e.g. five-fourths
would be represented by 'N_5$4'.
The prefix used for words and phrases of the English
language Phrases will have an underscore in place of a space.
A double underscore will represent one underscore. There is
no way to represent multiple spaces between words of a phrase..
The prefix used for Dimensionality values.
'DIM_3' would be 3-dimensional.
The bare number may be used if the datatype relation
'hasDimensionalityNumber' is used instead of 'hasDimensionality'.
The prefix used for Cardinality values.
Every instance of Pair would have a cardinality of 'CARD_2'.
The bare number may be used for a Cardinality if the datatype
relation 'hasCardinalityNumber' is used instead of 'hasCardinality'
The prefix used for terms derived from the NIEM universal core model.
The prefix used for terms derived from the NIEM common core model.
The prefix used in the terms that label a DateTimeInterval.
The prefix used in the terms that label a TelephoneNumber.
The number can be any legal number, with or without hyphens to
delimit the fields. Nation code prefixes should be followed by a
dollar sign rather than a hyphen.
The prefix used in the terms that label a URI.
The prefix used in the terms that label a US postal ZIP code,
which will be five or nine digits, optionally separated by a hyphen
delimiter for readability.
The prefix used in the terms that label a URL.
The prefix used in the terms that label a CellPhoneNumber.
The prefix 'CEL_' rather than 'CELL' is used to avoid confusion with
biological cells.
The prefix used in the terms that label a CodeNumber.
For example, the code number '0' (which is often used in database
tables) would be named 'CN0'.
This code prefix is not strictly a CodeListPrefix, but is created here as a
means to reserve that string for use in CodeNumbers, and
avoid accidental confusion with a CodeListPrefix having those characters.
The prefix used in the terms that label an Address.
The prefix used in labels for the Address of a building.
The prefix used in front of ISO3166 numerical country codes.
hasUniquePrefix points from a CodeList to
a prefix string which is unique in the ontology,
and serves to make each CodeString unique in the
ontology. By making this an AbstractString (a first-class
ontology Type) rather than a datatype string,
the ontology mechanism can enforce the uniqueness
requirement automatically.
The Code itself (a Group of CodeString, CodeDescription, and
perhaps other elements) will by default be
prefixed by the CodeListPrefix, folowed by an
underscore, but the CodeString will have the CodeListPrefix
used as a suffix (afer an underscore), so that
the proper code string can be extracted by taking the
substring of the CodeString, up to the last underscore.
A CodeEnumeration is an Enumeration (of
code strings) contained in a database model or schema, in
which the individual strings (or
numbers) are intended as codes representing something
else - for example, longer versions of the (abbreviated)
strings, or other entities which for some reason are
not referred to as full entities in the database.
NOTE that this is a list of CodeStrings, not of Codes.
A EntityEnumeration is an Enumeration contained
in a database model or schema, in which the individual elements
of the enumeration are entities represented elsewhere in the
database.
A CodeSpecification is an AbstractDocument that
contains a CodeList and will typically contain some other
explanatory materials such as who created the CodeList,
and how and in what circumstances the Codes are to be
used.
NOTE the restriction: every CodeSpecification contains
a CodeList.
A Code is an ordered Group of symbols, at least one of which is the CodeSymbol
(usually a CodeString) and at least one other being the explanation
or interpretation of the CodeSymbol (the 'CodeDescription'). We adopt the
convention that a Code is always part of a CodeList, even if there is
only one element in the List. A Code should never be used unless the
CodeList and CodingAuthority are also specified. A CodeList will
sometimes be included in a CodeSpecification, which has additional
explanatory information on the usage of the CodeList. But a Codelist
may simply be a CodeTable in a database, which may have only two
columns, the CodeString and the CodeDescription; the CodingAuthority for
a CodeTable can be the DatabaseAdministrator.
NOTE: a system of encoding, often commonly called a 'Code' would
be termed a 'CodingSystem' - not yet described as of v0.3.
A CodeSymbol is an AbstractSymbol created for the purpose of serving
as the symbol element of a Code.
Each instance of CountryCode3 ia a 3-character
Code representing a Country, using ISO3166 codes. The name of the code, in order
to make it unique, should be prefixed by a 'CC3_' string.
The remainder of the string will be the actual CountryCode.
Each instance of CountryCode2 ia a 2-character
Code representing a Country, using ISO3166 codes. The name of the code,
in order to make it unique, should be prefixed by a 'CC2_' string.
The remainder of the string will be the actual CountryCode.
A CodeDescription is an AbstractString containing a description
or definition of the meaning of a COdeSymbol. Every Code must have
a CodeDescription.
In SUMO, code is always a number. In COSMO, it
is a String, because foreign codes may contain letters.
(hasPostalCode ?ADDRESS ?NUMBER) means that
the the postal code, e.g. zip code, ?NUMBER is part of the address ?ADDRESS.
Points to the PostalAddress of a Person, Group, Organization,
Building, or MailDrop. the PostalAdress can be named with a prefix 'ADDR_',
in which case the remaining part of the name of the address should be
parsable to create a usable postal address.
isInList relates some symbol to a List that contains
that symbol as an element.
SUMO (named 'inList' in SUMO): The analog of 'element' and 'instance'
for Lists. (inList ?OBJ ?LIST) means that ?OBJ is in the List ?LIST.
For example, (inList Tuesday (ListFn Monday Tuesday Wednesday)) would
be true.
A HullNumber is a CodeString assigned to an individual hull (the
essential component of a vessel) by its manufacturer, and
represented in some physical tag attached to the hull..
(LogFn ?NUMBER ?INT) returns the logarithm of the RealNumber ?NUMBER in the base denoted by the Integer ?INT.
(LogFn RealNumber PositiveInteger )
SI electric resistance measure. It is the electric resistance between two points of a conductor when a constant difference of potential of 1 Volt, applied between these two points, produces in this conductor a current of 1 Ampere, this conductor not being the force of any electromotive force. Ohm = V/A = m^2*kg*s^(-3)*A^(-2).
In OpenCyc called 'WaterTransportationDevice'.
A Watercraft is any artifact designed to move on or under the water,
including things like water skis and surfboards. This is the broadest category
of things used in any way to transport objects or people on the water
in any manner.
Cyc: A specialization of #$TransportationDevice, each
instance of which is a device used for transportation on or
through water. (It is thus not to be confused with a
collection of devices used for transporting water.)
Specializations of #$WaterTransportationDevice include
#$Ship and #$Sailboard. A particularly important
specialization is #$Watercraft : the collection of water
transportation devices that protect their passengers from
getting wet. See also the second-order collection #$WaterVehicleTypeByDesign.
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A specialization of #$WaterTransportationDevice
and #$TransportationDevice-Vehicle. Each instance of
#$WaterTransportationVehicle is a device which is both
self-powered and controlled in some fashion by a user, and
is used for transportation on or below the surface of water.
Specializations of #$WaterTransportationVehicle include the
collections #$CruiseShip and #$Submarine, but not
collections of non-#$SelfPoweredDevices such as #$Sailboat
or #$Rowboat.
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A Vessel is an artifact designed to transport things, whether objects or
people, on or under the surface of the water, to have a cavity that serves
as a container for the items transported, and to be able to float
stably in the water by itself without support. The last requirement
means that a Vessel must have a hull, and this eliminates water skis
and other marginal 'water transport' watercraft.
A vessel is not necessarily manned and does not have any lower or
upper limit of size. The Swan boats in the lake in Boston are vessels.
However, toy boats that are designed for play and not to actually transport objects
are not Vessels. Toy objects are representations of objects, rather
than subclasses of the objects they represent.
A ShipIdentifier is any AbstractSymbolicObject used to identify a ship
(vessel, watercraft). It is usually an AbstractString, but may be iconic. It can
be a name or a code assigned to a ship by a CodingAuthority. The
actual physical symbolic objects affixed to a ship as identification are
related to ShipIdentifier by the 'hasPhysicalRepresentation' relation..
A Predicate relating two items - its
valence is two.
Each recurringTimeInbterval is a group of TimeIntervals
which are specifie by some criterion. The most common are
days of the week, such as 'Sunday' or 'Monday', specifying those
days that are labeled as Sunday or Monday. Months also have names
that specify recurring intervals, and so do Holidays and specific calendar
dates such as 'January 1'. Some recurring time intervals move around
on the calendar, such as movable holidays.
DateTime is a temporal location which is a time interval
on the Universal time line, which is referenced to some
point in historical time. To represent a TimePoint, the corresponding
DateTimePoint can be used. The time interval may be represented
explicitly or implilcitly. The time interval can be represented
explicitly by specifying both the beginning and ending of the
interval using the relations relations 'hasStartingTimePoint' and
'hasEndingTimePoint'. When specifying time intervals by instances
of this category, the time interval may also be represented implicitly
by taking advantage of the 'truncation' formalism:
If only the date is specified, the time interval is one day
starting at 00:00 of the date
If date, hours, and minutes are specified, the time interval
is one minute starting at the beginning of the minute specfied.
If date, hours, minutes, and seconds are specified, the time interval
is the length of time starting at the beginning of the second or fraction
specified, and extending up to the time point that would be represented
by increasing the last digit of the time.
Thus, for time interval 2007-02-22T12:33:35.95
the interval starts at point 2007-02-22T12:33:35.95
and ends at the beginning of interval 2007-02-22T12:33:35.96
ans lasts for one-hundredth of a second.
The default format suggested allows representing both the date
and the time inteval (point) within that date, and disambiguated
time zone by either specifying the time zone
or assuming Greenwich mean time (UTC or Zulu), but also assuming
that the clock used is the NIST atomic clock signal.
The length of the time interval may be explicitly specified by using the
relations 'hasStartingTimePoint' and 'hasEndingTimePoint'
Relativistic effects on time, when relevant, must be handled
by specifying the clock which is used to measure the time.
This Type is the base conceptual type that should be assumed
is intended when some specification of 'Time Stamp' or
"datetime' is encountered in a data store.
The string format in which a DateTime can be represented should
at least support the WC3 standard which uses the format:
YYYY-MM-DDThh:mm:ss.sss
where YYYY is the year
MM is the month
DD is the day of the month
'T' is the literal 'T'
hh is the hour (24-hour clock)
mm is the minute
ss.sss is the seconds, which may or may not have a
decimal fraction.
From that reference, section 3.2.7:
[Definition:] dateTime values may be viewed as objects with integer-valued year,
month, day, hour and minute properties, a decimal-valued second property,
and a boolean timezoned property. Each such object also has one decimal-valued
method or computed property, timeOnTimeline, whose value is always a decimal number;
the values are dimensioned in seconds, the integer 0 is 0001-01-01T00:00:00 and
the value of timeOnTimeline for other dateTime values is computed using the
Gregorian algorithm as modified for leap-seconds. The timeOnTimeline values
form two related 'timelines', one for timezoned values and one for non-timezoned
values. Each timeline is a copy of the 'value space' of decimal, with integers given
units of seconds.
The 'value space' of dateTime is closely related to the dates and times described
in ISO 8601. For clarity, the text above specifies a particular origin point
for the timeline. It should be noted, however, that schema processors need not
expose the timeOnTimeline value to schema users, and there is no requirement that
a timeline-based implementation use the particular origin described here in
its internal representation. Other interpretations of the 'value space'
which lead to the same results (i.e., are isomorphic) are of course acceptable.
All timezoned times are Coordinated Universal Time (UTC, sometimes called
"Greenwich Mean Time"). Other timezones indicated in lexical representations
are converted to UTC during conversion of literals to values. "Local" or
untimezoned times are presumed to be the time in the timezone of some
unspecified locality as prescribed by the appropriate legal authority;
currently there are no legally prescribed timezones which are durations
whose magnitude is greater than 14 hours. The value of each numeric-valued
property (other than timeOnTimeline) is limited to the maximum value within
the interval determined by the next-higher property. For example, the day
value can never be 32, and cannot even be 29 for month 02 and year 2002 (February 2002).
Note:
The date and time datatypes described in this recommendation were inspired
by [ISO 8601]. '0001' is the lexical representation of the year 1 of the Common Era
(1 CE, sometimes written "AD 1" or "1 AD"). There is no year 0, and '0000' is not
a valid lexical representation. '-0001' is the lexical representation of
the year 1 Before Common Era (1 BCE, sometimes written "1 BC").
The TimePoint which is at the beginning of the interval
specified by a DateTime representation. This can be
named by using the prefix 'BeginPointOf' as described in 'TimePoint'.
COSMO:
The Class of Relations that
permit assessment of the probability of an event or situation. (rdf:type rdf:resource = '#InheritableRelation'/)
A single page of Text.
Attributes that indicate whether an Organism is conscious or the qualitative degree of consciousness of an Organism.
MoveableHoliday is the class of Holidays whose observance is not fixed
to recurrences of any particular calendar day. For example, Memorial Day is observed on the last Monday of May.
A ComplexContext is a Context which has components of different Types. One type will be time interval, another will be Location-generic, a third will be 'World' which by default will be in our real world, but can be in any possible or fictional wolrd. Another will be TextualContext, which can affect the interpretation of words in a text.
To be true in a ComplexContext it is necessary to be true in all parts of that ComplexContext. However, everey part will have a default meaning 'any', i.e. that particular part of the complex context does not apply to that particular assertion.
QuintaryRelations relate five items.
The two subclasses of QuintaryRelation are QuintaryPredicate and
QuaternaryFunction. (rdf:type rdf:resource = '#InheritableRelation'/)
The collection of all instances of #$SeaWater such
that they are subject to the political jurisdiction of a
particular country.
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The Class of Relations that do not have
a fixed number of arguments.
SI dose equivalent measure. Symbol: Sv. It is a unit of biologic dose of ionizing radiation. The Sievert makes it possible to normalize doses of different types of radiation. It takes into account the relative biologic effectiveness of ionizing radiation, since each form of such radiation--e.g., X rays, gamma rays, neutrons-- has a slightly different effect on living tissue for a given absorbed dose. The dose equivalent of a given type of radiation (in Sievert) is the dose of the radiation in Gray multiplied by a quality factor that is based on the relative biologic effectiveness of the radiation. Accordingly, one Sievert is generally defined as the amount of radiation roughly equivalent in biologic effectiveness to one Gray of gamma radiation. Sievert = J/kg = m^2*s^(-2)
A BinaryRelation ?REL is a
TrichotomizingRelation just in case all ordered pairs consisting of
distinct individuals are elements of ?REL.
Prions are infectious proteinaceous particles or, more simply, proteins that lack nucleic acid. Prions are debatable as life forms, and perhaps should not be considered in this category, but in some ways behave like life forms, and therefore are placed here, rather than under the alternaitve of a chemical substance.
Cyc comment: The collection of #$Prions (proteinaceous
infective particles). Suggested as the causative agents of
several infectious diseases such as scrapie (in sheep), kuru
and Creutzfeld Jakob disease in man. Apparently contain no
nucleic acid. The 27 kD protein of scrapie is related to a
normal cell protein and may possibly cause its over production.
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SI luminous flux measure. Symbol: lm. It is the amount streaming outward through one solid angle of 1 Steradian from a uniform point source having an intensity of one Candela. Lumen = cd*sr = cd * 1.
DOLCE: An agentive social object that is the hypostasis of one rational physical object. It can be acted by othe rational physical objects or social persons though (through delegation).
Note that in DOLCE a Natural-person is not a physical human being. This may not
be the usual interpretation of 'legal person' or 'natural person' but does not
necessarily contradict Cyc or SUMO, it just makes the representation of legal
persons complex. For every 'natural person' there should be a living human
being who is represented by this concept. The use of this concept needs to
be further elaborated (20070322). Perhaps it should bre considered as a Role?
hasTemporalLocation is a general relation that can be used to
specify *when* events occurred or physical objects existed. This
relation has as its domain the union of PhysicalObject and TemporalThing, and
that union serves much the same purpose as the OpenCyc 'TemporalThing',
which has been redefined for COSMO. The TemporalLocation will be
a TimeInterval (in the universal timeline of our world or some alternative
reality), which in COSMO may be a single TimePoint.
NOTE that to have a TemporalLocation does not mean to fill that tempopral
location - an Event may have a particular Year as a TemporalLocation,
but may have occurred only on a particular day of that year.
Thus we may also specify that some Process has a particular
TemporalLocation, without being precise about when it
started and when it ended.
NOTE the distinction between TemporalThing and PhysicalObject, both of
which *may* have a TemporalLocation. A TemporalThing *must* have a
TemporalLocation, that is the essence of its definition. A PhysicalObject
*may* have a TemporalLocation - the ontology may choose to specify
when it existed, but does not have to.
Measures of temperature. In scientific circles, the temperature of something is understood as the average velocity of the atoms or molecules that make up the thing.
See 'FlashPoint'. This relation relates a substance to
its flash point, a temperature measure.
FlashPoint is a property of a CombustibleSubstance,
expressed as an instance of TemperatureMeasure, which is the
temperature at which a CombustibleSubstance will ignite
and burn in air at normal atmospheric pressure..
SI TemperatureMeasure. Symbol: K. It is one of the base units in SI (it is also a unit in the ITS system). Kelvin differs from the Celsius scale in that the triple point of water is defined to be 273.16 KelvinDegrees while it is 0 CelsiusDegrees. The magnitudes of intervals in the two scales are the same. By definition the conversion constant is 273.15.
KilowattHour is a UnitOfMeasure for energy that represents 1000 Watts (1 kW) of power expended over one hour (1 h) of time. This is the unit commonly used in commercial power contexts. It is equivalent to 3,600,000 Joules.
The Class of all Months which are September.
ScientificMethod mioght be thought of as an instance of a methodology, but there is probably more than one notion of 'Scientific method', so this is here categorized as a class (Type) of Methodology.
A Relation is a SingleValuedRelation
just in case an assignment of values to every argument position except the last
one determines at most one assignment for the last argument position. Note
that not all SingleValuedRelations are TotalValuedRelations. (rdf:type rdf:resource = '#InheritableRelation'/)
The collection of all anatomical vessels in
#$Animals. Instances of this collection are tubular animal
tissue which acts as a conduit for body fluids or substances
passing into or out of the body.
In SUMO called 'BodyVessel'
SUMO: Any tube-like structure which occurs naturally in
an Organism and through which a BodySubstance can circulate.
be425bb7-9c29-11b1-9dad-c379636f7270
The SUMO equivalent of 'AnatomicalVessel'.
Tubular animal tissue which acts as a conduit for blood.
SUMO: Any BodyVessel which is used to circulate
Blood from one part of the body to another.
bd58f196-9c29-11b1-9dad-c379636f7270
Tubular, branching vessel which carries blood from
the heart to the body.
SUMO: Any BloodVessel which transfers Blood from
the Heart to the extremities of the body.
bd58e49d-9c29-11b1-9dad-c379636f7270
The collection of all lungs, the primary
respiratory organs of #$AirBreathingVertebrates.
SUMO: A respiratory organ of Vertebrates. Its function is
to furnish the blood with oxygen and to remove carbon dioxide.
bd58cacb-9c29-11b1-9dad-c379636f7270
The collection of all hearts. A #$Heart is an
#$Organ that pumps blood throughout the body of an #$Animal.
SUMO: The Organ that pumps Blood throughout the body.
bd58ef0e-9c29-11b1-9dad-c379636f7270
A specialization of #$InternalOrgan and instance
of #$UniqueAnatomicalPartType: the collection of all living
#$Animal livers. Each instance of #$Liver is a large
compound #$InternalOrgan. A #$Liver breaks down dead
#$RedBloodCells, removes certain poisons and waste material
from the blood stream, creates glycogen from sugars and
proteins, stores glycogen, removes certain chemicals from
the blood, secretes bile (#$BileTheSecretion) which is used
for digestion,and regulates metabolism of carbohydrates,
#$ProteinStuff, #$Vitamins, #$Minerals, and fats.
SUMO: An Organ that secretes bile and serves metabolic
functions.
bd58a6a6-9c29-11b1-9dad-c379636f7270
The collection of all animal mouths. A mouth is a
container #$AnimalBodyPart of an #$Animal. It has an
opening (a #$Portal) to the region outside the organism.
Through that opening, the animal ingests tangible substances
from the environment, such as food, water, air, etc.
Additional activities, such as #$Chewing, may occur in the
#$Mouth, and it may participate in other activities such as
talking, kissing, etc.
SUMO: Part of the Face, used for Ingesting Food
and Vocalizing.
bd589d87-9c29-11b1-9dad-c379636f7270
The movable fleshy organ in the mouth, used for
tasting, moving food around, and, in human beings, for
producing speech.
SUMO: Part of the Mouth, used for Tasting Food,
Vocalizing, and the initial stage of Digesting.
bd58e627-9c29-11b1-9dad-c379636f7270
Vertebrate teeth used in chewing food to aid digestion.
SUMO: Part of the Mouth, used for biting and chewing.
bd58d411-9c29-11b1-9dad-c379636f7270
An external supportive covering of an arthropod.
SUMO: The system of Bones that are on the Outside of an organism and
make up the supporting structure of many Invertebrates.
bd59014c-9c29-11b1-9dad-c379636f7270
SUMO: A BodyVessel (COSMO: 'AnatomicalVessel') which
connects the Mouth to the lungs and stomach.
c10b4efc-9c29-11b1-9dad-c379636f7270
A specialization of #$InternalOrgan and instance
of #$UniqueAnatomicalPartType. Each instance of #$Brain is
an organ that controls most bodily movement, receives
sensory input from the body and objects outside the body,
and also thinks (insofar as the organism that has the brain
can be said to do so).
SUMO: The seat of the central nervous system.
bd58d3eb-9c29-11b1-9dad-c379636f7270
#$Sac-Organic is a specialization of
#$OrganismPart and #$Container. Each instance of
#$Sac-Organic is a plant or animal membranous sac or
bladder, whether or not it is still part of a living
#$Organism-Whole. Instances of #$Sac-Organic have zero
(some plant bladders), one (e.g. #$GallBladder), two
(#$Stomach), or three (#$Bladder-Urinary) tubes attached
for the flow of material into or out of the bladder. The
bladder may used for storage of some material in the body,
and possible processing thereof, or merely as a mechanism
for separating structures (e.g. the #$Peritoneum). Any
tubes connected to the bladder are of far smaller diameter
than the bladder itself.
befdda1a-9c29-11b1-9dad-c379636f7270
A specialization of #$InternalOrgan. Each
instance of #$Stomach is an organ which is part of the
digestive system (see the collection #$DigestiveSystem) of
some animal.
SUMO: A muscular sac that is the principal organ of
digestion.
bd58e5aa-9c29-11b1-9dad-c379636f7270
The collection of all urinary bladders. An
individual #$Bladder-Urinary is a part of a #$UrinarySystem
which stores #$Urine prior to #$Urinating.
bd58cc99-9c29-11b1-9dad-c379636f7270
The collection of all meninges, of which there are
three protectively surrounding each person's
#$CentralNervousSystem. The three #$Meninges lie within the
#$Skull (for that portion which covers the #$Brain) and
consist of the #$DuraMater on the outside, the
#$ArachnoidMater in the middle and the #$PiaMater coating
the #$Brain and #$SpinalCord.
c033a5f0-9c29-11b1-9dad-c379636f7270
The event in which a human woman stops going
through a menstrual cycle.
c0fd6923-9c29-11b1-9dad-c379636f7270
The collection of all pericardia. Each
#$Vertebrate (except some #$Fish) possess one #$Pericardium,
which is a membranous sac (#$Sac-Organic) enclosing the #$Heart.
be808b80-9c29-11b1-9dad-c379636f7270
The collection of all peritonea. An instance of
this collection is a membranous sac in the #$AbdominalCavity
which wraps the abdominal #$Organs.
be327bd9-9c29-11b1-9dad-c379636f7270
The collection of all hypothalami. An individual
#$Hypothalamus is situated inferior to the #$Thalamus in the
#$Diencephalon in the center of a #$Brain and borders on the
#$ThirdVentricle. The #$Hypothalamus controls the autonomic
nervous system, emotions, hunger, thirst, sleep-wake cycles,
body temperature, and secretions by the attached #$PituitaryGland.
SUMO: The part of the Brain lying below the
thalamus that serves to regulate AutonomicProcesses.
c0482bf4-9c29-11b1-9dad-c379636f7270
#$ExternalOrgan is a specialization of #$Organ and
#$ExternalAnatomicalPart. Each instance of #$ExternalOrgan
is an organ that is an external anatomical part; e.g., a
nose or eye.
bdfc911c-9c29-11b1-9dad-c379636f7270
A specialization of both #$ExternalOrgan and
#$ElectroMagneticRadiationSensor. Each instance of #$Eye is
an organ of sight.
SUMO: The Organ of sight.
bd5893be-9c29-11b1-9dad-c379636f7270
An Eye on a mammal, different from one on
an insect.
The organ of hearing, which occur in pairs on most animals.
SUMO: The Organ of hearing.
bd58cbd3-9c29-11b1-9dad-c379636f7270
Facial organ used in smelling and breathing.
SUMO: The Organ of Smelling.
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#$Limb-AnimalBodyPart is a specialization of
#$Appendage-AnimalBodyPart and an instance of
#$SymmetricAnatomicalPartType. Each instance of
#$Limb-AnimalBodyPart is a bilaterally symmetric
#$Appendage-AnimalBodyPart that extends from the
#$Trunk-BodyCore; including #$Arm, #$Leg,
#$Wing-AnimalBodyPart, #$Flipper, and pectoral #$Fin. A
#$Finger, #$Toe, #$Hand, #$Tail-BodyPart, ... is not a #$Limb-AnimalBodyPart.
be7d6e49-9c29-11b1-9dad-c379636f7270
The collection of all animal arms. An #$Arm of an
animal is one of its #$AnimalBodyParts, more particularly
one of its appendages, a limb which it uses for manipulation
moreso than for locomotion. A #$Hand is considered part of
an #$Arm.
SUMO: The upper Limbs of a Primate.
bd58e9e5-9c29-11b1-9dad-c379636f7270
The collection of all #$Animal appendages used for
locomotion overland, supporting the animal and moving it
along by walking, running, etc. Thus wings, fins, etc., are
not #$Legs. The #$Foot-AnimalBodyPart is considered part of
the #$Leg.
NOTE: SUMO restricts this to Primate legs, but in COSMO
any animal leg is an instance.
SUMO: The lower Limbs of Primates.
bd5898cd-9c29-11b1-9dad-c379636f7270
A specialization of #$HolderGripper and
#$Appendage-AnimalBodyPart. Each instance of
#$HolderGripper is a terminal part of a vertebrate forelimb
that is structurally suited to function as a grasping organ
(as in people, newts, etc.).
SUMO: The grasping, fingered part of an upper limb of a
Primate.
bd588655-9c29-11b1-9dad-c379636f7270
A specialization of #$Appendage-AnimalBodyPart.
Present on each instance of a #$Bird, #$Bat-Mammal,
or other #$Vertebrate.
SUMO (DigitAppendage) Any of the extremities of Limbs that are
found in the higer Vertebrates and the Amphibians.
bf32c3fd-9c29-11b1-9dad-c379636f7270
The SUMO equivalent of 'Digit-AnatomicalPart'.
The collection of all digits of all #$Hands
(q.v.). Fingers are (typically) flexibly jointed and are
necessary to enabling the hand (and its owner) to perform
grasping and manipulation actions.
SUMO: The five extremities of Hands
bd58bf7f-9c29-11b1-9dad-c379636f7270
A specialization of #$Appendage-AnimalBodyPart,
and an instance of #$SymmetricAnatomicalPartType: the
collection of all feet (a foot is a terminal part of a
#$Vertebrate's #$Leg, used in locomotion, support,
balance, #$Kicking, etc.). Notable specializations of this
collection include #$WebbedFoot and #$Paw.
bd58be93-9c29-11b1-9dad-c379636f7270
Digits of the foot.
SUMO: The five extremities of a Foot.
bd58c21d-9c29-11b1-9dad-c379636f7270
A specialization of #$Joint-Physical and
#$AnimalBodyPart. Each instance of #$Joint-AnimalBodyPart
is a juncture between the ends or edges of abutting bones of
an animal's skeleton. Joints are of several types
mechanically (e.g., ball-and-socket, hinged). Many major
joints function as hinges, in which the ends of the abutting
bones are joined with ligaments and cushioned by cartilege.
SUMO: (BodyJoint) BodyJunctions where different parts of the same
Skeleton come together
bd58e376-9c29-11b1-9dad-c379636f7270
The SUMO equivalent of 'Joint-AnimalBodyPart'.
Joint between the thigh and lower leg.
SUMO: The joint in the Leg connecting the tibia and fibula
with the femur.
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The region of the body where the arm joins the torso.
SUMO: The part of a Primate between the Arm and
the neck.
bd588233-9c29-11b1-9dad-c379636f7270
A specialization of #$Trunk-BodyCore. Each
instance of #$Torso is a human body's trunk, i.e., the
main portion of a human's body, to which typically are
connected a head and various appendages (see #$Appendage-AnimalBodyPart).
SUMO: The body of a Primate excluding its Limbs.
bd59098e-9c29-11b1-9dad-c379636f7270
#$Trunk-BodyCore is a specialization of
#$ExternalAnatomicalPart and #$AnimalBodyPart. Each
instance of #$Trunk-BodyCore is a body core of a vertebrate.
A #$Trunk-BodyCore is the main portion of the animal's
body, generally located centrally, and one can conceive of
an animal's body as a #$Trunk-BodyCore to which are
connected the head and various appendages which together
make up the entire body. To refer to a human
#$Trunk-BodyCore use the more specific term, #$Torso.
c03b4dc3-9c29-11b1-9dad-c379636f7270
Elephant's long nose.
bd58df42-9c29-11b1-9dad-c379636f7270
The enclosed trunk of a car found in notchback
cars, for instance.
bd58d99a-9c29-11b1-9dad-c379636f7270
SUMO: The part of the Head from forehead to chin and
from ear to ear.
The protrusion of the face below the mouth.
SUMO: A part of the Face which protrudes slightly and which
is lower than all other parts of the Face.
bd58e6ed-9c29-11b1-9dad-c379636f7270
A specialization of #$BodyMovementEvent. Each
instance of #$MakingFacialExpression is an event during
which the configuration of a particular animal's face
changes. Such a change is usually (but not always)
associated with the expression of some emotion by the animal
in question.
SUMO: (FacialExpression) Any Gesture whose instrument is the Face.
COSMO note: A Gesture is considered a 'Communication'.
Borderline - are all facial expressions communications?
Perhaps reconsider.
bd58c58d-9c29-11b1-9dad-c379636f7270
The approximate SUMO equivalent of 'MakingFacialExpression'.
Only primates smile. Requires lips. Also may
involve the whole face and perhaps mouth. Should that be
inferable from the fact use of lips involves face and mouth?
SUMO: Spreading the lips in such a way as to convey
happiness.
bd58d157-9c29-11b1-9dad-c379636f7270
Only primates frown. Requires lips. Also may
involve eyebrows. Finally the whole face. Should the
latter be inferable from the fact use of lips involves face?
See also #$Smiling for related problem.
SUMO: Furrowing the forehead in such a way as to convey
unhappiness.
bd58cf46-9c29-11b1-9dad-c379636f7270
Laughing process.
SUMO: Expressing happiness or amusement by Vocalizing in a
certain way.
bd589762-9c29-11b1-9dad-c379636f7270
SUMO: Any downward motion of the body that indicates respect
for or submission to another Agent.
bd590a26-9c29-11b1-9dad-c379636f7270
A collection of events. In each #$Chewing event,
foodstuff is mashed in the mouth. An element of #$Chewing
consists of a large number of #$Biting sub-events.
Anatomical resources required for a #$Chewing are a tongue
and whatever hard surfaces the species involved uses for
#$Biting, e.g., teeth. The teeth go up and down or grind,
and the tongue maneuvers the food around.
SUMO: Breaking up or mashing Food with one's teeth.
bd58cec3-9c29-11b1-9dad-c379636f7270
The physical act of kissing. There is not
necessarily a receiver, so this is not necessarily a
#$Communicating (e.g., a little kid kissing a favorite doll,
a sailor kissing land after surviving a shipwreck).
SUMO: The class of Touching processes where the lips
of two persons are brought into contact with each other.
bd58ce41-9c29-11b1-9dad-c379636f7270
isNormallyLocatedAt is a relation that relates
individual Objects or Object types to a location where it
is typically (more often than not) found, thus
specifying where they would 'normally' be located. This is
a crude way of encoding defaults and probabilities in
locating objects. Perhaps the most useful function
of this relation is to specify where parts of things are
suppose to be located, when they are in their proper place.
The proper location for Body parts or device parts can
be specified using this relation. The location
can be a Type, or can be a specific location.
Diagrams and plans for the construction of a building.
SUMO: An Icon which is a scale model of an Artifact,
whether the Artifact actually exists or not.
c0fce33c-9c29-11b1-9dad-c379636f7270
A PhysicalObject that is a sheet of material containing
an image produced by photography. The digital images
will be subtypes of 'AbstractImage' but do not yet (v0.37) have
a representation in COSMO.
SUMO: An Icon that is the result of a process of
Photographing.
bd58d9ed-9c29-11b1-9dad-c379636f7270
the relation 'identifies' relates an individual Identifier to the individul entity
that it is intended to identify. Identifiers identify individuals, so the
more generic Designators cannot use this relation.
the relation 'isIdentifiedBy' is the inverse of 'identifies'. It relates an
individual entity to some individual Identifier that is intended to identify it.
the relation 'hasUniqueIdentifierString' relates an individual entity
(physical or abstract) to some AbstractString that is intended to identify it
uniquely. Any 'unique' ID may be copied, so the uniqueness will
not be guaranteed, but may be assured within some context (e.g. enforced
within a given ontology or database).
Serial numbers on products or official Vehicle Identification Numbers
on vehicles would qualify. Note that this relation points to the
AbstractString representing the identifier, not some physical tag
that may be affixed to a device.
the relation 'hasUniqueIdentifierString16' is a subproperty of
'hasUniqueIdentifierString', whose range is restricted
to IdentifierStrings of exactly 16 characters in length
i.e. instances of 'UniqueIdentifier16'.
the relation 'hasSecurityID16' is a subproperty of 'hasUniqueIdentifierString16'
whose range is restricted to 'UniqueIdentifier16' strings that
identify a security information record.
An Address is an identifier for a location; the location may be physical
or abstract (see 'GenericLocation'). The most common kinds
of Address are identifiers for nodes in a path system, such as the
postal system, the Internet, or a Telephone System. An Address may
explicitly have, but does not have to have, information about the path
that can reach that location. For example, an internet address
in numeric form will have some explicit information about the path
through the internet that can reach the intended location. A postal
address will usually have the country, state, city, and street number
or Post Office box number that will imply a path from any other location.
NOE that this generic concept of an Address is not a String, but
is a substype of the more abstract Identifier type. A String that
serves as an Address is an 'AddressString'.
An AddressString is an AbstractString that identifies
some location in some space, which may be physical or abstract.
A PostalAddress identifies a location (which may be a building
or part of a building, or a postal bin in some building) in the delivery
region of some postal system.
NOTE that we represent PostalAddresses as AbstractStrings. This
does not preclude the specification of structure to the string.
PostalAddresses have structure that is dependent on the
Postal Authority that specifies the format. Using this Type
to specify an address makes the address an object rather than
a simple datatype string.
The name of a PostalAddress can use the 'ADDR_' prefix, followed by
the address itself, to make that address self-explanatory.
A pair of underscores in the name '__'will symbolize
an end-of-line character in the usual format of an address (e.g.
after the street number), and an underscore should be interpreted
as a space.
Note that an Address that is a Building (such as a single-family residence)
may have a name component following the 'ADDR_' prefix that is
identical to the corresponding name component of the Building,
folowing its prefix 'BLDG_', unless the building has a unique
name, such as 'EmpireStateBuilding'.
A ResidencePostalAddress is an AddressString
which is the postal address for a residence, which
also serves as an Address for the location at which the
residence is. The residence must be the primary residence
of the Person. A post office box number or APO is
not a ResidencePostalAddress, it must be an address for
a house or apartment which will allow a person to
find that location.
hasResidenceAddress points from a Person or
Residence to the PostalAddress of that Person, or Residence.
This must be a legitimate locator of either a building or an apartment,
not a PO box number, or APO number.
A TelephoneNumber identifies a node (telephone) in some telephone system.
It is sometimes used as a surrogate Identifier for people, but this node
does not have that sense.
We represent the TelephoneNumber as an AbstractString, and it
will usually have formatting. Although it is called a 'number' and
may be represented as a bare sequence of digits, it does not
have the logical properties of typical numbers that represent
quantities. It is not a subtype of 'Number'.
The name of a TelephoneNumber can use the 'TEL' prefix, followed by
the number itself, to make that number self-explanatory. The
nation code should be followed by two underscore characters.
A TelnoType is a heterogeneous category represented by an AbstractString,
used to specify the 'type' of telephone that is labeled by a
particular telephone number. The type can vary with time, depending on
to what individual or location the number is assigned. The most
common types are residence, business, fax, cell, and unlisted.
The string representation of each of these types should be
prefixed by 'TELTYPE_'.
hasTelnoType specifies the type of telephone
identified by a TelephoneNumber. The type will be one
of a small list, most commonly: residence, business, cell, or
unlisted. The 'unlisted' type
A CellPhoneNumber identifies a node (telephone) in some cellular
telephone system.
It is sometimes used as a surrogate Identifier for people, but this node
does not necessarily have that sense.
A UniversalResourceLocator (AKA URL) identifies a location in the address
space of some computer or computer network, from which an electronic file
might be retrieved.
NOTE that the existence of a URL does not guaranteee that there is
actually any file available by accessing that location, let alone
guarantee what the content of the file is. A URL may just
be used as a unique identifier, without any physical location
existing that corresponds to the address. **BUT** when the
relation 'isDescribedByBLOBatURL' is used, that *does* mean that
there is actually an addressable physical file (or part of a file)
at that location. The absence of such a file would mean that
the relation is false. HOWEVER, the existence of the file at
a particular location doe snot mean that the file can be retrieved
at any given time (system may be down) or by just any person
(permissions may be restricted).
MmMercury is a UnitOfMeasure for barometricPressure. It is used
to express the number of millimeters of mercury supported in a
mercurial barometer by the surrounding air pressure.
(CardinalityFn (UnionFn SetOrClass Collection))
(CardinalityFn ?CLASS) returns the number of instances in the SetOrClass or Collection ?CLASS.
(PerFn ConstantQuantity ConstantQuantity )
PerFn maps two instances of ConstantQuantity to the FunctionQuantity
composed of these two instances. For example,
(PerFn (MeasureFn 2 (MicroFn Gram)) (MeasureFn 1 (KiloFn Gram))) denotes
the FunctionQuantity of 2 micrograms per kiogram. This function is useful,
because it allows the knowledge engineer to dynamically generate instances of FunctionQuantity.
An UnmannedVehicle is a land, sea, or air conveyance that can perform its transport functions without a person being within the vehicle to direct it.
The Class of all Months which are February.
English mass unit of pounds.
Colors which can be blended to form any
color and which cannot be derived from any other colors.
The Class of Processes where the agent
keeps something in a particular location for an extended period of time.
The physical state of an Object. There
are three reified instances of this Class: Solid, Liquid, and Gas.
Physical changes are not characterized by the transformation of one
substance into another, but rather by the change of the form (physical
states) of a given substance. For example, melting an iron nail yields a
substance still called iron.
A list of the words in a language and their meanings. A dictionary may also include information on grammatical properties, pronunciations, and usage of words (or terms).
SI capacitance measure. Symbol: F. It is the capacitance of a capacitator between the plates of which there appears a difference of potential of 1 Volt when it is charged by a quantity of electricity equal to 1 Coulomb. Farad = C/V = m^(-2)*kg(-1)*s^4*A^2.
OPENCYC 1: MAY 23, 2002
The collection of conventions used to encode and interpret things which
bear information; a syntax together with a semantic mapping. Instances
include natural languages like French or English, database data formats,
and computer languages or idiosyncratic systems of gestures or symbols known only by a small group of people.
CommunicationConvention[Cyc]*
Language[Cyc?abstract;_in_SUMO?physical;_DOLCE-see_description]#
Language(Cyc)
Note: Langage is abstract CyC but Physical in in SUMO
OPENCYC 1: MAY 23, 2002
The collection of systems which use conventionalized signs or symbols.
This includes dead languages, computer languages, unspoken languages,
codes - anything which relates symbols to meaning.
Specifies the context in which the synonymous term
is synonymous with the base domain argument term.
A specialization of #$Language. Each instance of
this collection is a language that is used by human
communities for communication. This collection differs from
#$NaturalLanguage in that a #$HumanLanguage may be
purposefully created, while #$NaturalLanguages evolve
without a purposeful creation process. Instances of
#$HumanLanguage thus include not only many
#$NaturalLanguages, but also made-up languages like
Esperanto and many (non-natural) #$SignLanguages.
SUMO: The subclass of Languages used by Humans.
bf948aa1-9c29-11b1-9dad-c379636f7270
Specifies a natural human language of which an
IntelligentAgent (person, automaton, or organization) has a
working knowledge - not necessarily native level.
NOTE that IntelligentAgent includes human groups and organizations;
for CollectiveAgents, that Agent 'speaks' the languag if there
is usually some representative availabel to speak that language.
There may be more than one language that an agent speaks; each
will be specified separately.
For the percentage of speakers within a population that speak
some particular language, see 'hasLanguagePercentage'.
A collection that includes all languages created
by #$Agents. Some examples are computer programming
languages, constructed international languages like
Esperanto and Ido, and languages of formal logic.
See also #$FormalLanguage.
SUMO: The subclass of Languages that are
designed by Humans.
bfd87fe1-9c29-11b1-9dad-c379636f7270
A specialization of #$ConstructedLanguage and
#$FormalLanguage. Each instance of #$ComputerLanguage is
designed expressly for the purpose of creating expressions
that are in some sense interpretable by computers. This may
mean that the expressions are used to program computers (for
which, see the specialization
#$AbstractProgrammingLanguage), to facilitate interaction
between pieces of software, or to indicate how to represent
pieces of text (for which, see #$MarkupLanguage). Machine
and assembly languages are also included in this category.
SUMO: The class of Languages designed for and interpreted
by a computer.
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A specialization of #$Language. Each instance of
#$NaturalLanguage is a language which is used for human
communication, and which has evolved naturally. (It is
disjoint with #$ConstructedLanguage.) Instances thus include
dead languages such as Ancient Greek and Latin, but
concocted languages such as Esperanto are not included.
SUMO: The subclass of HumanLanguages which
are not designed and which evolve from generation to generation. This
Class includes all of the national languages, e.g. English, Spanish,
Japanese, etc. Note that this class includes dialects of natural
languages.
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(ImmediatePastFn TimePosition)
A UnaryFunction that maps a TimePosition to a short, indeterminate TimeInterval that immediately precedes the TimePosition.
OPENCYC 1: MAY 23, 2002
A collection of 'objects' with temporal extent. Each instance of
#$Agreement involves two or more parties, who agree that certain
propositions should be true. Making the propositions true may
require some action or commitment of wealth on the part of one or
more of the #$agreeingAgents. Thus, instances of #$Agreement will
usually involve some instances of #$Obligation. Note: Instances of
#$Agreement and #$Obligation differ, however, in that an #$obligatedAgent
is responsible for the truth of all of the propositions in an obligation.
In an #$Agreement, some agents may not be responsible for all of
the propositions in the agreement being true. For example, in a
loan agreement, the borrower agrees to give the lender back the money,
but the borrower is the only #$obligatedAgent for the repayment.
Note that #$obligatedAgents need not be among the #$agreeingAgents
in the agreement that involves or generates the obligation. For example,
the Board of Directors of XYZCorporation may agree that some non-director
will assume the post and duties of President of XYZCorporation.
Moreover, #$agreeingAgents aren't always #$obligatedAgents; e.g.,
Wanda and Paul may agree that Paul alone is obligated to do some task.
Examples include instances of #$PeaceAccord, #$LegalAgreement,
#$InformalAgreement, #$BusinessPartnershipAgreement, #$WorkAgreement, #$SalesAgreement, #$MaintenanceAgreement, #$Reservation, #$Appointment, etc.
A specialization of #$AspatialInformationStore.
Each instance of #$Microtheory is an abstract informational
thing that represents a context in Cyc. Each microtheory
(or 'mt') serves to group a set of assertions
together that share some common assumptions; the assertions
in an mt constitute the content of that mt. Note that each
assertion in the Cyc knowledge base must be explicitly
stated to be true in at least one microtheory. Assertions
stated to be true in one mt will also be true (by
inference) in more specialized mts that depend on the
content of that mt. For example, if something is true in
the #$HumanSocialLifeMt (q.v.), then it should by default be
true in the more specialized #$UnitedStatesSocialLifeMt
(q.v.). Specialized microtheories are related to the more
general microtheories on which they depend by the predicate
#$genlMt (q.v.). Note that every query is made in some mt,
and the answer one gets to a query depends on the mt in
which it is asked, since the only assertions which can be
used to answer a query in an mt are those explicitly stated
to be true in that mt, or in some more general mt. See also
the predicate #$ist, which is used to relate an assertion to
the microtheories in which it is true.
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A specialization of #$ConjecturalContext. Each
instance MT of #$FictionalOrMythologicalContext is a
microtheory for which the following property holds: there is
at least one assertion ASSERT which holds in MT (so that
(#$ist MT ASSERT) is true), but which is widely believed to
be false. Although microtheories with this property would
appear to have limited utility, they can be useful in
reasoning about the content of fictional works or the
content of certain belief systems. An important
specialization of #$FictionalOrMythologicalContext is
#$FictionalContext (q.v.).
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The collection of
#$FictionalOrMythologicalContexts which are (1) created
intentionally, not by error or chance or gradual evolution
and accretion in a culture, and (2) typically are the
information content of some #$InformationBearingThing, and
(3) are not expected (by their creator) to be believed as
factual, nor do their creators believe them to be factual.
In addition to asserting fictional propositions about
existing things, a #$FictionalContext may include terms for
nonexistent things. Examples: #$MiddleEarthMt, #$AdventuresOfHuckleberryFinn.
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The collection of all contexts (all instances of
#$Microtheory, q.v.) which contain assertions expressing
the propositional attitudes (beliefs, desires, intentions)
of some agent or group of agents.
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The collection of all contexts which contain
assertions expressing the desires of some agent or group of agents.
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The collection of all contexts which contain
assertions expressing the goals of some agent or group of agents.
c070f351-9c29-11b1-9dad-c379636f7270
In Cyc called 'SupposedToBeMicrotheory' -
renamed to make clear the interpretation of this
category in COSMO. In COSMO, RulesForConduct
is a Group containing at least one 'Rule', and
possibly other elements, such as descriptions of
the history or purpise of the Rules.
NOTE that the Rules contained in each set of
RulesforConduct each refer to some desired futureSituation.
But at this point (v0.3) that future situation or
situations is referenced only by the Rules individeually,
not by this aggregate concept of a set of Rules.
To specify what is desired by a set of Rules,
create the individual Rules, and from those Rules
point to the states that each Rule specifies as desired.
Cyc: A specialization of #$Microtheory. Each instance
of #$SupposedToBeMicrotheory is a microtheory that describes
how things are supposed to be according to some source.
Instances of this collection can be used to represent things
like the policies of a company, the laws of a country, the
tenets of a religion, the rules of proper conduct for
employees of a particular corporation, etc. The assertions
in a #$SupposedToBeMicrotheory may or may not describe the
world as it actually is. Examples instances include
#$BasicWesternLegalConceptsMt,
#$SportsRulesOf-BoxingSportsEvent, #$CycStaffCalendar,
and #$OfficeCodeOfConductMt.
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The collection of Microtheories each containing
those propositions that describe what some #$Agent needs to
be true. This may be distinct from what the #$Agent wants
to be true, and depends on some additional assessment of the
#$Agent's need by someone else. It may include
physical, financial or formal legal 'needs' of the #$Agent.
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A specialization of both #$InformationStore and
#$Microtheory. Each instance of
#$PropositionalInformationThing (or PIT ) is an abstract
object - a chunk of information consisting of one or more
propositions. The propositional content of a PIT is not
essentially encoded in any particular language, and it may
be representable in many languages. PITs are used to
represent the informational contents of
#$InformationBearingThings. Objects or events which are
instances of #$InformationBearingThing are linked to the
abstract PIT contents they embody using the predicate
#$containsInformation (see also the function #$PITOfIBTFn).
An instance of #$PropositionalInformationThing may be
something as simple as the information content of a command
to stop one's vehicle, expressed in a road sign or in a
traffic officer's gesture, or it may be something as
complex as the entire contemporary knowledge of
#$Mathematics, embodied in many and various sources.
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A MentalObject that refers to some FutureSituation that
the Agent having the Obligation must cause to happen or
refrain from doing, with some negative consequence that
may be incurred for failure to perfrom the Obligation. The
type of negative consequence (legal punishment, social
condemnation, eternal damnation, pangs of conscience) will
be characteristic of different types of Obligation. Each Obligation
is assigned by some Authority, which could be a person's own conscience,
or the mores of the community.
Cyc: A collection of microtheories; a subcollection of
#$SupposedToBeMicrotheory. Each instance of the collection
#$Obligation is a microtheory which contains assertions
describing what some agent (the #$obligatedAgents) is
obliged to do, or make true, for one or more other agents,
possibly including society in general. An obligation is the
most general case of some agent owing something to another.
Obligations may be undertaken in conjunction with various
kinds of #$Agreements. Unlike an agreement, however, an
obligation need not have a second known party (though some
do). An obligation can exist and be understood without
identifying another particular agent as the
'holder' of the obligation - and that may be
true, even if the beneficiary (#$obligationOwedTo) can be
identified. For example, assuming that parents have an
obligation to care for their children, it is not clear with
whom a parent has 'agreed' to take care of his or
her child. Some common ways to incur an obligation are
through social transactions (e.g. family duties, friendship,
favors) or through financial transactions (e.g. a
#$PaymentObligation). In addition, obligations may be
imposed on those who are subject to one or more instances of
#$CodeOfConduct, e.g. #$SportsRulesOf-BoxingSportsEvent or
#$OfficeCodeOfConductMt.
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In COSMO v0.34 'Duty' is a synonym of 'Obligation'.
A specialization of #$SocialOccurrence and
#$CreationEvent. Each instance of #$ObligationCreatingEvent
is an event in which some #$Obligation is created. After an
#$ObligationCreatingEvent, some #$SocialBeing has an
#$Obligation that he didn't have before. Two notable
specializations are #$MakingAnAgreement and #$MakingAPromise.
COSMO note: An ObligationCreatingEvent produces and Oblgation.
We specify that it may produce an Obligation or an
Agreement, becasue each Agreement contains within it an
Obligation (or two); but that can't be specified in OWL
directly.
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OPENCYC 1: MAY 23, 2002
The collection of all enclosed tubular fluid conduits with openings
at both ends. #$Pipe-GenericConduit encompasses both human-made pipes as
well as natural pipes, found naturally occurring in the environment, or
found in an organism's body, like #$BloodVessels.
In Cyc called 'Pipe-ConduitArtifact'.
COSMO: Any kind of pipe-like artifact - plastic, glass, steel,
rubber, flexible or rigid. Laboratory glass tubing and
garden hose both qualify as a 'pipe'.
Cyc: The collection of all manufactured enclosed
tubular fluid conduits with openings at both ends. The more
general #$Pipe-GenericConduit encompasses both such
manufactured pipes and natural pipes which are not instances
of #$Pipe-ConduitArtifact, i.e. those found naturally
occurring in the environment or in an organism's body,
such as #$BloodVessels.
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The subcollection of #$Conveyance that contains
objects that are intended for moving partially tangible
things while remaining stationary. Positive examples are
conveyor belts or guns. A borderline case is a #$River that
is used to transport logs; that river is a
#$Conveyance-Stationary because the river as a whole does
not change its location (only parts of it; the water).
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COSMO note: a Pipeline may be intended to transport a
liquid, gas, or solid slurry.
Cyc: The collection of pipelines that are used to
transport #$FluidTangibleThings. Basically a #$Pipeline is a
man-made #$Pipe-GenericConduit that is built to transport
fluids in a #$FluidFlowEvent where the force is provided by
a #$Pump-Generic or #$Gravity. Examples include large oil
pipelines which can be very long, spanning countries. Other
#$Pipelines are smaller like a water pipe under the sink.
When a network of pipelines is meant use
#$PipingSystem-Generic. Borderline cases are those long
pipelines that are mostly a single tube, but at each end
have a network of smaller pipelines.
SUMO: SUMO Pipeline is the class of pipelines
used to transport various kinds of fluids.
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The Class of all clock Hours.
(HourFn PositiveRealNumber Day )
A BinaryFunction that assigns a PositiveRealNumber and a subclass of Days to the Hours within each Day corresponding to that PositiveRealNumber. For example, (HourFn 12 Thursday) is the Class of all instances of noon Thursday. For another example, (HourFn 24 Day) would return the class of all instances of midnight. For still another example, (HourFn 14 (DayFn 18 (MonthFn 8 (YearFn 1912)))) denotes 2 PM on the 18th day of August 1912.
A UnaryFunction that maps a UnitOfMeasure into a UnitOfMeasure that is equal to .000001 units of the original UnitOfMeasure. For example, (MicroFn Meter) is .000001 Meters.
(MicroFn UnitOfMeasure)
A TemperatureMeasure. The freezing point and the boiling point of water are, respectively, 0 CelsiusDegrees and 100 CelsiusDegrees.
Time unit. 1 hour = 60 minutes.
Any kind of reservation, where one agent agrees to reserve something for another agent - airline seats, hotel rooms, merchandise.
One of the parts of speech. The Class of Words
that conventionally denote Attributes of Processes.
A ProperTimeInterval is a TimeInterval of non-zero length duration. This is provided for the contingency that logical relations may not be able to properly interpret a zero-length TimeInterval (i.e. a TimePoIint) as an interval.
A hole is an immaterial body located at the surface
of a PhysicalObject in our universe. Since every Hole is ontologically dependent on its host
(i.e., the object in which it is a hole), being a Hole is defined as
being a hole in something. Note that two Holes may occupy the same
region, or part of the same region, without sharing any parts.
A specialization of both #$Path-Spatial and
#$Cavity. Each instance of #$Portal is an opening - in a
surface, through a tube, or whatever - with or without a
covering (although any covering is not itself typically part
of the portal). Specializations include #$Doorway, #$Valve,
and #$BodilyOrifice.
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The collection of all physical control structures.
An instance of #$ControlStructure-Physical is a physical
object (#$PhysicalObject) with the #$behaviorCapable of
controling the behavior/functioning/properties of another
physical object. Instances of #$ControlDevice include
manufactured #$ControlDevices and biological control structures.
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The collection of all #$Valves, whether biological
or manufactured. Each instance of this collection consists
of a section of #$FluidConduit with at least one moving part
which can limit the volume or direction of flow within a
system depending upon how it is situated or simply the
moving parts within the #$FluidConduit which perform this action.
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A Topic is a MentalObject which consists of a group of MentalObjects,
including one or more of (1) assertions (not necessarily true) about
something - anything at all; (2) questions about something; (3) pointers
to entities of interest. The label for a topic is the common element
(explicit or indirectly implied) around which the assertions, questions,
or focus pointers are centered. Any category, any word in any language, anything
that can be discussed, is a potential topic. A Topic may also
be a genre of writing. The subtypes of this
type deal with narrower classes of topics.
NOTE that in COSMO a formal Database is classified as a subtype
of Topic.
A 'PeriodicalTopic' is a Topic that has actually occurred
as the topic of an article that has actually occurred in some
periodical, which may be print or electronic periodical (or both).
A periodical is some publication that is published at (more or less)
regular intervals, and includes series of books on topics,
such as 'The Annual Review of Biochemistry'.
An 'ActivityTopic' is a Topic that includes and points
to different objects, events, processes, relations, and attributes
that relate to some type of activity that is carried out by agents -
people, animals, or organizations..
'CommunicationsTopic' is a Topic that includes and points
to methods, purposes, forms, and instruments used in commmunication,
as well as any other communications-related Topics. See 'CommunicationsEvent'
and 'CommunicatingUsingaDevice' and 'CommunicationDevice' and
its subclasses.
A 'BiographicalTopic' is any Topic that can be expected to
occur in a Biography. This includes a person's geneology, education,
employment, writings, etc.
A 'NewspaperTopic' is a Topic that has actually occurred
as the topic of an article that has actually occurred in some
newspaper, which may be a print or electronic newspaper (or both).
A newspaper is some publication that is published at (more or less)
regular intervals, and includes series of books on topics,
such as 'The Annual Review of Biochemistry'.
NOTE that one source of data for electronic language processing
of English is the English Gigaword disk distributed by
LDC.
A FieldOfStudy is a composite object, including both the accepted
knowledge - the lore - of some recognized field of knowledge, and also
the theories and the methodology that the practitioners in the field
use to discover or create new information in that field. The paradigms
discussed by Thomas Kuhn in his book 'The Structure of Scientific Reolutions' is
included in the 'methodology' component, and also contains the
models an exemplar experiments and results. The representations
in SUMO and Cyc do not correspond exactly to this representation.
Termed 'FieldOfStudy' in both Cyc and SUMO.
NOTE: what might be considered as instances of this Type, e.g. Chemistry, Physics,
are represented as subtypes. This is to allow specializations of the broad fields
(e.g. Biochemistry, NuclearPhysics) to be properly represented as subtypes,
and those especializations might in turn have specializations.
Fields of study are not considered as conceptual individuals
in COSMO. This differs from the Cyc documentation. Note also that because there
are no instances, the restrictions below will never apply to any specific
thing - rather, they are placeholders for axioms that can be used in
inferencing on classes of things, when this ontology is porter to FOL,
and are also intended to clarify the intended meaning.
OPENCYC 1: MAY 23, 2002: A specialization of #$AbstractInformationalThing.
Each instance of #$FieldOfStudy is a particular area of study, with its
own distinctive set of theories, hypotheses, and problems. Instances
of #$FieldOfStudy are typically the subject of teaching and/or research
within instances of #$AcademicDepartment (q.v.), although one #$AcademicDepartment
may cover several instances of #$FieldOfStudy. Instances of #$FieldOfStudy
include #$ArtHistory, #$Physics, and #$ArtificialIntelligence.
SUMO: An academic or applied discipline with recognized experts and with a core of
accepted theory or practice. Note that FieldOfStudy is a subclass
of Proposition, because a FieldOfStudy is understood to be a body
of abstract, informational content, with varying degrees of certainty
attached to each element of this content.
The FieldOfStudy whose topic is the events that
occurred in the past. History may be concerned with any type of Event.
the term is most commonly applied to Events in which people participated..
A UnaryFunction that maps a UnitOfMeasure into a UnitOfMeasure that is equal to .000000000001 units of the original UnitOfMeasure. For example, (PicoFn Ampere) is .000000000001 Amperes.
(PicoFn UnitOfMeasure)
The Class of all Months which are May.
The Class of Mammals that dwell chiefly
in the water. Includes whales, dolphins, manatees, seals, and walruses.
One of the basic ProbabilityRelations, ProbabilityFn is used to state the a priori probability of a state of affairs. (ProbabilityFn ?FORMULA) denotes the a priori probability of ?FORMULA.
(ProbabilityFn Formula)
A UnaryFunction that maps a UnitOfMeasure into a UnitOfMeasure that is equal to .000000001 units of the original UnitOfMeasure. For example, (MicroFn SecondDuration) is .000000001 SecondDurations.
(NanoFn UnitOfMeasure)
SI force measure. Symbol: N. It is that force which gives to a mass of 1 kilogram an acceleration of 1 Meter per SecondDuration. Newton = m*kg*s^(-2).
A specialization of #$SheetOfSomeStuff. Each
instance of #$Layer is a sheet-like object situated
adjacent, surface-to-surface, to at least one surface or
layer or region on one side, and possibly to other layers or
surfaces on both sides. An instance of #$Layer may be part
of a larger object, or it may be an independent whole
object, such as a hide confined in a stack of hides. An
instance of #$Layer is _not_ an instance of #$FreeSheet.
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A specialization of both #$Surface-Physical and
#$SheetOfSomeStuff. Each instance of
#$SurfaceOnTangibleObject is a sheet-like surface (that is,
a surface with one dimension significantly smaller than the
other two) of a partially tangible object. Such a surface
is neither unconnected nor in multiple pieces. Furthermore,
the properties of such a surface differ noticeably from the
properties of the partially tangible object covered by the
surface. So a veneer surface of a table would be an instance
of #$SurfaceOnTangibleObject, while the surface of a wooden
table with no lining would not. Further positive examples
include carpet that is part of a floor, paint on a wall, the
earth's crust, and the crust on a piece of bread.
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COSMO note: in Cyc the comments seem to indicate that
this category should not be considered as a substance. But in
COSMO, the reorganization places this under substances.
#$BuildingMaterial is a specialization of
#$Artifact-NonAgentive and #$PartiallyTangibleProduct. Each
instance of #$BuildingMaterial is an artifact of a type
typically incorporated in the construction of new
structures. Specializations of #$BuildingMaterial include
lumber (but not wood), bricks (but not clay), quaried blocks
of marble (but not rock in general), slabs of concrete,
batches of wet concrete, roof shingles, copper nails,
double-paned windows, etc.
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A substance made of wood, shaped for use in
construction, often kiln-dried to avoid warping after
installation..
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SolidifyingSubstance is a PhysicalSubstance that
starts out as a liquid and congelas into a solid. It may
be natural (amber) or artificial (glue, concrete).
It may be encountered at room temperature as either
liquid or solid.
#$Concrete is a specialization of
#$ArtificialMaterial and #$BuildingMaterial. Each instance
of #$Concrete is a piece of an artificial mixture of cement,
gravel, sand, and (during mixture, pouring, and forming)
water. Used widely in construction, pieces of concrete are
formed into the desired shape while fluid and afterward
hardened into a sturdy, durable material. Instances of
#$Concrete include bridge pilings, foundations of houses,
and sidewalks.
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Specifically the type of sealant that is applied as
a liquid or semiliquid, and congeals into a solid.
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(NumeratorFn ?NUMBER) returns the numerator of the canonical reduced form ?NUMBER.
(NumeratorFn RealNumber)
(SineFn ?DEGREE) is the sine of the PlaneAngleMeasure ?DEGREE. The sine of ?DEGREE is the ratio of the side opposite ?DEGREE to the hypotenuse in a right-angled triangle.
(SineFn PlaneAngleMeasure)
NOTE: In SUMO the same notion appears to be represented by the
term 'Transfeer' In COSMO the more expressive Cyc term is used.
Cyc: A specialization of both #$ActionOnObject and
#$Movement-TranslationEvent. In each instance of
#$CausingAnotherObjectsTranslationalMotion, one object
causes another object to undergo a translational motion.
The object causing the motion is related to the event by
#$providerOfMotiveForce (q.v.), while the object which is
caused to move is related by #$objectActedOn and
#$objectMoving (qq.v.). One way to cause another
object's motion is to carry it along with oneself (see
the specialization #$CarryingWhileLocomoting); other ways
include throwing it, kicking it, or knocking it away. Some
instances of #$CausingAnotherObjectsTranslationalMotion may
also be instances of #$Translation-Complete (such as
instances of #$CarryingWhileLocomoting), whereas others
(such as instances of #$PumpingFluid) may be instances of
#$FluidFlow-Translation. Instances of
#$CausingAnotherObjectsTranslationalMotion include a train
transporting passengers, a person pushing a coin into a
vending machine, the release of a bowstring which propels an
arrow, and a magnet attracting a nail.
SUMO: Any instance of Translocation where the agent
and the patient are not the same thing.
An ambiguous term which is used in SUMO
to mean the same things as 'CausingAnotherObjectsTranslationalMotion'.
SUMO: Any Transfer where two Objects are
brought into immediate physical contact with one another.
The COSMO interpretation differs from that in Cyc.
COSMO note: the cyc 'TouchingEvent' is interpreted as the static
state resulting from a 'Touching', which is interpreted in the SUMO
sense of 'bringing into contact', an animal activity. in COSMO
any event that involves contact that lasts for more than a brief
instant is a 'Touching' even if the touching state is
not more than half the total time of the event. Thus a
clapping is a 'Touching', and a greeting that involes handshaking is
a Touching. A collision and rebound would not be a Touching.
Cyc: (TouchingEvent) One object spatially and temporally in contact
with another.
An Event in which one person touches the body of another person
with some part of the first person's body. This is touching even if the
flesh of one or both are covered..
A persistentState in which two objects are in contact with each
other, which suggests some force between them.
SUMO: Any Transfer where two Objects are
brought into immediate physical contact with one another.
Cyc: (TouchingEvent) One object spatially and temporally in contact
with another.
The Cyc equivalent of 'TouchingState'.
A specialization of #$PhysicalEvent. Each
instance of #$ApplyingAForce is an event in which a force is
applied to an object.
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An Event in which one object, by applying a force to another object,
causes it to move. The force may be applied in a continuous manner, or
in by an instantaneous collision or impelling event.
Cyc: A collection of all processes of applying a force
which results in translational motion. Examples include a
boy sitting still propelling a toy car by giving it a push
across the floor. Another example; an airplane propeller
propels an airplane through the air. Negative examples
include a fan motor rotationally propelling fan blades
(#$Propelling is a specialization of
#$CausingAnotherObjectsTranslationalMotion and rotation is
not translation). Another negative example is a wagon full
of groceries coasting downhill. Even though the wagon may
propel (in a general sense of the term propel ) groceries
*up* the hill, the strictly downhill timeslice of the motion
does not involve the wagon propelling the groceries, since
no appreciable force is applied to them. Note, however,
that the wagon coasting downhill is a positive example of
#$TransportationEvent. Another negative example is dropping
something (see #$Dropping) because no force is applied.
However, dropping something would still be an instance of #$CausingAnotherObjectsTranslationalMotion.
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The subclass of Propelling where the patient
travels through space by means of a sudden, forceful event. Some examples
would be shooting, throwing, tossing, spitting, etc.
The subclass of Impelling where the patient
is a projectile that is fired through the air by means of some sort of
Device.
A specialization of #$Emission. Each instance of
#$EmittingAnObject is an emission event in which some
partially tangible object (related to the emission event via
#$objectEmitted) is emitted from something else (the
emitter, related to the emission event via #$emitter). The
emitted object goes from a place inside of the emitter to
some place that is not within the emitter, and the emitter
plays an active role in the emission. Notable
specializations of #$EmittingAnObject include
#$Bleeding-TheAction, #$PrecipitationProcess, and #$SecretionEvent.
Note that shooting bullets from a gun is a case of
'propelling', not 'emitting'. Emitting is primarily for
natural or continuous processes.
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This is the collection of acts of forcibly
expelling saliva or other liquid from the mouth; expectorating.
SUMO: Any instance of Impelling where the origin is
the Mouth of the agent.
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The type of actions in which an object is lifted,
propelled, or thrown by the force of a body movement. In
particular, throwing movements performed with the shoulders
or hindquarters, as a horse bucking someone off or a bull
tossing someone. (For hurling something using an arm
movement, see #$ThrowingAnObject.)
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A specialization of both
#$CausingAnotherObjectsTranslationalMotion and
#$Translation-SingleTrajectory. In each instance of
#$Conveying-Generic, some object (see #$conveyor-Generic)
enables or facilitates the conveyance of another object, or
objects, or stuff (see #$transportees). The conveyor itself
might or might not also be undergoing translational motion
(see #$objectTranslating) during the event. See also the
various specializations of #$Conveying-Generic.
A Passenger is a Person that is transported in
some TransportationEvent.
Each Cargo consists of one or more physical objects of
transportable size (HumanScalObjects) that is or was being transported
on a TransportationDevice in a TransportationEvent, for which a
fee was paid in return for the service of carrying the item(s)
This is a Role, since items are 'Cargo' only while they are being
transported. Traveller's luggage which is carried for free is not Cargo,
but if a traveller carries excess weight and must pay for
some item to be carried, that item is Cargo.
This is the most general concept of Cargo; there are many
subcategories of Cargo, some of which are regulated or taxed in
specific ways by authorities that regulate shipping.
NOTE that as a Group, this could be one or more items considered as a unit.
NOTE that Cargo is a Role that must be related to
some TransportationEvent. But some TransportationEvents
transport only pasengers, so the opposite is not
necessarily true.
An Event in which some physical object is moved from one
location to another by means of a TransportationDevice.
Named TransportationEvent[Cyc] and Transportation[SUMO]
SUMO: Motion from one point to another by means of a TransportationDevice.
OpenCyc: A specialization of both #$Conveying-Generic and
#$Translation-Complete, instances of which are events in
which one or more objects transport one or more other
objects. Each instance of #$TransportationEvent is an
event in which an object (in the role of #$transporter) aids
in the translational movement of another object (having the
role of #$transportees), so that both objects move together
along the same complete pathway (see
#$motionPathway-Complete). Optionally, one of these
objects, or some third object moving along with them,
provides the force to make the movement happen (see
#$providerOfMotiveForce). Examples of transportation events
include automobile transportation, riding a bicycle, dogs
pulling goods on a sled, a wagon with groceries rolling down
a hill, a person carrying clothes in a suitcase, etc. In
that last case, note that the #$transporter is the suitcase,
not the person. Note that the transporter in a
transportation event need not be in motion relative to its
destination throughout the transportation event; an
automobile transportation is a single transportation event
even if it has sub-events in which the driver and all of the
passengers disembark while the car is parked and refueled.
A single transportation event may also have more than one
transporter. For example, a sofa may be transported accross
a living room floor by two people working together. Events
which are _not_ #$TransportationEvents include a river
conveying some flotsam, the wind blowing a leaf, a conveyor
belt moving a widget to the next person on an assembly line,
or a walking beast of burden that is carrying nothing. The
first three of these negative examples are instances of
#$Conveying-Stationary, since the would-be #$transporter
doesn't actually change its overall location (see
#$conveyor-Stationary); in the fourth case the unburdened
beast has no #$transportees and the event is an instance of #$AnimalWalkingProcess.
SUMO term 'TransportationEvent': for Motion from one point to another by means
of a TransportationDevice.
A CargoVessel is a Vessel disigned with a primary purpose to transport cargo,
rather than passengers.
SI activity measure. Symbol: Bq. It measures the amount of radioactivity contained in a given sample of matter. It is that quantity of a radioactive element in which there is one atomic disintegration per SecondDuration. Becquerel = s^(-1).
A test class to illustrate necessary conditions
The Class of all Months which are April.
(VelocityFn LengthMeasure TimeDuration Region DirectionalAttribute)
Specifies the velocity of an object, i.e. the speed and the direction of the speed. For example (VelocityFn (MeasureFn 55 Mile) (MeasureFn 2 HourDuration) ?REFERENCE North) denotes the velocity of 55 miles per hour North of the given reference point ?REFERENCE.
A Relation is a PartialValuedRelation
just in case it is not a TotalValuedRelation, i.e. just in case assigning values
to every argument position except the last one does not necessarily mean that there
is a value assignment for the last argument position. Note that, if a Relation
is both a PartialValuedRelation and a SingleValuedRelation, then it is a partial
function.
The rate or speed of Packet-Networks transferred in a second.
(CosineFn ?DEGREE) returns the cosine of the PlaneAngleMeasure ?DEGREE. The cosine of ?DEGREE is the ratio of the side next to ?DEGREE to the hypotenuse in a right-angled triangle.
(CosineFn PlaneAngleMeasure)
Part of a Word which cannot be subdivided
and which expresses a meaning.
#$MilitaryEquipment is a specialization of
#$Artifact and #$PartiallyTangibleProduct. Each instance of
#$MilitaryEquipment is an artifact that is owned and used by
some #$MilitaryOrganization. Examples include instances of
weapons, vehicles, and uniforms.
Each piece of MilitaryEquipment can be considered as
a MilitaryAsset.
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#$MilitaryHardware is a specialization
of#$MilitaryEquipment and #$PhysicalDevice. Each instance
of #$MilitaryHardware is a type of physical device used by
the military, thus including #$TransportationDevice-Vehicle,
#$Weapons and #$CommunicationDevices. It however excludes
#$MilitaryUniforms and #$Flags.
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#$Platform-Military is a specialization of
#$MilitaryHardware and #$TransportationDevice. Each
instance of #$Platform-Military is a transportation device
which can carry military equipment such as #$Weapons,
personnel and communications equipment. When a
#$Platform-Military is armed with a #$Weapon, such as a
#$Tank-Vehicle, it will result in a type of #$WeaponSystem.
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A WeaponsPlatform is a Platform whose primary purpose is to provide
a support where weapons may be used. It is therefore a military platform,
even if used by someone not affiliated with a military organization.
Every Warship, tank, and armed aricraft is a WeaponsPlatform.
A CourseOfInstruction is the teaching plan created by some instructor as the method for imparting knowledge of some subject to students.
The Class of all calendar weeks.
A Glossary is a list of terms and accompanying definitions used in some specific filed of knowledge or other restricted context. It is less comprehensive than a dictionary.
A UnaryFunction that maps an Integer to its predecessor, e.g. the predecessor of 5 is 4.
(PredecessorFn Integer)
Bodies of water which are substantial in some
sense. For example, a #$Puddle or a small #$Creek are not
substantial bodies of water, but #$Oceans and many #$Lakes
are. A #$BodyOfWater-Large tends to be permanent, not
seasonal (though there are exceptions). Large bodies of
water count as water area in geographical calculations,
while non-large bodies of water do not.
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The Class of all Months which are November.
The class of TimeIntervals that begin at Sunrise and end at noon.
The Class of Functions that require two arguments.
A NaturalObjectInSitu is a natural object that has not been removed from its natural setting or modified by humans. A tree is a NaturalObjectInSitu, even if planted by people; cut into lumber, it is a ProcessedNaturalProduct. . Some quantity of petroleum in the ground is a NaturalObjectInSitu. When extracted and placed in a pipeline or barrel, it is a ProcessedNaturalProduct.
The Class of Relations that are
spatial in a wide sense. This Class includes mereological relations
and topological relations.
SI magnetic flux density measure. Symbol: T. One Tesla equals one Weber per square Meter. Tesla = Wb/m^2 = kg*s^(-2)*A^(-1).
CalendarDate is a time interval of one day, located from the beginning 12 AM of the calendar day specified to the instant before the 12AM of the following day.
(SuccessorFn Integer)
A UnaryFunction that maps an Integer to its successor, e.g. the successor of 5 is 6.
A specialization of both #$InformationStore and
#$PartiallyIntangibleIndividual. Each instance of
#$SymbolicThing symbolizes some thing or event or
achievement, without describing it in any detail. Examples
include halos (#$Halo-Symbolic), #$NationalAnthems, school
colors, and physical objects such as national flags which
are instances of the (notable) subcollection
#$SymbolicObject. Note that instances of #$SymbolicThing
can be #$InformationBearingThings or #$ConceptualWorks. They
generally do not have propositional information
(#$PropositionalInformationThing) contents - rather, they
are typically associated (by an informed interpreter) with
particular entities. To emotional interpreters, such as
#$Persons, symbolic objects are often evocative of certain
attitudes associated with the entities symbolized - such as
nationalism, respect, school spirit, hatred, reverence, etc.
#$SymbolicThing differs from #$Signal in that #$Signals are
one-time-only occurrences, whereas #$SymbolicThings are open
to their characteristic interpretation any time they are
encountered. See also #$signifiesTo, #$signifies.
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A SymbolicObject is an artifactual PhysicalObject created
with the purpose of being or bearing some physical symbol that
represents something other than the symbol itself; the represented
thing may be abstract or physical. The symbolism of a
SymbolicObject does not depend on language to convey its
intended meaning; it is primarily graphic in nature.
Cyc: A specialization of both #$SymbolicThing and
#$HumanAccessibleIBO. Each instance of #$SymbolicObject is a
#$SymbolicThing that has some material part (i.e. is an
instance of #$PhysicalObject), and symbolizes some thing,
event or achievement, without describing it propositionally
in any detail. Examples include national flags, military
medals and ribbons, an Oscar, a Crucifix, a caduceus, and
printed trademark logos of commercial brands. Only some
instances of #$SymbolicObject have the #$primaryFunction of
serving as symbols (e.g. national flags, war memorials);
others are symbolic in a secondary capacity (e.g. a
gravestone symbolizes death but its primary function is as a
marker), and/or acquire symbolic associations over time
(e.g. Ellis Island). Examples of #$SymbolicObject include
the #$ArcDeTriomphe, the #$StatueOfLiberty, the
#$PyramidOfCheops, a hangman's noose, a Menorah, a
white dove. Negative examples include #$NationalAnthems and
#$Swastikas projected on walls, because these do not have a
material part; for such symbols use the broader collection #$SymbolicThing.
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COSMO: The term 'MemorialMarker' is interpreted
somewhat differently than in Cyc. In COSMO, it includes
plaques on the wall of some buidling that commemorates some
person, object, or Event. We retain the parent Type
'ConstructionArtifact' since it should be, if not a free-standing
constriction artifact, a part of a building.
Cyc: A specialization of #$SymbolicObject and
#$ConstructionArtifact. Each instance of this collection is
an artifact built to commemorate an individual, group of
individuals or event. The collection includes gravestones,
statues, and pyramids. See #$honorsThing and its
specializations. Large and imposing instances of
#$MemorialMarker fall under the more specialized collection #$Monument.
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A function that is useful for generating recurring
time intervals.
For example, (RecurrentTimeIntervalFn (HourFn 6 Day) (HourFn 12 Day))
returns the Class of TimeIntervals beginning at 6 in the morning and
ending at 12 noon. For another example, (RecurrentTimeInterval Saturday Sunday)
returns the Class of all weekends. For still another example,
(RecurrentTimeInterval June August) returns the Class containing
the academic summer period.
(RecurrentTimeIntervalFn TimeInterval TimeInterval )
The TimeDuration of 100 years.
Relation ?REL is reflexive if (?REL ?INST ?INST) for all ?INST.
The class of Attributes expressing
configurations of bodies or parts of bodies of animals or humans,
e.g. standing, sitting, kneeling, lying down, etc.
Submultiple of kilogram. Symbol: g. 1 kilogram = 1000 Grams.
A Calorie is an energy measure.
COSMO note: In Cyc this is a subclass of 'TemporalThing'. The Cyc
representation requires that all physical objects be
instances of 'TemporalThing', which means that htye have a beginning and
end. gthis comes close to the perdurantist 4-dimensional representation of
objects as having an extension in time. To avoid this potential
confusion, we simply eliminate SomethingExisting and make it a
synonym of 'Object'. Most subtypes will be moved to 'PhysicalObject'
OPENCYC 1: MAY 23, 2002
A specialization of #$TemporalThing whose instances are more or less static,
as compared (e.g.) to the more dynamic instances of #$Event. The clearest
examples of #$SomethingExistings are tangible things, such as people, lakes,
stars, and the Earth's ionosphere. But #$SomethingExisting also
includes certain intangible temporal things, such as #$Agreements
and #$Obligations, that remain relatively stable throughout their lifetimes.
On the other hand, #$SomethingExisting excludes purely temporal intangibles such
as #$TimeIntervals.
An instance of #$ExistingStuffType, and a
specialization of #$PartiallyTangible. Each instance of
#$ConductingMedium is a partially tangible object that can
serve as a conductor, e.g., for heat or electricity.
Specializations include #$PowerLine, #$Superconductor, and #$ElectricalWire.
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An instance of #$ExistingStuffType, and a
specialization of #$ConductingMedium. Each instance of
#$ElectricalConductor is a partially tangible thing that can
conduct electricity. Instances include power cords,
electrical plugs, and pieces of metal.
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Any substance that is a non-conductor
of electricity, of sufficiently resistivity to serve as insulating
material in electrical devices..
A ConductiveObject is an object, like an electrical wire,
whose primary constituent component substance is
electrically conductive. This Type will serve to
specify the actual conductive part of devices that
conduct electricity - the metal wires and socket
parts in an extension cord, for example.
Instances are not necessarily artifacts. A human
body is a conductive object, consisting mostly
of salty conductive aqueous solutions.
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A InsulatingObject is an object, such as
the insulating coating on an electrical wire,
whose primary constituent component substance is
electrically insulating. This Type will serve to
specify the actual insulating part of devices that
either conduct electricity or are used near obejcts
that conduct electricity.
.
An inorganic substance that consists of
ions rather than covalently bonded molecules.
An inorganic salt has sodium ions as the cations.
An inorganic salt has chloride ions as the anions.
An inorganic salt that has one sodium ion and one chloride
ion in its molecular composition.
The collection of quantities of sodium chloride
granules, commonly used as a condiment with food.
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A specialization of (#$SolidFn
#$RockyPlanetaryStuff). Each instance of #$StoneStuff is a
piece or portion of rock or stone. Stone is widely used as a
material for the construction of buildings, walls,
monuments, and sculptures.
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Instances are individual rocks, pebbles, boulders etc..
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A Metal is a substance having certain electrical conductivity characteristics. Some substances are borderline metals.
Cyc comment: An instance of #$TangibleStuffCompositionType.
Every instance of #$Metal is a tangible object having
certain characteristic physical and chemical properties.
Instances of #$Metal are good conductors of electricity and
heat, and most instances of #$Metal are solids at room
temperature (although all instances of #$Mercury, for
example, are liquids at room temperature). Solid instances
of #$Metal have a shiny luster, and are highly malleable.
Specializations of #$Metal include #$Mercury, #$Potassium,
#$Brass, #$Lead, and #$Iron.
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An Alloy is a Metal consisting primarily of
metallic elements and haveing at least two constituent
substances.
Cyc: A collection of tangible stuffs; a subcollection
of #$Metal. Each instance of #$MetalAlloy is a metallic
stuff which is a homogeneous blend of at least one part of
#$UnalloyedMetal with at least one other substance.
#$MetalAlloy is not a subcollection of #$Mixture, because
each instance of #$MetalAlloy is defined not only by the
amounts and kinds of its #$constituents, but also (unlike a
mixture) by the internal structures formed during its
creation. Furthermore, the creation process is typically
more complex than #$Mixing. Common metal alloys include the
instances of #$Bronze-Stuff, #$Brass, and #$Steel. Note
that #$GalvanizedMetal is _not_ a subcollection of
#$MetalAlloy, because every instance of #$GalvanizedMetal
has a coating of some #$Zinc on its surface, and thus
(unlike an alloy) the components of galvanized metals are
not homogenously distributed throughout.
SUMO: A Mixture of two or more Metals, and possibly
nonmetallic elements as well. For example, steel is an alloy
containing iron and manganese.
COSMO note: In COSMO an Alloy does not have to have
two metals, the second component can be a non-metal,
as in some types of steel, which have carbon as the
second component. Steel does not have to
contain manganese
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This is the Cyc (0.78) name for 'Alloy'.
This is the SUMO name for 'Alloy'.
A Substance consisting mostly of Copper with some
Zinc.
SUMO: A MetallicAlloy made from Copper and Zinc.
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A Substance consisting mostly of Copper with some
Tin.
WireType is a metatype which is a specialization of the
Protege owl:Class that can serve as type for different kinds of wire
and an argument restriction for the relation s on chemical elments.
This is a primitive mechanism to accommodate OWL limitations on
relation arguments.
WireStuff is a Substance consisting of some Metal
in a filamentous shape. Every piece of Wire is made of
some WireStuff.
CopperWire is a Substance consisting of Copper in
the form of a Wire..
SteelWire is a Substance consisting of Steel in
the form of a Wire..
Wire is the Type of which all instances are
pieces of wire - this is a category of physical objects,
not of substances.
Cyc: A collection of physical devices, namely all the
slender stringlike pieces of metal, with or without
insulative casing. Various instances of #$Wire are designed
for and serve many different functions: connecting, carrying
electrical power and/or electrically coded information, heat
or light radiation, etc. Pieces of wire may be coated with
insulation (instances of #$InsulatingCover). Wires not
intended to carry electricity are still instances of this
collection; e.g., wires that are used in a piano, in a
person's dental braces, etc.
SUMO: A long, thin strand of Metal that is used in a wide
range of applications, including the wiring of electrical systems, creating
bundles and the construction of cages.
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Insulated wire considered as a substance.
A piece of insulated wire would be a PhysicalObject.
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Steel is an Alloy which typically has at least 50% iron in it,
but sometime has less than 50%.
Cyc comment: The collection of all contiguous portions of steel, an
alloy of iron containing a small amount of carbon.
SUMO; A MetallicAlloy made from Iron and other elements.
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Not synthetic rubber - The sap of the rubber tree;
milky when harvested, it congeals into natural rubber.
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Synthetic Rubber - the manufactured substance.
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A ComputerNetworkPathSystem is the abstract system of paths (not the physical connections) that connect a computer network.
A TemperatureMeasure that is commonly used in the United States. On the Fahrenheit scale, the freezing point of water is 32 FahrenheitDegrees, and the boiling point of water is 212 FahrenheitDegrees.
An Integer that is evenly divisible only
by itself and 1.
English mass unit that is equal to 2000 pounds.
The basic Function for expressing the composition of larger TimeIntervals out of smaller TimeIntervals. For example, if ThisSeptember is an instance of September, (TemporalCompositionFn ThisSeptember Day) denotes the Class of consecutive days that make up ThisSeptember. Note that one can obtain the number of instances of this Class by using the function CardinalityFn.
(TemporalCompositionFn TimeInterval TimeInterval )
SI amount of substance unit. symbol: mol. It is one of the base units in SI. It is defined as follows: the Mole is the amount of substance of a system which contains as many elementary entities as there are atoms in 0.012 Kilograms of carbon 12. Note that, when this UnitOfMeasure is used, the elementary entities must be specified - they may be atoms, molecules, ions, electrons, etc. or groups of such particles.
SI magnetic flux measure. Symbol: Wb. It is the magnetic flux which, linking a circuit of one turn, produces in it an electromotive force of 1 Volt as it is reduced to zero at a uniform rate in 1 SecondDuration. Weber = V*s = m^2*kg*s^(-2)*A^(-1).
(RealNumberFn ?NUMBER) returns the part of ?NUMBER that is a RealNumber.
(RealNumberFn Number)
One KiloByte (KB) of information. One KiloByte is 1024 Bytes. Note that this sense of 'kilo' is different from the one accepted in the SI system.
The Class of all Months which are January.
OPENCYC 1: MAY 23, 2002
The collection of all pathways made of RailroadTracks and used for train
transportation. It includes main lines and sidings.
Railway is the subclass of LandTransitways that have rails
along which Trains may travel. A railway consists of the rail bed, sleepers,
tracks, electric rails, switches, sensors, lights, crossing grades, and
any other integral machinery or parts of a section of railway.
The WaterSurface is the collective set of locations on the Earth's surface
that are just at the top of a navigable body of water, and as far below
as necessary to accommodate the draft of watercraft that are traversing
the surface.
Collections have members like Classes, but, unlike Classes, they have a position in space-time and members can be added and subtracted without thereby changing the identity of the Collection. Some examples are toolkits, football teams, and flocks of sheep.
Collection[SUMO:_tangibles_only,_no_identical_Cyc_class]
hasListLength specifies the integer length of a List.
The Class of Predicates that
require five arguments. (rdf:type rdf:resource = '#InheritableRelation'/)
A Function that takes a List as its sole argument and returns the number of items in the List. For example, (ListLengthFn (ListFn Monday Tuesday Wednesday)) would return the value 3.
(ListLengthFn List)
(FutureFn TimePosition)
A UnaryFunction that maps a TimePosition to the TimeInterval which it meets and which ends at PositiveInfinity.
(FloorFn RealNumber)
(FloorFn ?NUMBER) returns the largest Integer less than or equal to the RealNumber ?NUMBER.
(MinuteFn PositiveRealNumber Hour )
A BinaryFunction that assigns a PositiveRealNumber and a subclass of Hours to the Minutes within each Hour corresponding to that PositiveRealNumber. For example, (MinuteFn 30 (HourFn 17 Day)) is the Class of all 5:30's in the afternoon. For another example, (MinuteFn 15 Hour) would return the class of all instances of quarter past the hour. For still another example, (MinuteFn 15 (HourFn 14 (DayFn 18 (MonthFn 8 (YearFn 1912))))) denotes 15 minutes after 2 PM on the 18th day of August 1912.
A UnaryFunction that maps a TimeInterval to the TimePoint at which the interval ends.
(EndFn TimeInterval)
SI absorbed dose measure. Symbol: Gy. It measures the dose of radiation absorbed in living tissue. It is equal approximately to the absorbed dose delivered when the energy per unit mass imparted to matter by ionizing radiation is 1 Joule per kilogram. Gray = J/kg = m^2*s^(-2).
A BinaryFunction that assigns a PositiveRealNumber and a subclass of Months to the Days within each Month corresponding to that PositiveRealNumber. For example, (DayFn 16 August) is the Class of all sixteenth days of August. For another example, (DayFn 9 Month) would return the class of all ninth days of any month. For still another example, (DayFn 18 (MonthFn 8 (YearFn 1912))) denotes the 18th day of August 1912.
(DayFn PositiveRealNumber Month )
(GigaFn UnitOfMeasure)
A UnaryFunction that maps a UnitOfMeasure into a UnitOfMeasure that is equal to 1,000,000,000 units of the original UnitOfMeasure. For example, (GigaFn Hertz) is 1,000,000,000 Hertz.
The collection of #$TransportationDevices that can
operate without a driver (see #$driverActor) actually being
in or on the device. Examples include drone aircraft
operated by remote control and #$WeatherBalloons.
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A specialization of #$TransportationDevice. Each
instance of #$AirTransportationDevice is a device used for
transporting either people or cargo through the air.
Specializations of #$AirTransportationDevice include the
collections #$Airplane, #$Helicopter, #$HotAirBalloon, and #$GroundToOrbitVehicle.
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hasCurrentDestination specifies the intended
destination of a Vehicle, at the current moment. This relation
is highly sensitive to time, and is only meaningful when applied
within the context of a travel event that is underway. It is
nevertheless useful for describing and reasoning about vehicles, especially
large commercial ones, that are en route to some specific destination.
The destination is generic; it could be a region or a physical
object (a train may be headed for Penn Station in New York, and
we might want to specify that.)
Of course, not every vehicle may have a specific destination,
even when in motion - a police patrol car may be driving
around without any specific plan to stop in any particular place.
When not underway, as for a parked car or a ship in port, this
relation will be meaningless..
hasEstimatedTimeOfArrival specifies the expected
time (a date-time) that a Vehicle will arrive at its destination -
which is the destinationof the current trip the vehicle is taking.
This relation is highly sensitive to time, and is only meaningful when applied
within the context of a travel event that is underway. it is most
useful for scheduled commercial travel events. It is
nevertheless useful for describing and reasoning about vehicles, especially
large commercial ones, that are en route to some specific destination.
Note that since the domain is a Vehicle, this relation cannot be used to
specify the ETA for a person, unless indirectly by specifying the ETA
for s vehicle that person is travelling in.
Of course, not every vehicle may have a specific destination,
and therefore no estimated time of arrival,
even when in motion - a police patrol car may be driving
around without any specific plan to stop in any particular place.
When not underway, as for a parked car or a ship in port, this
relation will be meaningless..
A self-powered heavier-than-air air transportation
device. Blimps and dirigibles are not included.
In cyc called 'AirTransportationVehicle'.
Cyc: A specialization of #$AirTransportationDevice and
#$TransportationDevice-Vehicle. Each instance of
#$AirTransportationVehicle is a device which is both
self-powered and controlled in some fashion by a user, and
is used for transportation through air. Specializations of
#$AirTransportationVehicle include the collections
#$Airplane and #$Ultralight, but not collections of
non-#$SelfPoweredDevices such as #$Glider.
This is the Cyc (0.78) name for 'Aircraft'.
The collection #$Device-OneTimeUse is a subset of
#$PhysicalDevice. Each element of #$Device-OneTimeUse is a
device which is intended to be used only once in its primary
or intended function. In many cases, it will be impossible
to use the device again because of some effect of its use
which destroys its ability to perform its function. In some
cases, it may be physically possible to use the device
again, but normally it wouldn't be re-used. Examples
include instances of #$HandGrenade and #$Condom. For
stuff-like products that are 'used up', see #$ConsumableProduct.
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An ExpendableSelfPropelledDevice is a Device
designed to propel itself, and usually some payload, to perform a
function without any expectation that the device will be
recoverable after perfroming that function. Weapons such
as torpedoes and missiles qualify, as do civilian rockets such
as sounding rockets designed to examine conditions in the upper atmosphere.
A specialization of #$Weapon. Each specialization
of #$MilitaryWeapon is a type of weapon typically used only
by military organizations. Specializations of
#$MilitaryWeapon include #$SilkwormMissile, #$NuclearWeapon,
and #$Mine-Weapon.
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In Cyc called 'Projectile-Device'.
A Projectile is an ArtifactObject designed to be
propelled by the impulse delivered either by another object,
or by thrust generated from part of the object itself.
In many but not all cases, after the impulse is delivered,
the Projectile then travels solely under ballistic (gravitational)
forces. It may or may not not be a weapon; a baseball thrown to
a catcher is a Projectile, as is a football or javelin.
However, a rock thrown just to be skipped
across the surface of a lake is not designed as a Projectile
and is not an instance of this Type. The role of
'projectile' taken by various natural or artifact objects
thrown by people or forces of nature would be
specified by a case role relation.
Cyc: The collection of all projectiles. Some instances
of this collection, such as cannon balls, arrows, missiles
are (intended to be) thrown, hurled, fired, or launched at
their targets. The other instances, such as pistol
cartridges, shot gun cartridges, or #$ArtilleryShells have
parts which are intended to be fired at their targets.
Many are #$ProjectileWeapons, e.g. instances of #$Arrow,
#$ProjectileSlug-Bullet, or #$Torpedo, while others are not,
e.g. #$FootballBall-American. The motive force in a
propelling of a #$Projectile-Device may come from a distinct
#$ProjectileLauncher or #$Person, but many are
self-propelled after leaving the launcher.
NOTE that in SUMO every Projectile is a Weapon. See
'ProjectileWeapon' for the SUMO 'Projectile'.
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A BallisticProjectile is a Projectile that
, travels solely under ballistic (gravitational)
forces after a short initial impulse is delivered,
This differs somewhat from Cyc 'Projectile-Device'
in that weapons such as torpedoes which are under continuous
thrust until they hit their target do not have a ballistic
trajectory and are therefore not BallisticProjectiles.
A bazooka shell, however, though
it generates its own thrust, travels mostly after the thrust
has stopped and under ballistic forces.
A subcollection of #$Artifact, instances of which
are primarily designed as instruments for disabling,
physically harming, or destroying animals (often humans),
buildings, or other #$ConstructionArtifacts. Subcollections
of #$Weapon include #$LethalWeapon, #$NonlethalWeapon,
#$Gun-Portable, #$Bomb, and #$Napalm. Also included are
various types of military hardware used to kill, destroy, or
immobilize. Note that in the case of weapons which are
'fired' or otherwise distributed, both the
launcher and the unit of ammunition are considered #$Weapons
in this sense. E.g. a bow, an arrow, a missile launcher, an
ICBM, a weapons-grade sprayer, a cloud of mustard gas, a
gun, and a bullet are all #$Weapons. Non-artifacts and
artifacts designed for some other purpose (as a found rock
or brick) may be used as weapons, but are not instances of
the collection, #$Weapon.
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A specialization of #$Weapon. Instances of this
collection are either instances of #$ProjectileWeapon or #$ProjectileLauncher.
36848248-e3c7-41d7-8908-ece3d7ce582f
A specialization of #$Weapon. Each instance of
#$ProjectileWeapon is a weapon that is thrown, hurled, or
launched at its target. Notable specializations of
#$ProjectileWeapon include #$Arrow, #$ProjectileSlug-Bullet,
and #$Missile. See also the related collection #$ProjectileLauncher.
NOTE that in SUMO a Projectile must be fired from
a Weapon (perhaps it is closer to the Cyc
'ProjectileWeapon-Fired', whereas in Cyc a ProjectileWeapon
can be hand-thrown such as a HandGrenade. In COSMO the
more general Cyc usage is adopted, and a HandGrenade
is a subtype of 'ProjectileWeapon'.
NOTE also that according to Cyc usage, a ProjectileWeapon
does not have to follow a ballistic course after being
projected, but can also be SelfPowered, such as a
Torpedo.
In SUMO called simply 'Projectile':
SUMO: A missile, bullet, etc. that is fired from
a Weapon
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#$ProjectileLauncher is a specialization of
#$Conveyance-Stationary and #$PoweredDevice. Each instance
of #$ProjectileLauncher is a physical device used to launch
a #$Projectile-Device. A few notable specializations are
#$Slingshots, #$Guns, and #$MissileLaunchers. The launcher
and projectile start out at the same location, possibly even
as parts of the same object, but once the projectile is
fired it leaves the launcher.
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SUMO: A Gun that is small enough to be carried and fired by
a single Human.
Called 'Gun-Portable' in Cyc.
Cyc: A specialization of both #$SmallArm-Weapon and
#$PortableObject. Each instance of #$Gun-Portable is a gun
light enough for its average user to move easily.
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This is the Cyc (0.78) name for 'Firearm'.
Cyc: Single-user gun with a long rifled barrel - gets
the bullet spinning and improves reliability of aim.
SUMO: A Firearm with a long barrel that is intended to be fired
from the shoulder.
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The collection of self-propelled
#$ProjectileWeapons that are fired from #$ModernNavalShips.
#$Torpedos are usually propelled by #$WaterPropellers, but
are sometimes #$RocketPropelledTransportationDevices.
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A very generic term for projectiles fired from
firearms. It includes musket balls, cannon balls, pistol
slugs, rifle cartridges, shotgun shot, and
#$ArtilleryShells. In the case of 'rifle
cartridge' and #$ArtilleryShell, only part of the
object becomes the projectile (see
#$ProjectileShellAssembly). The other part of such objects,
which includes a casing, explosive charge, a primer, etc.
stays behind or is destroyed in detonation. In the case of
'cannon ball', 'pistol slug' or
'musket ball' the entire object is propelled from
a gun due to an explosive charge behind it.
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The volume of the main cavity in a hollow thing is
so big that it takes up a significant portion of the volume
of the hollow object when that object is viewed from the
outside. An unopened eggshell is considered to be #$Hollow
in spite being full of its contents. A sponge would not be
considered #$Hollow because no invidual cavity is of
significant size relative to that of the sponge.
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A specialization of #$SolidTangibleThing;
instances are characterized by a cylindrical, single-walled
structure and a hollow interior. Examples include
#$GunBarrels and #$Bottles. The structure in question must
be 'long' enough to justify the appelation of
'hollow'. Borderline non-cases might include
two-dimensional ringlike structures like wedding-rings.
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Every element of #$ProjectileCasing contains a
projectile (or a set of projectiles, e.g. shot fired from a
shot gun) and explosive material. When a gun is fired an
explosive contained inside a #$ProjectileCasing is
detonated. This detonation forces the projectile out the
open end of the #$ProjectileCasing at high velocity.
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A specialization of #$AirTransportationVehicle.
Each instance of #$RotaryWingAircraft is a heavier-than-air
vehicle which is supported in the air by blades rotating
about an axis. A notable specialization of
#$RotaryWingAircraft is #$Helicopter.
#$Helicopter is a specialization of
#$RotaryWingAircraft and #$TransportationDevice-Vehicle.
Each instance of #$Helicopter is a self-powered mechanical
device that hovers in the air using a rotary wing.
A specialization of #$AirTransportationDevice.
Each instance of #$FixedWingAircraft is an air
transportation device that has a fixed wing structure as
its primary source of lift. Notable specializations of
#$FixedWingAircraft include #$Airplane and #$Glider.
NOTE that some aircract such as VSTOL craft, which
may have wings or motors that rotate to the vertical
during takeoff and landing, are also categorized
as 'FixedWingAircraft' because the defining
characteristic is that the aircraft must derive most
of its lift during flight from the passage of air
driven by the forward movement, over some airfoil
on the craft.
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A subcollection of #$FixedWingAircraft, each
instance of which is a heavier-than-air, self-powered flying
machine (other than a cruise missile) that gets its lift
while flying from #$AirplaneWings. #$Helicopters are thus
excluded because their lift is created by rotors. A
near-borderline (positive) case is a plane that takes-off
vertically using a turbojet engine, since its initial lift
is not due to its wings. In flight, however, such a plane
needs its wings to stay aloft.
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The collection of all #$TransportationDevices
propelled by rocket engines which includes earth-to-orbit
and moon-to-orbit devices, aircraft, weapons and some
unusual instances of automobiles. Rocket engines are
self-contained in that they do not need oxygen from the
atmosphere to burn fuel and therefore are the only engines
capable of space travel. #$Weapons which are commonly
called rockets are here defined as #$Missiles that are also RocketPropelledVehicles.
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#$Spacecraft is a specialization of
#$TransportationDevice. Each instance of #$Spacecraft is a
transportation device either deployed entirely in outer
space, or one whose trajectories leave the atmosphere of the
planet it's launched from, in order to orbit the planet
or to travel beyond the planet's gravitational field.
A #$Spacecraft may either be manned or unmanned.
NOTE that all 'Spacecraft' have to be rocket-propelled,
which means propelled by the thrust caused by the
expulsion of matter from the craft. Therefore
a sunlight-driven solar sailing craft would not
be classified as a 'Spacecraft'. This may have
to be modified if, when such devices actually
begin to be used, a separate classification for solar
sailing devices appears to be a problem.
NOTE: a Spacecraft ia a Vehicle and must have its own means
of propulson, so a passive satellite placed into orbit that
cannot move itself around is not a spacecraft.
SUMO: Any Vehicle which is capable of
SpaceTransportation.
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The collection of #$AirTransportationDevices which
are designed to travel without human #$driverActor. These
craft may be steered by remote control.
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A subcollection of #$ProjectileWeapon, the
instances of which are self-powered and unmanned. A
#$Missile may be jet-propelled or rocket-propelled. The
traversal of a missile when launched may be controlled in
different ways: launch-guided, midterm-guided or
terminal-guided. The subcollection #$CruiseMissile contains
instances that adjust their course while flying, so they are
midterm-guided and terminal-guided.
NOTE that Cyc requires that a Missile be an ExplosiveDevice, but
in COSMO a missile that is designed to disrupt a target
solely by ballistic impact is still a Missile.
NOTE that in COSMO a Missile must be rocket propelled,
so exclusively air-breathing engine propelled devices cannot
be missiles.
In SUMO, every Missile is a Spacecraft, but in COSMO
missiles intended for use solely at or near the surface
of the Earth are also missiles. That parent is
left out in COSMO.
SUMO: A Spacecraft which is propelled by a rocket.
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Any enclosed space inside an animal that can contain fluid
(gas or liquid), or other body parts, such as the peritoneal cavity..
COSMO note: BodyCavity is interpreted as the pure space region, not
the contents.
(MegaFn UnitOfMeasure)
A UnaryFunction that maps a UnitOfMeasure into a UnitOfMeasure that is equal to 1,000,000 units of the original UnitOfMeasure. For example, (MegaFn Hertz) is 1,000,000 Hertz.
A PathogenicVirus is a Virus that can cause disease in man or other animals. Plant viruses are not included in this category.
SI pressure measure. Symbol:Pa. It is the pressure of one Newton per square Meter. Pascal = N/m^2 = m^(-1)*kg*s^(-2).
(TeraFn UnitOfMeasure)
A UnaryFunction that maps a UnitOfMeasure into a UnitOfMeasure that is equal to 1,000,000,000,000 units of the original UnitOfMeasure. For example, (TeraFn Hertz) is 1,000,000,000,000 Hertz.
(TangentFn ?DEGREE) is the tangent of the PlaneAngleMeasure ?DEGREE. The tangent of ?DEGREE is the ratio of the side opposite ?DEGREE to the side next to ?DEGREE in a right-angled triangle.
(TangentFn PlaneAngleMeasure)
The Class of Functions that require
exactly four arguments. (rdf:type rdf:resource = '#InheritableRelation'/)
The Class of all Months which are June.
(BeginFn TimeInterval)
A UnaryFunction that maps a TimeInterval to the TimePoint at which the interval begins.
Atomic mass unit. Symbol: u. It is the mass of the twelfth part of an atom of the Carbon 12 isotope.
(IntegerSquareRootFn ?NUMBER) returns the integer square root of ?NUMBER.
(IntegerSquareRootFn RealNumber)
The TimeInterval of each Day when the sun is setting and is partially overlapped by the horizon line.
A plane angle measure.
(PopulationFn GeopoliticalArea)
(PopulationFn ?AREA) denotes the Integer that represents the count of the number of people inhabiting the GeopoliticalArea ?AREA. The total population presents one overall measure of the potential impact of the country on the world and within its region.
FixedHoliday is the class of Holidays whose observance is fixed to recurrences of the calendar day that the holiday commemorates.
Cyc: (Generic sensor, not just devices)
The collection of devices, biological or
artificial, that gather information. Note: If a
well-known named part of such an entity does the
data-gathering, then generally only those parts are
considered sensors, not the whole entity. E.g., even though
a person gathers information, we generally do not consider
them to be a sensor, but rather the sensors are their eyes,
ears, skin, etc. In a context such as an ophthalmology
convention, `well-known part' has a different binding,
and they would consider just certain parts of the eye to be sensors.
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COSMO note: this sense of 'Sensor' is the device, and does not
include biologicalsensors such as eyes or ears. A sensor device
is designed to be used for detection of some category of object
or substance.
Sensor definition from 'Ontology for Level-One Sensor Fusion
and Knowledge Discovery' (by Marion G. Ceruti, Ph.D.)
A sensor is a device that responds to a physical stimulus, (such as heat, light,
sound, pressure, magnetism, or a particular motion) and transmits a resulting impulse
for measurement or operating a control. Sensors can be mechanical, electrical,
electro-optical, chemical, or biological (part of a living organism). Sensors can be
land based or platform based, such as towed arrays. Related concepts include:
signals, detection, modes of operation, detection threshold, tasking of sensors,
sensor arrays, operational limitations (e.g. range, depth, distance and altitude),
swath, resolution, passive sensors (e.g. hydrophone array), and active sensors
(e.g. sonar). Concepts that deal with the interaction of signals with sensors
include detection and signal-to-noise ratio mentioned in the section on signals.
Sensor geometry is also important, as some sensors are not omni-directional.
Their geographical environment limits others. Thus concepts that apply to geometry in general, such as points, lines, line segments, polygons, circles, ellipses, and other spatial entities must also be part of an ontology that applies to sensors in particular.
Some examples of spatial relationships and geometry as applied to sensors are as follows:
1. An ellipse is drawn around a position to indicate the error in the position measurement.
The major and minor axes of the ellipse represent the uncertainty in the coordinates
of the position.
2. If a sensor must detect a target, the target must be within the range of
the sensor, both in the distance (radius) and angularly (azimuth).
Three-dimensional geometry is important when a sensor is located in a canyon
and it depends upon a line-of-sight geometry to detect a target.
Space and Naval Warfare Systems Center, San Diego (SSC-SD), Code 24121.
This is the Cyc (0.78) name for 'SensorDevice'.
Sensors that detect molecules or properties of molecules.
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A subcollection of #$Sensor, namely those sensors
that detect #$ElectromagneticRadiation, including
bioogical ones like the eye..
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A specialization of #$Sensor. Each instance of
#$TactileSensor is a sensor that operates by coming into
physical contact with the object being perceived. Instances
of #$TactileSensor are usually capable of perceiving
properties such as texture, hardness, and roughness.
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A specialization of #$Sensor (q.v.). Each
instance of #$VibrationThroughAMediumSensor operates by
detecting or reacting to the amplitude and frequency of
vibrations that travel to it through a physical medium.
Specializations of this collection include #$Ear, #$Skin,
#$SONAR-Device, and #$Microphone. Note that #$Eyes are
_not_ #$VibrationThroughAMediumSensors because
electromagnetic wave propagation does not require a
physical medium (cf. #$ElectroMagneticRadiationSensor).
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An instant in time that is arbitrarily selected as a point of reference.
grammar[DOLCE]
DOLCE: A set of rules for the generation of a (closed or open set of) information objects.
Elements from the number system with base 2.
Every BinaryNumber is expressed as a sequence of the digits 1 and 0.
Attributes that indicate the
stage of development of an Organism.
The TimeInterval of each Day when the sun is rising and is partially overlapped by the horizon line.
(MagnitudeFn ConstantQuantity)
The magnitude of a ConstantQuantity is the numeric value for the quantity. In other words, MagnitudeFn converts a ConstantQuantity with an associated UnitOfMeasure into an ordinary RealNumber. For example, the magnitude of the ConstantQuantity 2 Kilometers is the RealNumber 2. Note that the magnitude of a quantity in a given unit times that unit is equal to the original quantity.
A BinaryRelation is an equivalence
relation if it is a ReflexiveRelation, a SymmetricRelation, and a
TransitiveRelation.
A UnaryFunction that maps a TimePosition to the TimeInterval that meets it and that begins at NegativeInfinity.
(PastFn TimePosition)
Any instance of Seeing (an event) which is intentional.
A TemperatureMeasure. Note that 0 RankineDegrees is the same as the absolute zero (i.e. 0 KelvinDegrees).
CalendarYear is a specific time interval of one year, located from Jan 1 to Dec. 31 of the specified year.
The Class of Predicates that
require four arguments. (rdf:type rdf:resource = '#InheritableRelation'/)
(MonthFn Month Year )
A BinaryFunction that maps a subclass of Month and a subclass of Year to the class containing the Months corresponding to thos Years. For example (MonthFn January (YearFn 1912)) is the class containing the eighth Month, i.e. August, of the Year 1912. For another example, (MonthFn August Year) is equal to August, the class of all months of August. Note that this function returns a Class as a value. The reason for this is that the related functions, viz. 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.
A Mixture is a substance that by its nature must be made up of more than one component. Steel and SeaWater are examples.
A ComplexPhysicalObject is a PhysicalObject that has more than one distinguishable part. A homogeneous object such as a bar of iron or piece of wood would not normally be considered as in this category. But we do not define such objects as disjoint from ComplexPhysicalObject, leaving the interpretation to the discretion of the user.
OPENCYC 1: MAY 23, 2002: Complex physical objects are divisible into (usually well-defined) parts.
(IntervalFn ConstantQuantity ConstantQuantity )
A BinaryFunction that maps two ConstantQuantities to the Class of ConstantQuantities that comprise the interval from the first ConstantQuantity to the second ConstantQuantity. For example, (IntervalFn (MeasureFn 8 Meter) (MeasureFn 14 Meter)) would return the Class of ConstantQuantities between 8 and 14 meters in length.
ConceptualWork[Cyc]
In COSMO a 'ConceptualWork' (a MentalObject) is
classified as an AbstractSymbolicObject, since such works are always
created in symbols, though the symbols may have information
content - the 'meaning'. COSMO differs somewhat from the
Cyc description in that we consider Codes to be included, but
have a different usage of the term 'Code'.
Cyc: OPENCYC 1: MAY 23, 2002
The collection of abstract works which are the deliberate creations
of one or more individuals working in concert, have instantiations
[#$instantiationOfCW] which are #$InformationBearingThings, and
associated #$AbstractInformationStructures. This is a specialization
of #$DevisedPracticeOrWork [q.v.]. For works with propositional content
see the more specific collection, #$PropositionalConceptualWork (PCW).
Positive examples include: #$MobyDickNovel (as opposed to any instances
of #$BookCopy such that (#$instantiationOfCW #$MobyDickNovel BOOK_COPY)),
Beethoven's 9th Symphony (as opposed to any performance of this symphony
or any copy of its score). Negative examples include:
games (performances are not IBTs), awards (they do not have associated
#$AbstractInformationStructures), paintings (not abstract), customs
(not deliberate creations), natural languages (not a deliberate creation),
and codes (their uses, not instantiations, are IBTs).
A specialization of #$ConceptualWork. Each
instance of #$PropositionalConceptualWork is an abstract
work constituted at least in part by propositional
information. Propositional information is information which
has a truth value in some context (see #$Proposition).
Typically, instances of #$PropositionalConceptualWork will
be works whose instantiations are composed of (or merely
contain) one or more spoken or written sentences. Positive
examples of #$PropositionalConceptualWork include any
instances of #$ProseLiteraryWork-CW (including instances of
#$AcademicEssay and #$ExpositoryArticle). A positive
example that is *not* a literary work is
any instance of #$MusicalComposition that has lyrics that
express propositions; another positive example is a mostly
graphical advertisement that also includes text that
expresses propositions.
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A specialization of #$PropositionalConceptualWork.
Each instance of #$TextualPCW is an abstract work whose
propositional content is expressed, at least in substantial
part, in text. Positive examples include instances of
#$Novel-CW, #$Article-CW, #$Resume, and #$RestaurantMenu.
Negative examples include episodes of an instance of
#$TVShow-CW. #$TextualPCWs may include non-textual
components which expand on or otherwise contribute to the
propositional content of the work, but the propositional
content of the #$TextualPCW could, alternatively, be
expressed entirely in text.
COSMO note: Note that the more generic 'AbstractText'
does not have to be a Propositional work, since the
more genreic text may not contain any propositions
in it - it might be a question.
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COSMO note: in COSMO, a 'narrative' can be
formatted, even in as simple a form as a table that records values of
attributes of an object over time. Such a simple table would
be an instance of 'ValueHistory'.
Cyc: A specialization of #$PropositionalConceptualWork.
Each instance of #$Narrative is an abstract work that
recounts a sequence of events (in chronological order or in
such a manner that their temporal order can be ascertained)
involving some agent or agents. Instances of #$Narrative
may be fictional or factual and, accordingly, may involve
instances of #$Person or instances of #$FictionalCharacter.
Important specializations of #$Narrative include #$Novel-CW
and #$Biography.
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A narrative intended to convey facts about events.
SUMO (HistoricalAccount):
A FactualAccount that describes significant events that
occurred in the past.
COSMO note: the restriction requires that some specific instance
of History be the topic of the narrative. The History of
anything that changes over time can be reified as an instance
of History.
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Each ValueHistory is a specialized form of historical
narrative, the essential component of which is a table (an
instance of ValueTimeTable) of the
values of some attribute for some entity as a function
of time. The other components of the ValueHistory specify the
entity being described, the type of vallue repreented in the
ValueTimeTable, and any other information needed to properly
interpret the ValueTimeTable.
NOTE that the time intervals need not be contiguous, and the
history does not have to be complete. Since this is a type
of Group, there must be at least two Attribute + Time
entries in the history.
Each ValueTimeTable is a Table describing
the history of some AttributeValue of an entity over time.
Each row of the Table is an OrderedGroup of which the first element
is an AttributeValue and the second element is a time
point or time interval specifying when that AttributeValue
held, or was observed. The OrderedGroup (row of the table)
may have other ancillary information regarding the
circumstances of that observation or measurement.
NOTE that there may be only one row in the table,
representing the AttributeValue at only one time.
NOTE also that a ValueTimeTable resembles in one
respect a FunctionalProcess, in that it specifies
attributes as a function of time. But the internal
structure differs from that of a FunctionalProcess.
A FunctionalProcess consists of a Group of assertions,
but even if the rows of a ValueTimeTablecontained all the same
information in an assertion, it would not be
considered as an Assertion. If properly structured,
a 'hasAttribute' assertion should be able to be reconstructed
from each row of a ValueTimeTable.
Each ValueTimeEntry is an OrderedGroup of which
the first element is an AttributeValue and the second element is a time
point or time interval specifying when that attributeValue
held, or was observed. The OrderedGroup (row of the table)
may have other ancillary information regarding the
circumstances of that observation or measurement.
The list of attributes over time has some similarity to a
FunctionalProcess, though the latter relates the
assertions themselves, rather than the values.
The SUMO term for 'HistoricalNarrative'.
The collection of microtheories each of which
contains the assertional content of a story - a #$Narrative
describing a particular sequence of events which occur to
one or more characters in the story. The story is at least
partially fictional as opposed to true stories .
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In Cyc termed 'LiteraryWork-CW'
Cyc: The collection of all works of literature, broadly
construed. Including articles, essays, as well as novels and poems.
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In Cyc termed 'ProseLiteraryWork-CW'.
Cyc: The collection of all
#$PropositionalConceptualWorks which are prose. Including
all instances of #$Article-PCW, #$AcademicEssay, #$Novel-CW.
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In Cyc termed 'Novel-CW'
Cyc: The collection of all #$ConceptualWorks that are novels.
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The AbstractText of a short (less
than book length) prose textual work that
is usually fictional.
SUMO: (Article) A brief work of fiction, often bound with other
short stories in a Book or Periodical.
The collection of all nonfiction literary
compositions intended to be published as a subdivision of
some #$PublishedMaterial.
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The AbstractText of a short work of fiction.
SUMO: A brief work of fiction, often bound with other
short stories in a Book or Periodical.
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The collection of all instances of #$Article-PCW
which are published in an instance of #$JournalIssue.
ecaed52a-c6a6-41d7-8a31-ed03ff43169e
COSMO note: This is an abstract conceptual work,
not the physical object that might be termed a 'play script'.
Cyc: A narrative structured around scenes, actors
speaking parts, direction, scene descriptions etc.
Something actors memorize and use while rehearsing.
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This is the abstract Proposition represented by
Hamlet's sililoquy in Shakespeare's play 'Hamlet'.
It is an assertion that the central question of life is
- to be or not to be.
(Here just as a test of an instance of Proposition)
To be or not to be - that is the question.
Shakespeare's play 'Hamlet'. This is the
abstract text of Shakespeare's work, not any particular
object on which the text may be written.
The kind of people that have written a prose
composition, for example students, professional writers.
Authors are NOT necessary professionals (see #$Writer) as
they don't necessarily do it for pay, or do it as a
central job related activity.
COSMO note: the 'author' of a musical composition
would be termed a 'composer' in this ontology.
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An AuthorOfRecord is the agent that is recorded as the
official 'Author' of some document. It may be a person, or
an Organization, or a Group, or even a machine
that automatically created some document.
AnonymousAuthor is the Type representing all
AuthorOfRecords that are listed officially as 'Anonymous'.
INstances of this Type can be used as object of the 'wasAuthoredBy'
relation. Each case where an author is listed as 'Anonymous' should be
recorded as a separate instance of 'AnonymousAuthor' so as to
avoid the inference that all things written by 'Anonymous' were written
by the same person. One could use 'Anonymous001', 'Anonymous2685', etc.
as the anonymous authors of specific works, or, to make it easier to
recognize that anonymous individual directly from the name, one could use e,g,
'Anonymous_PrimaryColors' to indicate the work that the anonymous
authored. If it is known in fact that the same anonymous author authored more than one work,
the same instance of 'AnonymousAuthor' can be used as the
filler for 'wasAuthoredBy'..
A subtype of Author who is practised or proficient
at composing prose works, and has published some prose work
(perhaps self-published on the internet) but not necessarily
a professional. This differs from the Cyc usage. Professionals
or those more practised than an amaeur would be
classified under subtypes of this category.
Cyc: Not the same as Author. A writer is someone who
writes as an occupation (for a living); an author may or may
not be a writer
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A person who has written at least one novel that
has been published and sold somewhere.
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Someone who has written a play that has been
publicly performed, or who has written more than one
play of literary merit. A student who has
written a play as an exercise would not be an
instance of this category, but it is not
reserved for professionals.
A person may be a Playwight as well as a Novelist
and play other roles as well.
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10000
William Shakespeare, the famous Elizabethan
playwright. A mass of 10,000 grams is a guess at the weight of his corpse.
A musical composer, i.e. someone who has written
a musical comoosition that has been publicly performed,
or who has written more than one composition of some merit.
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10000
Wolfgang Amadeus mozart, the famous 18th-century
composer. A mass of 10,000 grams is a guess at the weight of his corpse.
COSMO we add the parent 'AbstractSymbolicObject' to the
Cyc concept 'Statement', which makes it clearly a mental object, rather
than a physical object. This is interpreted as the
abstract symbolic representation of a statement, not any
physical representation, and not the propositional
(logical) content of the statement.
NOTE that a Statement does not necessarily have to have an
audience in mind (it could be demented rambling speech),
and therefore is not necessarily part of a Communication. The
subtype 'LinguisticAssertion', however, must have an audience in
mind, and is therefore constrained to be mentioned in (it might also
be a part of) some Communication.
The propositional content of a Statement is a Proposition.
Cyc: A #$Statement is the #$InformationBearingThing
created in a #$StatingSomething. An #$Agent must create the
#$Statement and it contains propositional information. The
illocutionary force of its contents are an #$Inform.
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A specialization of #$InformationBearingObject.
Each instance of this collection is an artifact in the form
of one or more sheets of #$Paper, containing markings (see
#$VisualMark) that may be interpreted as encoding
information. #$Paper-IBOs are often textual (i.e instances
of #$TextualMaterial) but not always (c.f. #$MapCopy, for
instance). When they consist of more than one sheet of
paper, these are often bound together, as in a
#$BookCopy or #$MagazineCopy.
COSMO note: in COSMO this category is interpreted as
containing all objects that are created predominantly to contain
symbolic material written on paper, even if, as in some books,
parts of the object are not actually paper.
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An instance of a physical, bound book.- , the physical object, not
the informational content.
An instance of a physical, printed newspaper.- , the physical object, not
the informational content.
An instance of a physical, printed magazine.- , the physical object, not
the informational content.
An instance of a physical, written or printed document.- the physical object, not
the informational content. Documents, such as ID cards, may be on
materials other than paper, so this category is not a subtype
of 'Paper-IBO'.
A specialization of #$Primate and
#$NonPersonAnimal. Each instance of adult #$Monkey is an arboreal
(i.e., tree-dwelling) primate with a relatively long
tail.. Contrast this collection
with #$Person and #$Ape.
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(RationalNumberFn Number)
(RationalNumberFn ?NUMBER) returns the rational representation of ?NUMBER.
The Class of all Months which are December.
isaClaimedTerritoryOf relates a geographical area with recognized boundaries to some Government organization tha claims control over that territory. In SUMO this relation is called 'claimedTerritory'.
The inverse relation is 'claimsJurisdictionOverTerritory'
(claimedTerritory ?AREA ?POLITY) means that some right over the GeographicArea ?AREA is claimed by the Agent or GeopoliticalArea ?POLITY. If two politically independent states or agents claim the same area, that area is a 'disputed territory'.
The inverse of a BinaryRelation is a relation in which all the
tuples of the original relation are reversed. In other words,
one BinaryRelation is the inverse of another if they are equivalent
when their arguments are swapped.
NOTE that OWL and many other ontology management systems ahve
built-in 'inverse' relations. This relation should only have
to be used when there is no built-in equivalent.
A UnaryFunction that maps a TimeInterval to
the TimePoint at which the interval ends.
claimsJurisdictionOverTerritory is he inverse of 'isaClaimedTerritoryOf'. It points from a GeopoliticalEntityh (i.e. a government) to one (of possibly many) parts of the Earth over which that governemtn claims legal control and jurisdiction.
The temporal analogue of the spatial part predicate. (temporalPart ?POS1 ?POS2) means that TimePosition ?POS1 is part of TimePosition ?POS2. Note that since temporalPart is a ReflexiveRelation every TimePostion is a temporalPart of itself.
(during ?INTERVAL1 ?INTERVAL2) means that ?INTERVAL1 starts after and ends before ?INTERVAL2.
A UnaryFunction that maps a UnitOfMeasure into
a UnitOfMeasure that is equal to 1,000,000,000 units of the original
UnitOfMeasure. For example, (GigaFn Hertz) is 1,000,000,000 Hertz.
(UAX: SUMAX-39)
(<=>
(partition @ROW)
(and
(exhaustiveDecomposition @ROW)
(disjointDecomposition @ROW)))
Predicate
A partition of a class C is a set of mutually disjoint classes (a subclass partition) which covers C. Every instance of C is an instance of exactly one of the subclasses
in the partition.
(UAX: SUMAX-39)
(iff
(partition @ROW)
(and
(exhaustiveDecomposition @ROW)
(disjointDecomposition @ROW)))
:partition3
Predicate
A partition of a class C is a set of mutually disjoint classes (a subclass partition) which covers C. Every instance of C is an instance of exactly one of the subclasses in the partition.
There may be more than one partition on a class. In SUMO there are a maximum of 2 partitions. This slot is created for the possible situation where a class may have three partitions.
A UnaryFunction that maps an Attribute
into the Class whose condition for membership is the Attribute.
":hasRequiredAttribute is used to assert that every member of a particular class of entities necessarily has a specific attribute."
Predicate
:hasRequiredAttribute
(KAX-006)
(=>
(:hasRequiredAttribute ?CLASS ?ATTRIB)
(forall (?ENT)
(=>
(instance ?ENT ?CLASS)
(property ?ENT ?ATTRIB))))
:hasClassMethod
Predicate
:hasClassMethod points to a Java method that may be atttached to a class. When attached to a class, it is equivalent to a static method. This relation can be used judiciously to allow specifying restrictions on interpretation of classes, and to provide a code that may substitute for certain axioms related to a class.
:isaSubrelationOf points from a slot to the parent relation, if any.
Predicate
:isaSubrelationOf
(temporallyBetweenOrEqual ?POINT1 ?POINT2 ?POINT3) means that the TimePoint ?POINT1 is before or equal to the TimePoint ?POINT2 and ?POINT2 is before or equal to the TimePoint ?POINT3.
(beforeOrEqual ?POINT1 ?POINT2) means that ?POINT1 is identical with ?POINT2 or occurs before it on the universal timeline.
isCarriedOn is a general relation specifying the type of Object that a particular device is used in, and serves as a part of. There may be more than one artifact that carries a device.
Predicate
A disjointDecomposition of a Class C is a set of subclasses of C that are mutually disjoint.
(UAX: SUMAX-38)
(=>
(disjointDecomposition @ROW)
(=>
(inList ?ELEMENT (ListFn @ROW))
(instance ?ELEMENT Class)))
(UAX: SUMAX-119)
(=>
(disjointDecomposition ?CLASS @ROW)
(forall (?ITEM)
(=>
(inList ?ITEM (ListFn @ROW))
(subclass ?ITEM ?CLASS))))
(UAX: SUMAX-120)
(=>
(disjointDecomposition ?CLASS @ROW)
(forall (?ITEM1 ?ITEM2)
(=>
(and
(inList ?ITEM1 (ListFn @ROW))
(inList ?ITEM2 (ListFn @ROW))
(not
(equal ?ITEM1 ?ITEM2)))
(disjoint ?ITEM1 ?ITEM2))))
:isInModule
:IsInModule is a slot that attaches to both :UBL-SLOT and :UBL-CLASS.
It is used to organize the concepts in related groupings. Initially, the modules specified will be those of the SUMO ontology.
we allow a concpet to be inmore than one module, but in order to reproduce the structure of a particular KIF file, only one module should be specified.
Predicate
:hasInstanceTypes specfies the instance parent type classes - useful for instances that have multiple direct types.
:hasInstanceTypes
Predicate
(duration ?POS ?TIME) means that the duration of the TimePosition ?POS is ?TIME. Note that this Predicate can be used in conjunction with the Function WhenFn to specify the duration of any instance of Physical.
(monitorComponentData ?TIME ?ID ?NUMBER) holds if at time ?TIME, a component with the IDNumber ?ID has a performance of a value ?NUMBER.
<_Domain2Type rdf:datatype="http://www.w3.org/2001/XMLSchema#string"
>Class
(:relationAllExists ?REL ?CLASS1 ?CLASS2) means that every instance of ?CLASS1 is related to some instance of ?CLASS2 by the ?REL relation. The name was taken from the CYC rule macro predicate. It is equivalent to the relation being an instance of both SUMO functional relation and total relation.
Predicate
:relationAllExists
[KAX-005]
(=>
(:relationAllExists ?REL ?CLASS1 ?CLASS2)
(forall (?INST)
(=>
(instance ?INST ?CLASS1)
(exists (?ENT)
(and
(instance ?ENT ?CLASS2)
(?REL ?INST ?ENT))))))
isDescribedByBLOBatURL is the relation that points from any
describable or picturable thing (which means, anything at all),
to an electronic file (any text, image,
table, or structured file, i.e. a 'binary large object' - BLOB)
that provides some kind of information, primarily about
the thing that is referenced. The represented object may be anything,
abstract or concrete, including linguisitic symbols discussed **per se**.
To point to an image file, use the more specific 'isRepresentedByImageAtURL'.
This reference captures some of the intention of the notion of
pointing to a 'occurrence' that is used in the Topic Map paradigm,
to restrict the meaning of a symbol. But the resrouce pointed to
should be some electronic file that is acessible somewhere,
by default accessible to the system using the ontology,
though not necessarily always accessible to every computer user.
NOTE that the existence of a URL in itself does not guaranteee that
there is actually any file available by accessing that location, let
alone guarantee what the content of the file is. A URL may just
be used as a unique identifier, without any physical location
existing that corresponds to the address. **BUT** when the
relation 'isDescribedByBLOBatURL' is used, that *does* mean that
there is actually an addressable physical file (or part of a file)
at that location. The absence of such a file would mean that
the relation is false. **HOWEVER**, the existence of the file at
a particular location does not mean that the file can be retrieved
at any given time (system may be down) or by just any person
(permissions may be restricted).
isRepresentedByImageAtURL is the relation that points from some
picturable concept or thing, to an image file that is a picture of the (physical objectg) or
a drawing intended to represent the object. The represented object may be abstract,
such as a geometric figure (square, triangle), or a graph.
NOTE that there are other useful relations pointing to representations
of things,but this one is specific in pointing to some electronic
file that is acessible somewhere, though not necessarily always
accessible to every computer user.
NOTE that the existence of a URL in itself does not guaranteee that
there is actually any file available by accessing that location, let
alone guarantee what the content of the file is. A URL may just
be used as a unique identifier, without any physical location
existing that corresponds to the address. **BUT** when the
relation 'isRepresentedByImageAtURL' is used, that *does* mean that
there is actually an addressable physical file (or part of a file)
at that location. The absence of such a file would mean that
the relation is false. **HOWEVER**, the existence of the file at
a particular location does not mean that the file can be retrieved
at any given time (system may be down) or by just any person
(permissions may be restricted).
hasPhysicalRepresentation is the relation that points from some concept or thing,
whether abstract or concrete, to a physical object that is intended as a
representation of that thing. Thus a picture or drawing of an object
would be aphysical representation of that object. Also, the physical marks
on a piece of paper that spell out words in some language would be
a physical representation of the abstract words, and those marks woujld
also be a physical representation of the AbstractString
that is in turn an abstract representation of the abstract words.
Thus a physical representation such as the letters 'cat' you are looking at now
can represent both an abstract representation (e.g. the AbstractString 'cat',
which has many such physical representations), or the more abstract notion of
a cat, or of some actual physical cat. Representations can take several levels,
and for accurate reasoning it is necessary to keep them distinct.
The in verse of 'hasPhysicalRepresentation'.
(subrelation ?REL1 ?REL2) means that every tuple of ?REL1 is also a tuple of ?REL2. In other words, if the Relation ?REL1 holds for some arguments arg_1, arg_2, ... arg_n, then the Relation ?REL2 holds for the same arguments. A consequence of this is that a Relation and its subrelations must have the same valence. In CycL, subrelation is called #$genlPreds.
A BinaryRelation is irreflexive on a SetOrClass only if no instance of the SetOrClass bears the relation to itself.
(KAX-002)
(=>
(:hasClassValue ?CLASS ?REL ?VAL)
(and
(instance ?REL BinaryPredicate)
(forall (?INST)
(=>
(instance ?INST ?CLASS)
(?REL ?INST ?VAL)))))
"(:hasClassValue ?REL ?CLASS ?VAL) is used to specify that every instance ?INST of class ?CLASS will have the same instance ?VAL related to ?INST by the relation ?REL. This explicit assignment of a value can override a default assignment using the relation :hasDefaultValue. Note that attempting to assign a value to one class and a different value to a subclass will result in a logical contradiction. The parent class value must be set by :hasDefaultValue in order for hasClassValue to overide the default without contradiction."
:hasClassValue
Predicate
<_Domain2Type rdf:datatype="http://www.w3.org/2001/XMLSchema#string"
>Instance
"(:hasDefaultValue ?REL ?CLASS ?VAL) is used to specify that, for every instance of a particular class, the value of the relation ?REL for every instance of class ?CLASS is ?VAL, unless it is overridden by an explicit assignment of the value. In Protege, such overrides can be accomplished by simply changing the value of the instance. For the SKIF files, we need an explicit override relation so that the condition for using the default can be described logically rather than programmatically. The override can be accomplished by using :hasDefaultValue with the subclass as argument, or, if one wants an override that cannot itself be overridden, the relation used is ':hasClassValue'."
:hasDefaultValue
Predicate
<_Domain2Type rdf:datatype="http://www.w3.org/2001/XMLSchema#string"
>Instance
(KAX-003)
(=>
(:hasDefaultValue ?CLASS ?REL ?VAL)
(forall (?INST)
(=>
(and
(instance ?INST ?CLASS)
(not
(exists (?CLASS2 ?VAL2)
(and
(instance ?INST ?CLASS2)
(or
(:hasClassValue ?CLASS2 ?REL ?VAL2)
(:hasDefaultValue ?CLASS2 ?REL ?VAL2))
(subclass ?CLASS2 ?CLASS)
(not (equal ?CLASS2 ?CLASS))
(not (equal ?VAL2 ?VAL)))))
(?REL ?INST ?VAL))))
<_Domain2Type rdf:datatype="http://www.w3.org/2001/XMLSchema#string"
>Instance
(KAX-004)
(<=>
(:hasRestrictedVal ?CLASS ?REL ?CLASS2)
(:isRestrictedTo ?REL ?CLASS1 ?CLASS2))
:hasRestrictedVal is the companion slot to :isRestrictedTo, with args 1 and 2 reversed, so that it is displayed in the class window for arg2.
:hasRestrictedVal
Predicate
(element ?ENTITY ?SET) is true just in case ?ENTITY is contained in the Set ?SET. An Entity can be an element of another Entity only if the latter is a Set.
(lessThanOrEqualTo ?NUMBER1 ?NUMBER2) is true just in case the Quantity ?NUMBER1 is less than or equal to the Quantity ?NUMBER2.
(KAX-001)
(=>
(:isRestrictedTo ?REL ?CLASS1 ?CLASS2)
(forall (?ENT1 ?ENT2)
(=>
(and
(?REL ?ENT1 ?ENT2)
(instance ?ENT1 ?CLASS1))
(instance ?ENT2 ?CLASS2))))
(KAX-004)
(<=>
(:hasRestrictedVal ?CLASS1 ?REL ?CLASS2)
(:isRestrictedTo ?REL ?CLASS1 ?CLASS2))
Predicate
<_Domain2Type rdf:datatype="http://www.w3.org/2001/XMLSchema#string"
>Class
:isRestrictedTo
:isRestrictedTo allows one to specify that a relation?s values may be restricted when that relation is applied to some subclass of the original domain 1. This can help to make the relation more clear, and may limit the range of necessary inferences. Such restrictions are realized in Protege by modifying the allowed class of a value of a relation at the level of some particular class which is a subclass of the higher-level class on which the relation is defined. This provision in Protege distinguishes between the top-level definition of a slot and its application at lower levels.
A companion predicate :hasRestrictedVal assertws the same thjing, but has the first class as argument 1, allowing viewing of the relation in
Predicate
Specifies whether the first domain argument is an instance of the specified class or a subclass.
In SUMO, this signals whether the proposition describing the domains of the relation use the relation name 'domain' or 'domainSubclass'.
:Domain2Type
The complement of a given SetOrClass C is the
SetOrClass of all things that are not instances of C. In other words, an
object is an instance of the complement of a SetOrClass C just in case it
is not an instance of C.
Provides a computationally and heuristically convenient mechanism for declaring the argument types of a given relation. The formula (domain ?REL ?INT ?CLASS) means that the ?INT'th element of each tuple in the relation ?REL must be an instance of ?CLASS. Specifying argument types is very helpful in maintaining ontologies. Representation systems can use these specifications to classify terms and check integrity constraints. If the restriction on the argument type of a Relation is not captured by a SetOrClass already defined in the ontology, one can specify a SetOrClass compositionally with the functions UnionFn, IntersectionFn, etc.
An'own' relation on Types and Relations, pointing to
some concept inan external knowledge base related to the
first argument. This is from SUMO, and is not used in COSMO.
COSMO used 'hasSynonym' to refer to identical external conceots,
but does not refer to otherwise related externalconcepts.
<_Domain2Type rdf:datatype="http://www.w3.org/2001/XMLSchema#string"
>Instance
Predicate
isaPhysicalPartOf relates physical objects to the larger objects of
which they may be parts. This is time-dependent and applies only to
instances at a particular time. It is transitive, for
any given time point.
NOTE that this is an instance-level relation. To express the
typical part-whole relation of physical object types, use
'isTypicallyaPhysicalPartOf'.
isTypicallyaPhysicalPartOf relates types physical objects to
other types of physical objects, where the one is typically
(more often than not) a part of the other. This relation is
a type-level relation and is not time-dependent - though the
relation may be invalidated of the definition of a physical
object type changes. It expresses a probability, and its
transitive closure also expresses
a similar probability.
isaSpatialPartOf relates spatial things
(regions or physical objects) to the larger objects or regions
of which they may be parts. This allows mixed relations,
such as physical objects being a 'spatial part' of a region, though
regions and physical objects are disjoint.
This is time-dependent and applies only to instances at
a particular time. It is transitive.
Inverse of isaPhysicalpartOf. Time-dependent assertion that some
physical object has a particular part. Note that to
'have' aphysical part does not necessarily mean that the
physical part is connected to the main body of the object
that has it. A musical instrument, disassembled in its
carrying case, can be said to exist and have all of
its parts present, even though they are not connected.
To be sure that an object is **functional** requires more than
just knowing that all of the required parts are present.
hasExactlyTwo can be used to specify that an individual
object has two parts of a particular type. This can be used at the
instance level or at the Type level, as a general constraint.
. 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 of Leg)).
In the OWL formalism, the PredictaePhrase (hasExactlyTwo Leg) would
have to be reifed, for example as 'hasExactlyTwo__Leg'.
NOTE that the domain class 'OfWord' serves to allow
a pseudo-PredicatePhrase to be created as a normal
Assertion, for formalisms where a compositional
PredicatePhrase has not been defined.
A UnaryFunction that maps a TimeInterval to
the TimePoint at which the interval begins.
(equal ?ENTITY1 ?ENTITY2) is true just in case ?ENTITY1 is identical with ?ENTITY2.
:hasValueClass
:hasValueClass is an inverse of :hasClassValue. It specifies that a certain value always holds in a certain relation on a particular class, but the relation has a different polarity from the relations similarly restricted with :hasClassValue.
This can be used to relate a particular value on a relation to those classes whose instances always have that value.
(KAX-007)
(=>
(:hasValueClass ?VAL ?REL ?CLASS)
(and
(instance ?REL BinaryPredicate)
(forall (?INST)
(=>
(instance ?INST ?CLASS)
(?REL ?INST ?VAL)))))
Predicate
(greaterThan ?NUMBER1 ?NUMBER2) is true just in case the Quantity ?NUMBER1 is greater than the Quantity ?NUMBER2.
(overlapsTemporally ?INTERVAL1 ?INTERVAL2) means that the TimeIntervals ?INTERVAL1 and ?INTERVAL2 have a TimeInterval as a common part.
this relation is superfluous and not used in the OWL version of
COSMO, but is used for as the 'disjoint' relation
when the OWL version is exported to KIF or other FOL formats.
Predicate
(UAX: SUMAX-26)
(=>
(and
(disjointRelation @ROW)
(inList ?REL (ListFn @ROW)))
(instance ?REL Relation))
(UAX: SUMAX-27)
(=>
(and
(disjointRelation @ROW)
(inList ?REL1 (ListFn @ROW))
(inList ?REL2 (ListFn @ROW))
(valence ?REL1 ?NUMBER))
(valence ?REL2 ?NUMBER))
(UAX: SUMAX-32)
(=>
(and
(disjointRelation @ROW1)
(inList ?REL1 (ListFn @ROW1))
(inList ?REL2 (ListFn @ROW1))
(not (equal ?REL1 ?REL2))
(holds ?REL1 @ROW2))
(not (holds ?REL2 @ROW2)))
:Domain1Type
Predicate
Specifies whether the first domain argument is an instance of the specified class or a subclass.
In SUMO, this signals whether the proposition describing the domains of the relation use the relation name 'domain' or 'domainSubclass'.
The third argument of a higher-arity relation, after usual domain and range.
:Domain2Class
Predicate
The instance value for the third argument of a higher-arity relation. It is an instance of :Domain2Class.
Predicate
:Domain2Value
(meetsTemporally ?INTERVAL1 ?INTERVAL2) means that the terminal point of the TimeInterval ?INTERVAL1 is the initial point of the TimeInterval ?INTERVAL2.
(UAX: SUMAX-39)
(<=>
(partition @ROW)
(and
(exhaustiveDecomposition @ROW)
(disjointDecomposition @ROW)))
Predicate
A partition of a class C is a set of mutually disjoint classes (a subclass partition) which covers C. Every instance of C is an instance of exactly one of the subclasses
in the partition.
A BinaryFunction is closed on a SetOrClass if it is defined for all instances of the SetOrClass and its value is always an instance of the SetOrClass.
:hasInstanceMethod points to a Java method that may be atttached to an instance of a class. Unlike a class method, which is a static method, instance methods should be specific to instances. This relation can be used judiciously to allow specifying restrictions on interpretation of the meanings of instances, and to provide a code that may substitute for certain axioms related to an instance.
Predicate
:hasInstanceMethod
:InstanceAssertions
assertions at the instance level that reference this instance.
(lessThan ?NUMBER1 ?NUMBER2) is true just in case the Quantity ?NUMBER1 is less than the Quantity ?NUMBER2.
(GovernmentFn ?AREA) denotes the
Government of the GeopoliticalArea ?AREA. For example,
(GovernmentFn UnitedStates) denotes the Federal-level government of
the United States; (GovernmentFn PuertoRico) denotes the government of
the Commonwealth of Puerto Rico.
(temporallyBetween ?POINT1 ?POINT2 ?POINT3) means that the TimePoint ?POINT2 is between the TimePoints ?POINT1 and ?POINT3, i.e. ?POINT1 is before ?POINT2 and ?POINT2 is before ?POINT3.
(maximumCardinality ?REL ?NUMBER) means that, for any given assignment of a first
argument to ?REL, there will be at most ?NUMBER assignments to the second argument
of ?REL.
(greaterThanOrEqualTo ?NUMBER1 ?NUMBER2) is true just in case the Quantity ?NUMBER1 is greater than the Quantity ?NUMBER2.
hasName relates an instance of an entity to a string of
linguistic characters used to reference the entity in some context.
This is a datatype property, and the string that is referenced
as the name cannot be identified as to context. If one wants
to specify the context in which an entity has some name,
one should use the 'hasSynonym' relation.
This is the inverse of the SUMO relation 'names',
added to allow more flexible representation in Protege.
hasName can be applied to instances or classes, and can take multiple
values..
Points to the ISO3166 Digraph for a Country, represented as a string.
LOAD-SEQUENCE is a convenience slot which specifies the sequence
in which a logically related block of predicates (or an axiom) was
loaded from the input KIF-format file. The sole function is to
allow recreation of the original sequence of statements for the
convenience of the ontologist.
A value of 0 is default for newly created concepts.
Predicate
:ClassPredicates
:ClassPredicates shows the list of predicates which are asserted on a class but do not have their own facet pane in the class display window. They are given as strings and do not directly point to the classes or instances whjich may be values of the predicate arguments.
(CardinalityFn ?CLASS) returns the
number of instances in the SetOrClass ?CLASS or the number of
members in the ?CLASS Collection.
(CosineFn ?DEGREE) returns the cosine of the
PlaneAngleMeasure ?DEGREE. The cosine of ?DEGREE is the ratio of the
side next to ?DEGREE to the hypotenuse in a right-angled triangle.
:identicalTo
:identicalTo points to other concepts within the ontology that are intended to be the same as the base concept. This is a way to work around the Protege restriction that no frame can be an instanceof more than one class, and no Slot can also be an instance, and no instance can also be a class.
(FloorFn ?NUMBER) returns the largest Integer
less than or equal to the RealNumber ?NUMBER.
(DenominatorFn ?NUMBER) returns the
denominator of the canonical reduced form of the RealNumber ?NUMBER.
Predicate
:slotType specifies whether a slot is an ordinary predicate, or a function. If it is a function, the last argument (for whatever arity) serves as the range of the function. The range will show up in a Protege slot as the 'value' of the slot.
The accepted values are the strings 'Predicate' and 'Function'. The default is Predicate.
:slotType
(CeilingFn ?NUMBER) returns the smallest
Integer greater than or equal to the RealNumber ?NUMBER.
Maps an instance of LengthMeasure and an instance of TimeDuration to the speed represented by this proportion of distance and time. For example, (SpeedFn (MeasureFn 55 Mile)(MeasureFn 1 HourDuration)) represents the velocity of 55 miles per hour.
A BinaryFunction that assigns a PositiveRealNumber and a subclass of Days to the Hours within each Day corresponding to that PositiveRealNumber. For example, (HourFn 12 Thursday) is the Class of all instances of noon Thursday. For another example, (HourFn 24 Day) would return the class of all instances of midnight. For still another example, (HourFn 14 (DayFn 18 (MonthFn 8 (YearFn 1912)))) denotes 2 PM on the 18th day of August 1912.
(LeastCommonMultipleFn ?NUMBER1 ?NUMBER2 ... ?NUMBER) returns the least common multiple of ?NUMBER1 through ?NUMBER.
A BinaryFunction that assigns a PositiveRealNumber and a subclass of Hours
to the Minutes within each Hour corresponding to that PositiveRealNumber.
For example, (MinuteFn 30 (HourFn 17 Day)) is the Class of all 5:30's in
the afternoon. For another example, (MinuteFn 15 Hour) would return the class of all instances of quarter past the hour. For still another example, (MinuteFn 15 (HourFn 14 (DayFn 18 (MonthFn 8 (YearFn 1912))))) denotes 15 minutes after 2 PM on the 18th day of August 1912.
The pipeline which carries oil from Alaska's North Slope to Valdez.
The 800-mile trans-Alaska pipeline is owned by five energy companies,
with BP holding the largest stake at 47 percent. The other companies are
Exxon Mobil, Conoco Phillips, Chevron and Koch Industries.
The trans-Alaska pipeline carries oil 800 miles from Prudhoe Bay
on the Arctic Ocean to the pipeline terminus at Port Valdez.
Begun in March 1975 and completed in 1977, pipeline construction
employed some 30,000 workers at its peak and was the largest and
most expensive privately funded construction project ever undertaken.
The first tanker load of oil shipped out of Valdez on Aug. 1, 1977.
Today, the pipeline is owned and operated by Alyeska Pipeline Service Company,
a consortium of oil companies that includes BP, Phillips, Exxon/Mobil,
Unocal, Williams and Amerada Hess.
-1
-1
All of the oil from Alaska's North Slope carried to Valdez
via the pipeline.
Owner of the trans-Alaska pipeline.
A consortium of oil companies that includes BP (holding the largest stake
at 47 percent), Phillips, Exxon/Mobil,
Unocal, Williams and Amerada Hess.
The OpenCyc ontology - some version, usually 0.7 or 0.78 (OWL)..
-1
TheWorldwideTelephoneSystem. is the system that contains all connected telephones reachable from any of the billions of telephones in the world. A local telephone system not connected to the public system would not be part of this individual system.
TheInternetPathSystem is the abstract path system that connects computers of the internet.
1500
-1
-1
IrelandTerritory is the spatial region containing the physical piece
of Earth that is controlled by the Republic of Ireland - not the whole island.
DublinIreland is the spatial region containing the physical piece of earth
controlled by the city of Dublin in Ireland.
The physical grounds of Trinity college in Dublin, Ireland.
A specific library building on the canpus of Trinity College in Dublin, Ireland. Known as the resting place of the 9th-century Book of Kells.
The Book of Kells
A famous illuminated ancient book, usually exhibited at the Trinity College library
in Dublin, Ireland.
See: http://www.tcd.ie/info/trinity/bookofkells/
The Book of Kells is not simply a religious manuscript. True, it contains
the four gospels of Mark, Mathew, Luke and John and that was the sole original
purpose of the book. But its age and its design, although damaged, allow us
a glorious glimpse into the art and style of ancient Ireland. The book is,
quite simply, considered a crowning glory of the Celtic art form, and possibly
one of the most important treasures of Western Europe.
The history of the Book of Kells stretches back more than 1500 years
to the 6th century AD. Some claim that none other than St. Columba himself
had a hand in its production, but most ascribe it to others that followed
in his footsteps. The book was the work of at least two distinguishable
hands according to experts who place its origin slightly later than the
life of St. Columba.
Experts are uncertain where the Book of Kells was first begun, but
evidence points to the Isle of Iona, which was the center of St. Columba's
influence and the home of his church. Later, during the Viking raids of
the 9th century, it was moved for its protection to Kells Monastery,
County Meath, Ireland. Here it remained for almost two hundred years,
until it was stolen in 1007. Its golden cover, which was probably
encrusted with gems, was ripped from the book, and the remainder
was thrown in a ditch. The book was soon recovered, but not before
it received some water damage to the front and back pages. Unfortunately,
its cover was forever lost.
A filler value for 'Person' when the Person in
question is unknown. NOTE that this is not the same
as 'Anonymous'.
70000
A filler value for the owner when the owner
of a valuable thing is not known.
The name given to those who have intentionally withheld
their true name, usually so that they cannot be identified as the
author of a work. In COSMO this is not the same as 'UnknownPerson', which
is used when no identifying information is available. 'Anonymous'
is a form of identifying information a reticent person. If an attribution
of 'Anonymous' is known to mean 'author unkown', then 'UnknownPerson' should be used.
-1
The British monarchy, considered as an Agent that
can own things.
-1
Fom Wikipedia 2006-01-05
The Temple Church is a late 12th century church in London located
between Fleet Street and the River Thames. It was originally constructed
as the church of a monastic complex known as the Temple, the headquarters
in England of the Knights Templar. The Temple was the scene of important
negotiations leading to the signing of Magna Carta in 1215. After the
destruction of the Templar order in the early 14th century, the Temple
became Crown property and was let to two groups of lawyers that evolved
into the Inner Temple and Middle Temple, which are two of the four
Inns of Court. The two Inns both use the church, which is famous for
its effigy tombs. It was heavily damaged during the Second World War
but has been largely restored. The area around the Temple Church is
known as 'Temple' and nearby is Temple tube station. It was also featured
as part of the novel 'The Da Vinci Code'.
In the mid 12th century, before the construction of the church,
the Knights Templar in London had met at a site in High Holborn in a
structure originally established by Hughes de Payens. Because of the growth
of the order, by the 1160s the site had become too confined, and the order
purchased the property of the current site for establishment of a larger compound.
In addition to the church, the new compound originally contained residences,
military training facilities, and recreational grounds for the
military brethren and novices, who were not permitted to go into the city
without the permission of the Master of the Temple.
The church building comprises two separate sections. The original nave section,
called the Round Church, and an adjoining rectangular section,
built approximately half a century later, called the Chancel.
The Round Church:
In keeping with the traditions of the order, the nave of the church
was constructed on a round design based on the Church of the Holy Sepulchre in Jerusalem.
The nave is 55 feet in diameter is surrounded by the first-ever free-standing dark
Purbeck marble columns. It is probable that the walls and grotesque heads were
originally painted in colours.
It was consecrated on February 10, 1185 in a ceremony by Heraclius, the Patriarch
of Jerusalem. It is believed that Henry II was probably present at the consecration.
The Round Church contains the marble effigies of nine medieval knights, the
most famous of whom is William Marshal, who is enshrined next to his sons.
In January 1215 William served as a negotiator during a meeting in the Temple
between King John and the barons, who demanded that John uphold the rights enshrined
the Coronation Charter of his predecessor Richard I. William swore on behalf of
the king that the grievances of the barons would be addressed in the summer,
leading to John's signing of Magna Carta in June. William later became regent
during the reign of John's son, Henry III, who later expressed a desire to be buried
in the church.
The Chancel:
In response to Henry III's desire to be buried in the church, in the
early 13th century, the choir of the original church was pulled down and a new
larger structure, now called the Chancel, was built. It was consecrated
on Ascension Day 1240. Although Henry later altered his will with instructions
to be interred in Westminster Abbey, one of his sons, who died in infancy,
is buried in the Chancel.
The chancel comprises a central aisle and two side aisles of identical width.
The height of the vault is 36 feet 3 inches. During the bombing raid in World War II
(see below), the dark Purbeck marble columns of the Chancel cracked
from the intense heat Although they still supported the vault, they were deemed
unsound and replaced by replicas. The original columns had a light outward lean,
an architectural quirk which was duplicated in the replacement columns.
Early Use by the Templars:
The order was very powerful in England during its existence. The Master of the Temple
sat in parliament as primus baro (the first baron of the realm). The compound
was regularly used as a residence by kings and by legates of the Pope. The temple
also served as an early depository bank, sometimes in defiance of the Crown's wishes
to seize the funds of nobles who had entrusted their wealth there. The independence
and wealth of the order throughout Europe is considered by most historians to have been
the primary cause of its eventual downfall .
Later History:
After the destruction and abolition of the Knights Templar in 1307, Edward II took control
of the church as a Crown possession. It was later given to the Knights Hospitaller, who
rented the Temple to two colleges of lawyers. One college moved into the part of the
Temple previously used by the Temple's knights, and the other into the part previously used
by its priests, and they shared the use of the church. The colleges evolved into
the Inner and Middle Temples, two of the four Inns of Court. Following a later agreement
in 1608 by James I, the two Inns were granted the use of the church in perpetuity and
continue to use the Temple as their chapel to the present day.
In 1540, the church became the property of The Crown once again when Henry VIII abolished
the Knights Hospitaller in England and confiscated their property. Henry provided a priest
for the church under the former title 'Master of the Temple'. In the 1580s, the church was
the scene of the Battle of the Pulpits, a theological conflict between Calvinists and
supporters of the Church of England.
The church went undamaged in the Great Fire of London in 1666. Nevertheless, it was
refurbished by Christopher Wren, who made extensive modifications to the interior,
including the introduction of an organ to the church for the first time. The church
was restored again in 1841 by Smirke and Burton, who decorated the walls and ceiling
in the high Victorian Gothic style, in an attempt to bring the church back to its
original appearance.
On May 10, 1941, during the height of the Battle of Britain, a German air raid of
incendiary bombs set the roof of the Round Church on fire, and the fire quickly spread
by wind to the nave and chapel. The organ and all the wood of the church, including
the Victorian renovations, were destroyed. During the renovation, it was discovered
that the renovations made by Wren in the 17th century were in storage and were replaced
in their original position. The church was rededicated in November 1958.
CollectiveNounCategory is a metatype which is a specialization of the Protege owl:Class that
can serve as type for classes that are labeled as collective nouns in Engolish,
such as 'lumber'.
A MilitaryAsset is any Resource - human, material,
or abstract, that has a net positive value for performing
some function of the military, which could be as static as
deterrence. Intelligence 'assets' are also military Assets,
as are military groups and certain weapons.
A MilitaryAsset is a Role, and classification as a MilitaryAsset
is context-dependent. At this point (v 0.32) MilitaryAsset is
not categorized under 'Asset' because the use of that term
is not yet fully clear, but it probably should be a subtype
of 'Asset'.
c0c575fd-9c29-11b1-9dad-c379636f7270
COSMO note: In Cyc this was named 'EnergyStuff'.
A category is needed for energy, but the Cyc category
is too heterogeneous, and is reinterpreted as being pure physical
energy. As with substances and objects, the COSMO usage differs from Cyc
In COSMO these distinctions are made;
Energy -- an abstract notion of 'Energy substance'
or 'Energy Stuff' which specifies qualitatively the
kind of energy that is contained in any given
quantity of energy: potential energy, thermal energy,
nuclear energy. Analogous with substance and Object in COSMO,
a quantity of energy consists of a density of energy
multiplied by the quantify of matter that contains that
kind of energy. (A quantity of matter consists of a desniity of
some type of matter multiplied by the space in which that matter
is distributed. The conceptual units of this kind of
'energy' is (energy measure - of a particular type) divided
by the (mass of matter containing energy at that density).
This a lump of coal might have 30 kilocalories of
chemical energy per gram, and that would be the kind
and density of energy inn that lump of coal.
This category is not a particular quantity of energy and is therefore not
equivalent to a physical object. It is more like a
substance than an object.
QuantityOfEnergy: In our universe an alternative form of matter.
Each QuantityOfEnergy has some equivalent in mass,
This is distinct from an energy measure - the analogy would be
that a QuantityOfEnergy is an Object, and is measured by
an EnergyMeasure, just as a PhysicalObject is measured by a MassMeasure.
EnergyMeasure
Cyc Comment (EnergyStuff): The most generic collection of all instances of
all types of energy, either in radiating wave form or in
solid matter form, that may be used to provide a source of energy.
bd58ad1b-9c29-11b1-9dad-c379636f7270
QuantityOfEnergy is some finite quantity of energy,
which is equivalent to some quantity of mass, and is therefore a
subtype of PhysicalObject.
This is not a Measure, which is a quantity, which is an AbstractEntity.
This is some specific quantity of energy, such as the
quantity held in some chemical form. The measure of this
quantiy would be the PhysicalQuantity 'EnergyMeasure'.
For Energy generically see 'Energy'.
An EnergySource is an Object or Substance
or type of energy (e.g. sunlight) that
contains some usable quantity of Energy. See 'Energy'
for more detail about how Energy is represented in COSMO.
A type of energy, not the facility that produces
hydropower electricity.
c150fca1-9c29-11b1-9dad-c379636f7270
The transfer of energy into or out of an object
either through a change in its #$KineticEnergy (which
likewise produces a change in its #$Temperature) or a change
in its potential energy.
bd589d80-9c29-11b1-9dad-c379636f7270
Energy contained in usable form in some
quantity of chemical substance. The energy contained
may require combusion in air, as for the energy 'available'
in coal or gasoline; or, it may be available from chemical reactions
contained solely within the object, as the chemical energy
in a battery that is converted into eelectrical energy by
the battery onfiguration. Also, the chemical energy in
a mixture of rocket propellants or in a monopropelland
would be chemical energy of a type not requiring combustion
in air..
The usable caloric content of food, releasable by
biochemical reactions in an organism. This is
not a quantity of food energy, but the 'energy substance'
making up the energy of food.
Energy aailable from objects in a force field,
as in water above sea level, available for release when the
water drops to a lower level. Charged objects
in an electrical field also have potential energy..
Energy available from a moving object(s)
that can do work in some form. The energy of a rotating
flywheel which can be extracted via electricity
generation is one example..
The substances usually used as fuels.
bd58ad5b-9c29-11b1-9dad-c379636f7270
COSMO note: this is synonymous with
'ElectricalEnergy', a qualitative type of Energy which is
substance-like, and not a QuantityOfEnergy. This is
energy derived from the flow of electrical current.
Cyc: The sort of energy that flows through electrical
conductors, is produced by electrical generators, etc.
bd59067c-9c29-11b1-9dad-c379636f7270
Another term for 'Electricity'.
This is an #$EnergyType and a spec of
#$EnergyStuff. It is the collection of instances of
#$EnergyStuff which are derived from sources which are not
depletable in the sense that they will likely be around
about as long as we will be and our use of these sources
does not deplete them. Examples include solar-, wind-, and
geothermal-derived energy. Non-instances most notably
include energy derived from fossil fuels. Energy derived
from by-products of industrial or agricultural production
should also count as #$Energy-Renewable, because the use of
these sources, unlike the burning of coal, does not deplete
a fixed finite store.
bfa01e9a-9c29-11b1-9dad-c379636f7270
c01bcc4d-9c29-11b1-9dad-c379636f7270
The collection of instances of mechanical energy -
the energy of things in motion <considered as a stuff>.
bd58fba1-9c29-11b1-9dad-c379636f7270
In Cyc this is an Event, but in
COSMO it is a kind of Energy.
The light that comes from the moon.
bd58df7b-9c29-11b1-9dad-c379636f7270
The collection of all #$Arcs of spectral colors
appearing in a gaseous medium filled with water droplets or
ice crystals appearing opposite from the light source
(normally the #$Sun).
bda483fa-9c29-11b1-9dad-c379636f7270
A collection of events; a subcollection of
#$Light. Every instance of #$VisibleLight is an instance of
#$ElectromagneticRadiation having a wavelength approximately
between 3800 and 7750 #$Angstroms, i.e., light visible to
human eyes. Notable specializations include #$MoonLight and #$Rainbow.
bd58f608-9c29-11b1-9dad-c379636f7270
A specialization of #$NuclearRelatedMaterial and
#$EnergyStuff. Each instance of #$NuclearFuel is some
radioactive substance that can be used as an energy source
in a nuclear reactor or a nuclear weapon.
c1007fec-9c29-11b1-9dad-c379636f7270
SUMO: Any instance of RadiatingLight where the
Sun (Sol) is the origin.
COSMO Note: not all components
of Sunlight are visible, therefore it is not
a subclass of 'VisibleLight'.
bd58956a-9c29-11b1-9dad-c379636f7270
Can give you a sunburn.
bd58a0f5-9c29-11b1-9dad-c379636f7270
Money can take many forms, but it is considered
an Asset because if owned, it can always be given away, so
someone who keeps money must consider it of positive value.
It may be represented by a physical token such as a coin
or bill of currency, or merely be
an electronic record in a financial institution. Whatever
form it takes, if you have it, it allows you to do things
you might not be able to do without it. It is a ValuableThing.
NOTE that we assert that it money is 'Pleasant'. This is
not a necessary characteristic for all Assets, but
for fungible ones like money, it is more fun to have it
than not have it.
bd58d8e4-9c29-11b1-9dad-c379636f7270
Each instance of MoneyTenderType denotes
a form in which some quantity of Money may be representged.
A collection of collections. Each instance of
#$MoneyTenderType is a collection of objects of a type
commonly offered in payment for goods, services, fees,
wage-work, and so on. Notable instances of
#$MoneyTenderType include #$Currency, #$CreditCard, and #$Check-TenderObject.
bd58d8e4-9c29-11b1-9dad-c379636f7270
COSMO: any thing that is owned - an object,
right, substance, land.
Cyc: This is the collection of all things which are
owned. Members of this collection may be tangible, such as
real estate, or intangible, such as the rights to produce a
movie based on a particular book.
Ownership has complex characteristics - not yet detailed.
c14442f3-9c29-11b1-9dad-c379636f7270
COSMO note: the property of a dead person whose
property has not been fully distributed to others.
Cyc: An estate is a collection of property managed by
an executor, a #$LegalAgent.
bd61ade1-9c29-11b1-9dad-c379636f7270
bd589312-9c29-11b1-9dad-c379636f7270
The collection of all things that are owned by
private citizens, and not owned by any government or
government agency.
0302d22e-4a77-41d7-979a-dcf5ce0d0d26
COSMO not: This is a class of objects that are
used for decoration. It is not the collective noun referring to
all decorations.
Cyc comment: Instances of this collection are (typically
non-essential) accessories or components that are added to a
thing; they are used to visually enhance (e.g., beautify or
possibly to connote something) the thing they are added to.
c0f7d245-9c29-11b1-9dad-c379636f7270
A specialization of #$Watercraft. Each instance
of #$Watercraft-Surface is a watercraft designed to travel
across the suface of a body of water. Note that instances
of #$Watercraft-Surface need not be designed to travel
_exclusively_ across the surface of a body of water, since
some instances may also be designed to travel under the
surface of a body of water (for example, instances of
#$Submarine are designed to travel in both these ways).
Notable specializations of #$Watercraft-Surface include
#$Canoe, #$Ferry, #$Motorboat, and #$OceanLiner.
A specialization of #$Watercraft. Each instance
of #$Watercraft-Subsurface is a vehicle designed to travel
underwater. Note that since some instances of
#$Watercraft-Subsurface are also designed to travel across
the surfaces of bodies of water, the collections
#$Watercraft-Subsurface and #$Watercraft-Surface (q.v.) are
not disjoint.
bf7b8b03-9c29-11b1-9dad-c379636f7270
A Ship is a large Vessel. The minimum size to
be considered a ship will vary with the speaker, but will
generally be at least 30 meters long.
Cyc: #$Ship is a specialization of
#$HumanlyOccupiedSpatialObject, #$PoweredDevice, and
#$Watercraft-Surface. Each instance of #$Ship is a
typically large and ocean-going vessel. Notable
specializations of #$Ship include #$ModernNavalShip,
#$CargoShip, and #$OceanLiner.
A specialization of #$Artifact. Each instance of
#$PersonalProduct is an object or substance designed for use
on and the benefit of the physical body of a person,
including personal care products (e.g., deodorant, hand
soap), personal care devices (e.g., razors, heating pads),
and cosmetics. These are items which a person would seek
out or apply to him/herself; i.e., it excludes products used
on the body of a person by physicians (e.g., scalpels),
dentists (e.g., dental drills), or morticians.
bd5906f2-9c29-11b1-9dad-c379636f7270
Products used in cleaning the body or in promoting
its cleanliness.
bd58d8b4-9c29-11b1-9dad-c379636f7270
COSMO note: Name is intended to refer to proper names
assigned to individuals - people, corporations, ships, pet animals,
brand names for products, etc.
An Alias is a Name that is not the given or legal name
of a Person. The use of an Alias sometimes is taken to imply some intent
at deception, but in the technical sense here that is not the case.
The purpose of using an Alias may be social and harmless, rather than
illegal and malicious.
hasAlias relates one name of a person to
another name, the latter being one not given at birth.
The first name (subject name) of the relation does not have
to be the official name given at birth, it can also
be an 'Alias'
A BrandName is a Name for a Product or line
of products that can also be described by a more generic
name. For drugs, for example, 'Aspirin' was originally
a BrandName for acetylsalicylic acid, but has become
so widely used it is used as though it is a generic name..
hasGenericName points from a BrandName to some
more generic (non-brand name) term to describe the same
entity. There may be more than one generic name. For example,
a drug may have several brand names, one official generic name
registered with the drug agencies, and a chemical name. Either the
official generic name or the chemical name could serve as the
value of this relation.
COSMO note: IDNumber is a subtype of designator.
In COSMO it is a number, not a string, though every IDNumber should
have a corresponding string which includes some numerals (and
possibly other types of characters).
Cyc: A specialization of #$IDString. Each instance of
#$IDNumber is a string consisting of only numeric characters
and which is used to identify a specific object.
bd58c12b-9c29-11b1-9dad-c379636f7270
COMSO note: a UniqueID is a Identifier that is intended
to refer to a unique individual. Unless there is a universal authority
who controls such identifiers, it may not in fact be unique.
The URI system attempts to serve as unique identifiers,
and random guids also serve.
Cyc: A specialization of #$IDObject. Each instance of
#$UniqueID is an object that can be used as unique
identification for a distinct entity. Instances of this
collection are typically strings or numbers. Notable
specializations of this collection are
#$SocialSecurityNumber, #$IPAddress, and #$MedicareNumber.
bd58bb18-9c29-11b1-9dad-c379636f7270
COSMO: an abstract notion of an SSN (SSAN). There will
be a corresponding string, at least in English. (the string might not
be unique, e.g. some forms require an SSN without the intervening
dashes, some require the dashes.).
Cyc: A specialization of #$UniqueID and #$IDNumber.
Each instance of #$SocialSecurityNumber is a nine-digit
unique identification number assigned by the
#$SocialSecurityAdministration to a particular
individual's #$SocialSecurityAccount.
bd58987e-9c29-11b1-9dad-c379636f7270
An AbstractString representing a
SocialSecurityNumber. The string may be all numbers,
or may be organized as xxx-xx-xxxx.
COSMO Note: OpenCyc calls this just 'WavePropagation',
and treats a Wave Propagation as an Event,
in which case it has beginning and end time points.
NOTE that this is just the propagation: the emission
event that creates the wave is not included in this category.
Cyc: A specialization of #$Translocation (q.v.). Each
instance of #$WavePropagation is an event in which a
wavelike disturbance propagates through space, with or
without a medium. A wave propagation is like a
translational movement (see #$Movement-TranslationEvent) in
that it can have both a starting and an ending point (see
#$fromLocation and #$toLocation), but differs from a
translational motion in that there is no object moving (see
#$objectMoving). Notable specializations of
#$WavePropagation include #$ElectromagneticRadiation and #$Sound.
In SUMO,aapproximately equivalent to 'Radiating'
SUMO: Processes in which some form of electromagnetic
radiation, e.g. radio waves, light waves, electrical energy, etc., is given
off or absorbed by something else.
NOTE that the SUMO documentation only speaks of
EM radiation, but the SUMO subtype 'RadiatingSound' makes it
clear that all types of radiation should be considered
as within this category.
c10080f5-9c29-11b1-9dad-c379636f7270
The SUMO equivalent of 'WavePropagation',
an Event.
The Cyc term for'WavePropagationEvent'.
A specialization of #$WavePropagation. Each
instance of #$Sound is an instance of wave propagation in
which longitudinal pressure waves travel through matter.
Notable specializations of #$Sound include #$AudibleSound,
#$UltraSound, and #$Music.
In SUMO, called 'RadiatingSound'
The subclass of Radiating in which sound waves are
given off or absorbed. Some examples include creaking,
roaring, and whistling.
be99a967-9c29-11b1-9dad-c379636f7270
The SUMO equivalent of 'Sound', an
event in which sound is radiated from some source.
A specialization of #$Sound. Each instance of this
collection is a sound which is audible to most instances of
#$Animal under normal conditions.
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A specialization of both #$AudibleSound and
#$InformationBearingWavePropagation. Each instance of
#$SoundInformationBearingThing is an sound which is audible
by, and thereby capable of providing information to, an
#$Agent. (This information need not necessarily be in
propositional form.) This collection does not include
#$InformationBearingWavePropagations that require the use of
some sort of electronic device to be rendered in the form of
audible sound; thus #$RadioWave is not a specialization.
Genuine specializations include #$Music and
#$AnimalUtterance-IBT. Note that, despite the use of the
word 'Thing' in the name of this constant, it refers
to the sound alone, not to the thing that makes the sound
(e.g. if one's CD player is pumping out music, the
#$SoundInformationBearingThing is the #$Music, not the
player). Thus, no one thing can be an instance of both
#$SoundInformationBearingThing and
#$VisualInformationBearingThing (e.g.).
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A specialization of #$ConceptualWork. Each
instance of #$AudioConceptualWork is an abstract work
designed to be instantiated in sound (see
#$SoundInformationBearingThing). Notable specializations
include #$MusicalComposition and #$Album-CW.
c005d72d-9c29-11b1-9dad-c379636f7270
The collection of all composed pieces of music,
whether recorded or not, extant for centuries or composed on
the spot, instrumental or sung, etc. This is not to be
confused with musical performances, although musical
performances normally enact instances of #$MusicalComposition.
NOTE that this is the abstract specification for
a musical performance, not the performance itself nor the
paper object on which the music is written in
musical notation. This is a Procedure, not
merely a Specification, because the order in which the
actions are performed is crucial to the nature
of the work.
In SUMO 'MusicalComposition' is a physical text. In COSMO
we interpet it abstractly, aas in Cyc.
SUMO: A Text that expresses the notes,
words, etc. of a song or other sort of Music.
c14c0ddd-9c29-11b1-9dad-c379636f7270
A specialization of both
#$SoundInformationBearingThing and #$Artifact-Intangible.
Each instance of #$Music is a particular sound produced by
actions such as singing, whistling, playing an instrument,
playing recorded music, and so on. Music has certain
features that distinguish it from random noise (though
recognizing them may depend upon a specific cultural
background); such features usually include variations of
pitch over time (i.e., melody), multiple (somehow) related
pitches sounding at one time (i.e., some kind of harmony),
and/or some regular temporal pattern to the component sounds
(i.e., rhythm). Instances of #$Music include the debut
performance of Beethoven's Fifth Symphony, Leonard
Bernstein's rendition of the Ninth Symphony with the
BPO in Berlin in 1989, a particular playing of a particular
CD of Bernstein's 1989 Ninth in Berlin, and the Messiah
sing-in in Austin, TX, in 1995. This collection is not to be
confused with #$MusicalText or #$MusicalTextCopy (qq.v.),
which refer to the represented instructions which musicians
often follow in order to create #$Music.
SUMO: The subclass of RadiatingSound where the
sound is intended to be melodic and is produced deliberately.
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A specialization of #$CharacterStringToken,
each of whose instances is a specific sound event that
represents or realizes a particular abstract instance of
#$CharacterString in some language or writing system. A
sounded character-string token might be generated directly
by a human voice, created by playing a recording of a
voice, or generated by purely electronic means. Instances
of #$CharacterStringToken-Sounded, unlike inscribed or
electromagnetically-encoded string tokens, normally do not
have individual character tokens as parts, as most sounded
string tokens simply cannot be divided into discrete sounded
character tokens (see #$CharacterToken-Sounded). E.g. a
spoken token of the string 'cat' - unless it
happens to be literally spelled out - does not contain a
token of the letter 'c' as a part. Thus, most
sounded character-string tokens are not instances of #$CharacterStringToken-Serial.
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A specialization of #$WavePropagation (q.v.).
Each instance of #$ElectromagneticRadiation is an event that
arises from the interaction of an electrical field and a
magnetic field. Specializations of
#$ElectromagneticRadiation include #$VisibleLight,
#$RadioWaves, and #$XRays.
c1009603-9c29-11b1-9dad-c379636f7270
A specialization of #$ElectromagneticRadiation.
Each instance of #$GammaRay is an instance of
electromagnetic radiation that has a wavelength (see the
predicate #$wavelength) of less than 1x10^-2 angstroms (see
the constant #$Angstrom). Low power instances of #$GammaRay
overlap with high power instances of #$XRay (q.v.).
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A collection of events; a subset of
#$ElectromagneticRadiation. Each element of
#$InfraredRadiation is an instance of electromagnetic
radiation having a wavelength in the range from
approximately 7X10^5 centimeters (7000 #$Angstrom) to .01
centimeters (1X10^6 #$Angstrom), and a frequency of
approximately 3X10^12 #$Hertz to 4.3X10^14 #$Hertz.
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This is the collection of events consisting of the
propogation of electromagnetic radiation and associated with
photons, a particle which lacks rest mass. Somewhat
paradoxically, light has both a wavelike and a particle-like nature.
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A collection of events; a subset of
#$ElectromagneticRadiation. Each element of
#$MicrowaveRadiation is an instance of electromagnetic
radiation having a wavelength in the range from
approximately .01 centimeters (1X10^6 #$Angstrom) to 10
centimeters (1X10^9 #$Angstrom), and a frequency of
approximately 3X10^9 #$Hertz to 3X10^12 #$Hertz. This
includes transmissions of super high frequency (SHF)
including #$Microwave-SBand, #$Microwave-CBand,
#$Microwave-XBand, #$Microwave-KuBand, #$Microwave-KaBand.
c0211033-9c29-11b1-9dad-c379636f7270
A specialization of #$ElectromagneticRadiation.
Each instance of #$RadioWave is an instance of
electromagnetic radiation having a wavelength in the range
from approximately 1 centimeter
(1x10<sup>8</sup> #$Angstrom) to 3,000,000
meters (3x10<sup>18</sup> #$Angstrom), and a
frequency of approximately 10<sup>8</sup>
#$Hertz to 10<sup>2</sup> #$Hertz.
@ToDo: Note that at this point (v0.43) an ElectromagneticWave is
not represented as a 'ray' which would be a continuous stream
of particles (including photons) in a line. However, some relation needs to
be created.
c100962b-9c29-11b1-9dad-c379636f7270
A RadioWaveTransmission is an Event in which some
object (not necessarily an ElectronicDevice) emits radio waves.
SUMO; Any instance of RadiatingElectromagnetic where the waves
have a wavelength between 5 millimeters and 30,000 meters.
The SUMO term for 'RadioWaveTransmission'.
A specialization of #$ElectromagneticRadiation.
Each instance of #$XRay is some electromagnetic radiation
with a wavelength (see the predicate #$wavelength) ranging
from about 1 #$Angstrom to 1x10^-3 #$Angstroms.
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A SignalEvent is any Event in which a signal is generated by
the action of an Agent (which may be an Automaton, a
programmed device), whether or not the Agent intends for
the signal to be interpreted by other Agents.
COSMO note: In Cyc the distinction between a
signal event and a thing that might be interpreted as a signal is
not clear (see the mention of a protein). In COSMO, every
Signal is an Event. Note that this is not the information
content of a signal, but the event that causes information
to move from one place to another.
Cyc: A specialization of #$InformationBearingThing
(IBT). Each instance of #$Signal is an IBT which may be
interpreted (whether by a conscious user of learned
signalling rules, by a computer program, or even by a cell
in terms of its subsequent behaviour) as conveying some
specific information. Examples include car-horn honkings,
internet packets, and proteins which travel into cells
across the plasma membrane. An important specialization of
this collection is #$InformationBearingWavePropagation. Note
that this collection is intended to embrace only signals
themselves, not events of signalling. On the importance of
keeping these two separate, see the comment on
#$InformationBearingThing. The distinction between this
collection and #$SymbolicThing lies in the fact that
#$Signals are one-time-only transfers of specific
information, whereas a #$SymbolicThing is open to its
characteristic interpretation any time it is encountered.
See also #$signifiesTo, #$signifiedBy.
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An Event in which a Wave is emitted and
propagated through a medium. Note that this includes
the emission as well as at least part of the propagation.
Cyc: A specialization of both #$InformationBearingThing
and #$WavePropagation. Each instance of
#$InformationBearingWavePropagation is a wave propagation
event that carries information for interpreters who
understand its conventions. Notable specializations of
#$InformationBearingWavePropagation include #$Music,
#$VisualImage, and #$SpokenUtterance-IBT.
bf834402-9c29-11b1-9dad-c379636f7270
hasWaveIntensity relates a WavePropagationEvent
(radio wave, sound, light) to some
measure of the intensity of the signal. Because
this includes several types of wave phenomenon, it
is very general
hasThe Attribute relates an Object to some AttributeValue which the Object may have.
Each AttributeValue will be a value for at least one AttributeType, but this relation
does not specify the AttributeType. For cases where an AttribugteValue may measure
more than one AttributeType, using this relation may leave ambiguity as to its precise
meaning. Note that AttributeValues are classes, not instances.
Note that the intended meaning of this relation and its parent relation 'hasAttributeValue'
are identical. These two labels are assigned to what is intended to be the
same relation so that either the more natural linguistc label or the shorter
label can be used, at the user's whim.
isIdenticalTo is a relation which means that two things are identical,
i.e. the label sused to refer to the concepts both refer to the same
conceot, and either label can be substituted for the other in any
assertion without changing the meaning. This is another form of synonymy,
but applicable to concepts that are not subtypes of 'Synonym'.
isServingInTheRoleOf relates some Object to a Role that the Object is
playing. For PhysicalObjects, the Role is usually time-dependent, and so
assertions using this relation need to be indexed as to time by relating the
reified assertion to some time interval.
COSMO: An Authentication Source is interpreted
as an Identifier, which is an AbstractSymbolicObject.
In Cyc this was used for some PhysicalObjects, but
in COSMO only symbolic objects will be instances.
Images or pattrns of PhysicalObjects would fill the
role of 'AuthentiationSource' in COSMO.
Cyc: #$AuthenticationSource, a subset of
#$TemporalThing, is the collection of sources which can be
used for authentication events. Notable subsets include
#$Fingerprint and #$Retina.
bd609abd-9c29-11b1-9dad-c379636f7270
#$MusclePoweredDevice is a specialization of
#$KineticEnergyPoweredDevice. Each instance of
#$MusclePoweredDevice is a device which is powered by animal
muscle power (including human labor). Specializations of
#$MusclePoweredDevice include #$Wagon, #$Bicycle, and #$Canoe.
A specialization of #$MusclePoweredDevice. Each
instance of #$Device-UserPowered is an artifact deliberately
designed to perform a particular function, and one which
depends upon the physical efforts of the user to perform
that function in part or in whole. A paradigm example
would be a bicycle. However, the definition also leaves
room for some counterintuitive cases - for example, combs
and forks also qualify as user-powered devices. Borderline
cases would be devices which require effort on the part of
the user to perform part of the function, but not all of
it. For example, many gas-powered lawnmowers have to be
pushed by hand, but use an internal combustion engine to
impart the necessary velocity to the cutting surfaces.
A specialization of #$PhysicalContactSituation
each instance of which involves two or more tangible objects
touching (see #$touches) continuously throughout the entire
duration of the situation. Every #$PhysicalContactSituation
has a #$ContinuousPhysicalContactSituation as a (proper or
improper) sub-situation (see #$subSituations).
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A specialization of #$PoweredDevice. Each
instance of #$CuttingDevice is a device whose
#$primaryFunction is to (enable its user to) cut another
object. Specializations of #$CuttingDevice include the
collections #$Razor, #$Scissors, and #$LawnMower.
bd589153-9c29-11b1-9dad-c379636f7270
A long thin piece of metal, plastic, bone, or
stone, useful for cutting.
SUMO: A sharp object used for cutting. The object must
have at least single blade or major protrusion which may be sharp at its
end as well. It may be sharp on both sides, or just one. Unlike an awl
it has a sharp edge rather than a point. Unlike scissors, it is a single
blade without additional articulated parts. Unlike an axe, a knife is
well-designed for slicing rather than chopping, although a heavy knife
such as a broadsword can also be used for chopping, whereas a non-knife is
not well designed for slicing meat for example. A knife can be small like
a pocket knife, or large like a two-handed broadsword. A knife may also
include other protrusions such as in the split swords and trident-like
objects (that also possess a long sharp edge) in Chinese weaponry.
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Baggage is any item carried by a traveller that is not carried
directly on the person, whether in a container (e.g. a piece
of luggage), or free (such as baby car seats carried on airplanes)
It may be heavy checked baggage, or small carry-ons
like a portable computer or even a pocketbook.
NOTE that as a Group, this could be one or more items considered as a unit
Luggage is any container device, such as suitcases, designed
to be carried by a traveller to hold items that are not carried
directly on the person. This category specifies the container
artifact only, not the complete set of container and contents
that is carried by a passenger and is often called 'Luggage'.
The container with the contents is termed 'Baggage' in the
COSMO ontology.
NOTE that a Purse was considered as 'Luggage' in Cyc, but
in COSMO 'Luggage' is for containers that are used in
TransportationEvents, not casual walking around.
NOTE that as a Group, this could be one or more items considered as a unit.
A specialization of #$RoadVehicle. Each instance
of #$Automobile is a four-wheeled road vehicle designed for
carrying about two to eight passengers. Notable
specializations of #$Automobile include #$SportsCar,
#$PickupTruck and #$Van. This collection does _not_ include
motorcycles or tractor-trailers (since both motorcycles and
tractor-trailers are not four-wheeled vehicles), nor does it
include buses (since buses are designed to carry more
passengers than instances of #$Automobile are designed to carry).
SUMO: Automobile is a subclass of SelfPoweredRoadVehicles
including passenger cars, family vans, light trucks, and
sport utility vehicles. In general, this class covers
four-wheeled passenger road vehicles.
bd5895c1-9c29-11b1-9dad-c379636f7270
-1
2E6
The stretch Lincoln Continental limousine,
built by the Ford Motor Company. It wasa the car in which
President John F. Kennedy was riding when he was shot
and killed by an assassin. The car is usually displayed in
the Henry Ford Museum in Dearborn, Michigan.
1.5E4
#$LightingDevice is a specialization of
#$PoweredDevice. Each instance of #$LightingDevice has the
#$primaryFunction of providing light. The light provided
may be provided in different ways and for different
specialized purposes. For example, it may be for general
illumination of a fixed area (as by instances of #$Candle,
#$Lantern, #$ElectricLamp, and #$Streetlight); or it may be
for specially directed illumination (as by instances of
#$AutomotiveLight and #$Flashlight); or it may be for use in
a signal or sign (as by instances of #$TrafficLight and
#$IndicatorLight); or it may be for some other special
purposes (as by instances of #$StrobeLight).
SUMO: Any Device whose purpose is to be a source of
visible light
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The SUMO term for 'LightingDevice'.
Devices that provide light by transforming
electrical current into light energy.
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Each instance of #$HealthcareOrganization is an
#$Organization that is primarily or significantly engaged in
the #$HealthcareIndustry or whose activities focus on that
industry. All of
#$OccupationalSafetyAndHealthAdministration,
#$AmericanMedicalAssociation and #$SetonNorthwestHospital
are instances of #$HealthcareOrganization.
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#$MedicalCareOrganization is a specialization of
#$HealthcareOrganization, #$MedicalCareProvider and
#$ServiceOrganization. Each instance of
#$MedicalCareOrganization is an organization that provides
some kind of medical care (note that an instance of
#$MedicalCareOrganization may be a sub-organization of a
larger organization). Notable specializations of
#$MedicalCareOrganization include #$MedicalCareInstitution,
#$Hospital, and #$VeterinaryHospital.
SUMO: Any Organization whose purpose is to
provide medical care for for Humans who reside there, either permanently
or temporarily.
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The SUMO term for 'MedicalCareOrganization'.
A medical organization composed of several doctors
and support staff, but where the doctors are not
the sole administrators.
SUMO: A CareOrganization which provides medical care
on an out-patient basis only, i.e. there are no rooms where patients may take
up residence for a period of time while they receive care.
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#$MedicalCareInstitution is a specialization of
#$OrganizationWithIndividualClients and
#$MedicalCareOrganization. Each instance of
#$MedicalCareInstitution is a large organization that
provides medical or psychiatric care and has facilities for
human patients to stay at least overnight.
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An Organization that provides medical care
and operates ate least one HospitalBuilding.
Cyc: #$Hospital is a specialization of
#$MedicalCareInstitution and
#$SingleSiteLocalOrganizationWithClients. Each instance of
#$Hospital is a local (at one site - see
#$HospitalBuilding) organization composed of physicians,
support personnel, and usually administrators. The main
function of the organization is to provide medical care
(short or long term) to a number of patients/clients, for a
fee if the patient/client is able to pay. A clinic services
out-patients, while a hospital has in-patients. A hospital
may have a clinic as a sub-organization, though.
SUMO: A CareOrganization where patients reside for a
short period of time while they undergo treatment for a disease or disorder.
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A Building which is owned and operated by a
Hospital (organization), and where medical care is given and where
beds are provided for temporary residence of sick people.
NOTE that a HospitalBuilding is a ResidentialBuilding,
though that is not its main function.
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A specialization of #$Organization. Each instance
of #$MilitaryOrganization is an organization whose function
(and expertise) is the use of armed force, or the threat of
such use, against enemies, especially other organized, armed
enemies. A military organization includes its fighting
forces and their command structure, together with dedicated
support services controlled by that military command.
Typically, there are special conditions in the relationships
between a #$MilitaryOrganization and its workers, going
beyond what is expected in work agreements in civilian
settings, including strict sanctions to enforce obedience.
This collection includes #$GovernmentMilitaryOrganizations
such as the armies, navies, and air forces of the
world's governments, and in addition private armies,
rebel armies, and organized mercenary units.
In SUMO called 'MilitaryForce':
SUMO: MilitaryForce is the subclass of
Organizations that are organized along military lines and for the
purpose of either defensive or offensive combat, whether or not
the force is an official GovernmentOrganization.
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The SUMO term for 'MilitaryOrganization'.
COSMO note: a 'ModernMilitaryOrganization' is
interpreted as any organized group (with a leader) of people of any size
(even a squad) serving a government or quasi-governmental organization.
The US Department of Defense is a governmental organization, but
with civilian leadership it is not counted as a MilitaryOrganization.
Each branch of the service is, however, a MilitaryOrganization.
Cyc: A specialization of #$MilitaryOrganization. Each
instance of #$ModernMilitaryOrganization is a military
organization of current (or recent) times that has modern
equipment and methods. Instances of
#$ModernMilitaryOrganization generally make at least some
use of high-tech military hardware. Specializations of
#$ModernMilitaryOrganization include #$AirForce, #$Navy, and
#$Army-BranchOfService.
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COSMO note: this is an Organization, not just a collection of
ships called a 'fleet'. For the collection of shiips, see 'ShipsOfTheFleet'.
Cyc: The collection of military organizations whose
primary equipment consists of groups of naval ships and
(sometimes) submarines that are in a relatively defined area
and are under a single command (see
#$FleetOfMilitaryShips). Note that this corresponds to the
broad, generic sense of the English word 'fleet',
rather than the more specialized, technical sense in which
the #$UnitedStatesNavy uses the word, as in e.g. U.S.
Atlantic Fleet .
c1279ec9-9c29-11b1-9dad-c379636f7270
COSMO note: In Cyc this is called 'Fleet-MilitaryEchelon'.
We use this category to represent a modern naval fleet, such as the
US 'Sixth Fleet', 'Fleet' in COSMO is a subtype of Organization.
For informal use of 'fleet' to refer to
groups of vessels that are not a military Fleet organization,
use 'GroupOfVessels'.
Cyc: The attribute of being a deployable naval unit
called a 'fleet'. As a rule, fleets are composed
of several large military units equipped with sizeable
#$ModernNavalShips. In most country's
orders-of-battle, fleets are commanded by admirals (see #$Admiral-Rank).
2444a398-74be-11d6-8000-00a0c99cc5ae
#$MilitaryWatercraft is a specialization of
#$Watercraft and #$Platform-Military. Each instance of
#$MilitaryWatercraft is a #$Watercraft used in a military
context. A few notable specializations include nuclear
submarines and destroyers, but transportation devices which
are not vehicles could also be instances.
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A Submarine is a Vessel designed to travel under the surface of the water.
A PassengerBoat is a vessel of any size larger than
a rowboat designed primarily to carry passengers as a commercial activity,
that is, designed to be operated by some commercial organization that
provides the boat and the crew of the boat while transporting passengers.
Small shuttles and ferries as well as large ocean liners are included
in this category.
A PassengerLiner is a large ship designed primarily to carry
passengers on the ocean or other large body of water. This category
includes ocean-going cruise ships.
#$MilitaryVehicle is a specialization of
#$TransportationDevice-Vehicle and #$Platform-Military.
Each instance of #$MilitaryVehicle would include things like
airplanes and tanks, but exclude things like towed platforms.
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A MilitaryVessel is a Vessel designed primarily for use in warfare, or to
serve as a platform for weapons. A MilitaryTransport ship May be a Military Vessel
without being a Platform, if the devices on board are incidental to its function.
Thus navigation devices on a transport do not make it a Platform.
Cyc: A specialization of #$Ship and
#$MilitaryWatercraft. Each specialization of
#$ModernNavalShip represented in the Knowledge Base is a
type of ship that has been used at some time since the
beginning of the Nineteenth Century primarily for naval
purposes, such as military attack and defense,
reconnaisance, support, rescue, or coastal monitoring. Most
instances of #$ModernNavalShip are specifically constructed
for naval purposes.
Note that a ModernNavalShip does not have to carry
weapons. It may be used for other purposes such as
communications or supply. It does have to carry some devices that
perform useful functions, so it will be a MobilePlatform.
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A GroupOfVessel is a group of PhysicalObjects, each of which is a Vessel.
Such a group can contain any kind of boat or ship, such as the
flotilla that paraded in New York harbor to celebrate the US bicentennial in 1976.
TheShipsOfTheFleet is the group of ships that compose a Fleet.
In distinguishing a Fleet as an Organization from the ships that
compose the Fleet, this Type allows reference to the ships as
a group of physical objects (with a collective location and mass).
We assume that every Fleet has more than one ship (if it has any ships
at all), so TheShipsOfTheFleet is a PluralThing.
A specialization of #$LegalAgent. Each instance
of #$JudicialAgent is a person or organization whose
responsibility it is to judge or evaluate. Instances of
#$JudicialAgent include officials at sporting events (see
the collection #$SportsOfficial), judges of various
competitions, as well as judges in the legal sense (see the
collection #$Judge).
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#$BiologicalLivingObjects having male sex organs
and performing male sexual functions, such as fertilizing ova.
02eeed3e-9092-41d7-9e4d-e8b79cefd0bd
BLOs having or being female sex organs or
secondary female sexual characteristics and performing
female sexual functions, such as receiving pollen or bearing young.
f67af796-9091-41d7-80a1-9e1abaf5b6ce
A specialization of #$AnimalBodyPart. Each
instance of #$Organ is a part of an animal that has a
specialized physiological function and is more or less
localized within the animal. Examples include hearts,
kidneys, and tongues. Specializations include
#$InternalOrgan and #$ExternalOrgan. Note that, in most
contexts, a distributed system like a #$NervousSystem or a
(#$SkinOnFn #$WholeBody) is not an #$Organ.
SUMO: A somewhat independent BodyPart that performs a
specialized function. Note that this functional definition covers bodily
systems, e.g. the digestive system or the central nervous system.
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A specialization of #$InternalAnatomicalPart.
#$InternalOrgan is the collection of all organs (see the
collection #$Organ) that are also instances of
#$InternalAnatomicalPart. Specializations of
#$InternalOrgan include #$Liver, #$Stomach, #$Heart, and #$Brain.
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A #$BoneStructure is a structure within a body
composed of one or more #$Bone-BodyPart s or #$BoneSubPart s.
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A single bone, or some fused combination of bones
often referred to as a single bone (.e.g. the skull).
Cyc: ('Bone-BodyPart')The collection of hard largely calcareous body
parts of which the adult skeleton of most vertebrates is
chiefly composed.
The cyc term for 'Bone'
The #$SpinalColumn includes every #$Vertebra and
the spinal discs. It provides the main support of the
#$Torso and #$Head-Vertebrate.
SUMO: A flexible column made out of bones called
vertebrae. The main function of the SpinalColumn is to protect the
spinal cord.
NOTE: in SUMO, this was a subtype of 'Organ'. In COSMO
that parent is reserved for soft tissue regions of
some defined function, with recognizable boundaries..
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SUMO: An Organ that removes Substances from the Blood,
alters them in some way, and then releases them.
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A Substance consisting of muscles cells, not
an Object as in Cyc. For the object muscle, see 'Muscle'.
Cyc: A specialization of #$OrganismPart. Each instance
of #$MuscleTissue is a quantity of muscle tissue; that is,
tissue composing biological organs that converts chemical
energy into mechanical energy. Note that as this collection
is a specialization (via #$OrganismPart) of
#$BiologicalLivingObject, it only covers undetached muscle
parts. An important specialization of this collection is
#$Muscle, the collection of masses of #$MuscleTissue
attached at both ends that are controlled by nerves, and
move one or more body parts.
In SUMO called 'Muscle', a subtype of 'Tissue':
SUMO: Nonrigid Tissue appearing only in Animals and
composed largely of contractile cells.
bd58cc38-9c29-11b1-9dad-c379636f7270
A single muscle, not an object as in Cyc.
Cyc: A specialization of #$MuscleTissue. Each instance
of #$Muscle is an organ that is essentially a mass of muscle
tissue controlled by a nerve (see #$Nerve) and that by
contracting moves or restricts the motion of one or more
#$AnimalBodyParts to which it is connected.
NOTE the SUMO 'Tissue' is a substance, whic his called
'MuscleTissue' in COSMO.
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A specialization of #$MuscleTissue. Each instance
of #$StriatedMuscle is a piece of muscle tissue of that
constitutes a muscle which normally performs functions that
are under an organism's voluntary control. Muscles of
this kind differ in structure from smooth muscles, which are
involved in involuntary physiological functions such as
digestion and breathing. Elements of #$StriatedMuscle are
composed of multinuclear cells and distinguished by light
and dark bands (viz., striations). Cf. #$SmoothMuscle.
c00a337b-9c29-11b1-9dad-c379636f7270
A Substance consisting of the type of cells in striated muscle..
The collection of all possible prepositional phrases.
SUMO: A Phrase that begins with a preposition and that functions as
an Adjective or an Adverb.
bd58e61c-9c29-11b1-9dad-c379636f7270
A hard bonelike protrusion from the head of an animal.
The part of an animal body that connects the head and the trunk.
The forelimbs of birds and bats, homologous to the
human arm, used for flying through the air, except for the
case of flightless birds..
The dorsal part of a animal body, in vertebrates
extending from the neck to the lower end of the spine.
In a standing human facing forward, the surface of this part is facing
opposite to the way the face is facing.
Either of the two fleshy parts or folds
forming the margins of the mouth that, in humans,
function in speech.
One or more bundles of fibers forming part
of the nervous system in animals, that conveys electrical impulses
between parts of the body, to detect sensation or cause motion of
muscle fibers. Nerves may extend from the brain to the periphery
of an animal, or from the spinal cord to other parts of the body,
without passing through the brain.
The SUMO term for 'PlantPart'.
A small, usually stoneless, juicy fruit,
irrespective of botanical structure, such as the huckleberry,
strawberry, raspberry, blackberry, or hackberry.
The blossom of a flowering plant, sometimes colorful and
visually striking, and sometimes small and inconspicuous, which
contains the reproductive organs of the plant, which also produce
the seeds. In normal speech, the term is used for the outer envelope
of the reproductive organs, when they are brightly colored and conspicuous.
NOTE: the term 'flower' is also used to refer to a plant type
that bears flowers, but that meaning is represented by
the Type 'FloweringPlant', and is not included in this
sense.
A single grain of pollen.
In Cyc and SUMO, 'Pollen' this a mass of Pollen, but in COSMO
we need to first define a single grain of Pollen, and the Cyc and SUMO
'Pollen' logical description (not the comments) fits the description.
Cyc: A mass of pollen grains.
SUMO: A powder produced by FloweringPlants that contains male
gametes and is capable of fertilizing the seeds of FloweringPlants of the same
species.
Pollen, considered as a Substance, the 'grains' being
individual Pollen grains. This fits the
descriptions of 'Pollen' in Cyc and SUMO,though in those
ontologies the logical description fits the COSMO 'PollenGrain'.
Cyc: A mass of pollen grains.
SUMO: A powder produced by FloweringPlants that contains male
gametes and is capable of fertilizing the seeds of FloweringPlants of the same
species.
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The collection of types of #$EdibleStuff that are
commonly associated with a region, ethnic group, culture,
etc.
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The collection of all food that may be eaten
according to the #$KosherCodeOfConduct. This is a
substance, and food objectgs that are
Kosher will be catgegorized as KosherFoodObjects.
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The collection of all organic food objects
that may be eaten according to the #$KosherCodeOfConduct. This is a
substance, and food objects that are
Kosher are categorized as KosherFoodObjects.
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Fruit is an object, i.e. a piece of fruit,
not a substance.
Cyc: A specialization of #$PlantPart. Each instance of
#$Fruit is a plant structure containing the seeds of an
angiosperm. Many instances of #$Fruit have fleshy walls
with high concentrations of sugars or fats, and these are
often eaten by humans and other animals. Fruits usually
develop from the ovary wall, although some fruits include
other tissues; e.g., the flesh of apples and of strawberries
develops from the receptacle, and the fruits of pineapple
and fig develop from a whole inflorescence (group of
flowers). See also #$EdibleFruit.
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The collection of all samples of substances that
can induce lachrymation (excessive tearing) in animals.
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A specialization of #$FoodOrDrink. Each instance
of #$Vegetable-Food is a foodstuff which is derived from a
plant and is ordinarily considered a vegetable; e.g., a
carrot (an instance of #$Carrot-Foodstuff), a potato (an
instance of #$Potato-Foodstuff), a lima bean (an instance of
#$Bean-Foodstuff), or a tomato (an instance of
#$Tomato-Foodstuff). Note that #$Vegetable-Food includes
certain plant parts, such as tomatoes, that are technically
classified as fruits by botanists, but which are treated as
vegetables in food classification.
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Commodities are those products for which the only
relevant data are the quantity and the price (and possibly
the location). That is, their quality is completely
specified or describable in standardized terminology. Thus,
fashion clothing is not a commodity, since opinions on it
vary, whereas grade A extra large eggs are. The collection
of all eggs is covered by various collections that are
commodities, but is not itself an instance of commodity.
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Foodstuff from the edible bulb of the onion plant.
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A specialization of #$SolidTangibleThing. Each
instance of #$Pump-Generic is a natural or mechanical pump,
and is thus capable (see the predicate #$behaviorCapable) of
pumping fluid from one spatial region to another. Notable
specializations of #$Pump-Generic include #$Heart,
#$GasolinePump, and #$OilPump.
bfc27a59-9c29-11b1-9dad-c379636f7270
SituationRole is a compound Type representing both a Situation and a
Role. This category was created specifically to allow an inherently
Ternary relation (the Cyc intendedPrimaryFunction) to be represented as
binary. it will include a Situation and a Role which specifies the
function of an Object in that Situation.
ToDO - to be useful, the structure of this Type needs elaboration.
This is a Cyc concept. See also hasDesignFunction.
The Cyc range (SituationRole) was expanded to include DesignFunction.
DesignFunction includes funcitons of naturally evolved systems,
but an Artifact will typically not have a DesignFunction similar
to that of a physiological system - but it might, as in synthesis
of biochemicals.
Cyc: A specialization of both #$primaryFunction and
#$intendedBehaviorCapable (qq.v.) that is used to indicate
the primary or typical use a given artifact (see
#$Artifact-Generic) was designed to serve.
(#$intendedPrimaryFunction ARTIFACT SITTYPE ROLE) means that
(i) the primary function of ARTIFACT is to play ROLE in
situations of the type SITTYPE and (ii) ARTIFACT was
intended by its designer primarily to play ROLE in
SITTYPEs. For example, the intended primary function of a
#$MammographyProvider is to provide service (see
#$providerOfService) in
#$MammographicBreastCancerScreenings; and the intended
primary function of a #$Pump-Mechanical is to cause things
to move (see #$providerOfMotiveForce) in
#$ConveyingMaterials events. Most artifacts have just one
intended primary function, but some have more than one.
For example, a clock-radio has two intended primary
functions: displaying the current time of day and
converting transmitted radio signals into audible sounds.
Note that in #$SimpleDeviceFunctioningMt, however, it is
assumed that every #$PhysicalDevice has only one intended
primary function.
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The national government of the United States Of America.
DepartmentOfTheUS_Government is a specialization
of 'LegalGovernmentalOrganization'. Each
instance of DepartmentOfTheUS_Government is either a cabinet department such as
the Department of Agriculture, or one of the high-level
Agencies such as the Interstate Commerce Commision. Cabinet
departments themselves would be a subclass of this Type.
.
.
DoD.
.
DOI.
.
.
.
HHS.
HUD.
.
.
.
.
.
A specialization of #$Agreement. Each instance of
#$Agreement is a generic agreement that is authorized by one
of the agreeing parties (typically by the issuer of the
document embodying the agreement). #$AuthorizedAgreements
are generic in the sense that their authorizing agents are
party to many similar agreements; for that reason, an
#$AuthorizedAgreement is typically given a unique
identification number. Notable positive examples include
bank accounts, driver's licenses, and stock certificates.
bd58b01c-9c29-11b1-9dad-c379636f7270
ContainerAndContents is a category created to resolve some
problems arising from linguistic usage, where the
contents of a container may be referred to in a way
that also suggests some participation of the container.
One example of this is the notion of Stream and river,
where the stream may exist even when dry, but the water
content of a stream may be the more frequent referent.
A BodyOfWater (a geographical thing) is a ContainerAndContents,
and a StreamBed would correspond to the container that is
part of a Stream. This is also useful when one wants to
represent statements like 'I bought a carton of milk', where
what was bought was both the milk and the containing carton.
However, linguistic interpretation depends on context; to assert
that 'I drank a carton of milk' does not imply that the
containing carton was consumed; in this case only the contents
would be the interpretation of 'carton of milk'.
The collection of environments - i.e., #$Places
that constitute one's surroundings. One environment is
distinguished from others via its #$EnvironmentalAttributes
and its exact location.
COSMO NOTE: in WordNet a 'habitat' is a subtype of 'environment'.
But a habitat is the normal *type* of living place of a *species*
and an environment is the current *specific* location of an *individual*,
so the two are not directly related in that manner. An Environment
is a Place and a Habitat is a more abstract high-level Type.
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An EcologicalPlace can be either an EcologicalRegion
or a PhysicalObject - such as the physical trees that make up
a forest. This Type is intnetionally ambiguous so as to
allow assertions about ecological niches without specifying
whether it is the region of space or the actual physical
objects in that space that are at issue.
A collection of geographical regions. Each
instance of #$EcologicalRegion is a region having one or
more characteristic ecosystems. From knowledge of those
ecosystems, we can posit whether certain organisms can
forage, reproduce, and live successfully there. Information
about ecological regions typically also includes what kinds
of organisms are in fact found there. In theory, any
arbitrary continuous region could be analyzed as an
ecological region, but most regions identified in practice
have some kind of sameness or systematic interconnection in
their topology, climate, and biology. Examples: the
#$WesternDesertOfEgypt, the #$GreatBarrierReef, the #$Amazon-Region.
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A collection of places which are not agent-like.
Some things can be both places and exhibit agency; e.g., the
#$CityOfMiamiFL is a region in #$Florida-State, and it also
can enter into agreements with other cities (see
#$GeopoliticalEntity). Each instance of #$Place-NonAgent is
a #$Place that does NOT have any agency, e.g., #$LakeErie
and #$OuterSpace.
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A collection of #$GeographicalThings. Each
instance of #$TacticalTerrainObject is a geographically
located object, specified and given tactical status in the
context of some real or hypothetical military operations.
#$TacticalTerrainObjects are generally named as part of the
process of military planning. They may or may not
correspond to recognizable features of the underlying terrain.
463f5d34-f51f-41d7-893c-a9957ce24c3f
A collection of area-like #$GeographicalThings.
Each instance of #$TacticalArea is a geographcial area with
tactical significance in the context of some (actual or
hypothetical) military operations. As a rule, any particular
#$TacticalArea should be asserted to be an instance of a
specialization of this collection, such as
#$RestrictiveFireArea or #$LandingZone. See also
#$TacticalPoint and #$TacticalLine.
60022af6-f526-41d7-92b1-9beab274a08f
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An object composed of fresh water,
such as a lake or stream.
This is the thin layer of ground or artificial solid that
underlies a Stream.
COSMO note: In Cyc, objects and regions were intermixed,
and Stream was a subtype of 'EcologicalRegion'. In COSMO a region
and the things in it are distinct and can never be the same thing,
so the parent Region was eliminated. However, the generic
'isLocatedAt' relation in COSMO can take a PnysicalObject as
the object of the relation, so a Stream, which is a PhysicalObject,
can be located at itself.
A Stream is an object that must contain a stream bed, and may
contain water - i.e. a stream may be partly dry and still be
a stream, but it must contain some water in some part,
or it will be a different type of object.
There is still some difficulty with representing a stream as
both a Path and a PhysicalObject. The Path is in one
sense a path for the water of the stream (and only peripherally
for the objects moving on the water). So the river should include
some part of the river bed, and that make its inheritance of
'BodyOfWater' problematical, as the bed itself is not water.
COSMO-ToDo - needs more clarification. The use of
'container and contents' may resolve the problem here,
but care needs to be taken to assure that the logic of
substances can avoid problems if a ContainerAndContents is
listed as a subtype of the substance that are the contents.
Cyc: A specialization of #$Water-Fresh,
#$InanimateThing-Natural, and #$FlowPath. Each instance of
#$Stream is a natural body of fresh water that flows when it
is not frozen. A stream can either be a great river (see
#$River) or a tiny creek (see #$Creek). Every non-frozen
stream flows in (see #$in-ContOpen) some conduit (see
#$FluidConduit) such as a streambed or riverbed. Notable
instances of #$Stream incluide #$AmazonRiver,
#$LittleMissouriRiver, #$WoundedKnee-Creek. Note that
riverbanks are not streams nor are they parts of streams,
but rather they mark the edges of streams.
SUMO: (StreamWaterArea) A relatively narrow WaterArea where the
water flows constantly and in the same direction, e.g. a river, a stream,
etc."
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A specialization of #$Stream. Each instance of
#$River is a natural stream of water, normally of a large
volume. Instances of #$River include the
#$ColoradoRiverOfArizona, the #$AmazonRiver, the
#$YangtzeRiver, and the #$ThamesRiver.
COSMO note: A River includes both the water in it and
the river bed.
bd590733-9c29-11b1-9dad-c379636f7270
flowsInto relates a Stream to the bodyOfWater into
which the Stream flows..
one of the principal rivers of the world
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central Asian river
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river of NE Asia
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one of the Principla World Rivers
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An Asian river that flows into the Bay of Bengal
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the one with the Grand Canyon
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one of the principal rivers of the world
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-1
-1
-1
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one of the principal rivers of the world
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river of the heavily industrialized NE U.S.
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one of the principal rivers of the world, flows through Ukraine
into the BlackSea near the Crimea.
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a major river of SW USSR. Volga-Don canal connects to the
Volga. Land of the storied Don Cossacks.
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A river of central Europe
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The Euphrates River, a river of historical
significance, flowing from the confluence of the Kara and
Murad rivers in E. Turkey, down to its confluence with the
#$TigrisRiver whereafter it becomes the #$ShattAlArabRiver
that flows into the #$PersianGulf.
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one of the confluent rivers forming the Missouri
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chief river of India
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one of the principal rivers of the world;
flows past New York City into the Atlantic Ocean;
associated with the Hudson River School of painting and
Washington Irving's fiction such as the legend of Rip
Van Winkle and Sleepy Hollow
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one of the great rivers of Asia and chief river of Burma
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River of Israel, notable for Biblical reference
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easternmost of the great rivers of Siberia
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longest river of France
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great river of northern Canada
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one of the rivers joining to form the Missouri
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one of the sources of the Amazon
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one of the principal rivers of the world
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one of the great rivers of SE Asia
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The chief river of the North American Continent
and one of the worlds great rivers.
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The longest river in the United States and the
most important tributary of the Mississippi river.
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this is one of the rivers that forms the Ohio river.
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chief river of Australia
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tributary of Murray R of Australia
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one of the principal rivers of the world
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A river flowing from Lake Erie into Lake Ontario;
forms the boundary between Ontario and New York
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chief river of W Africa
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The longest river in the world, it has great
historical significance for the ancient civilizations of Egypt.
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one of the great rivers of Siberia
bd58c839-9c29-11b1-9dad-c379636f7270
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a major river of eastern Europe
bd58c047-9c29-11b1-9dad-c379636f7270
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The main eastern tributary of the Mississippi
River, it is formed in Pittsburgh, PA.
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-1
river of Venezuela
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one of the principal rivers of the world
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one of the principal rivers of the world. In Italy.
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scenic river of the eastern U.S.,flows
past Washington DC.
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-1
principal river of Europe
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major river of France
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-1
a major river of N America
bd59035f-9c29-11b1-9dad-c379636f7270
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river of central California
bd58e4a7-9c29-11b1-9dad-c379636f7270
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one of the principal rivers of the world
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The Seine river, a major river of France that
passes through the #$CityOfParisFrance and empties into the #$EnglishChannel.
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The Shatt-Al-Arab River or Waterway, a river of
historical significance, flowing from the confluence of the
Tigris and Euphrates rivers near the #$CityOfBasraIraq, to
its outflow into the #$PersianGulf.
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A river in Alaska, one of U.S. rivers with largest flow and major
river of N America
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river of the eastern U.S. whose drowned lower
course forms Chesapeake Bay
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one of the principal rivers of the world,
located mostly in Spain, ending in the Atlantic at Lisbon,
Portugal.
Wikipedia: The Tagus (Latin Tagus, Spanish Tajo, Portuguese Tejo,
is the longest river on the Iberian Peninsula. It measures
1,038 kilometers in length, 716 km of which are in Spain, 47 km
as border between Portugal and Spain and the remaining 275 km
in Portugal, where it empties into the Atlantic at Lisbon.
It drains an area of 80,100 square km (the second largest in the Iberian
peninsula after the Douro). It follows a very constricted course
for much of its length, but after Almourol it enters a vast alluvial
valley prone to flooding. Today the Alcantara Dam regulates much
of the river's flow.
The source of the Tagus is the Fuente de Garcia, in the Albarracin mountains.
All its major tributaries enter the Tagus from the right (north) bank.
The main cities it passes through are Aranjuez, Toledo and
Talavera de la Reina in Spain, and Abrantes, Santarem, Almada and Lisbon
in Portugal.
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The #$ThamesRiver, a principal river of #$England
the flows eastward through the #$CityOfLondonEngland and
empties into the #$EnglishChannel.
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The #$TiberRiver (Tivere River) a medium-sized
#$River in Italy that passes through the #$CityOfRomeItaly
and empties into the #$TyrrhenianSea.
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The Tigris River, a river of historical
significance, flowing from the confluence of rivers in E.
#$Turkey, down to its confluence with the #$EuphratesRiver
whereafter it becomes the #$ShattAlArabRiver that flows into
the #$PersianGulf.
bd58eba0-9c29-11b1-9dad-c379636f7270
-1
one of the Principal World Rivers
bd589456-9c29-11b1-9dad-c379636f7270
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A European river that flows into the Baltic Sea
bdc8aac7-9c29-11b1-9dad-c379636f7270
-1
The longest river in Europe, it is known in
Russian folklore as 'Mother Volga'.
bd58b0c4-9c29-11b1-9dad-c379636f7270
-1
river of Korea-China border
bd58bb74-9c29-11b1-9dad-c379636f7270
-1
The great river of China, one of the principal
rivers of the world.
bd58f9a8-9c29-11b1-9dad-c379636f7270
-1
A tributary of the Missouri River
bd793451-9c29-11b1-9dad-c379636f7270
-1
one of the principal rivers of the world
bd58c8eb-9c29-11b1-9dad-c379636f7270
-1
major river of NW N America
bd58cd81-9c29-11b1-9dad-c379636f7270
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a Central African River
bd58d28b-9c29-11b1-9dad-c379636f7270
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The collection of buildings or parts of buildings
whose main purpose is the facilitation of business operations.
b7bccfe6-61cd-11d6-8000-0090279a5907
The collection of all #$ConstructionArtifacts that
are dedicated to serving as the #$physicalQuarters of some #$CommercialOrganization.
9c54e122-5b0a-11d6-8000-0090279a5907
A specialization of #$CommercialFacility. Each
instance of #$FinancialFacility serves as #$physicalQuarters
of some #$FinancialOrganization.
ca767e6c-5b0a-11d6-8000-0090279a5907
#$FinancialOrganization is a specialization of
#$Organization. Each instance of #$FinancialOrganization is
primarily or significantly engaged in the
#$FinancialIndustry or whose activities focus on that
industry. Instances of both
#$CommercialServiceOrganizations (e.g., banks and brokerage
houses) and #$NonProfitOrganizations (e.g.,
#$InternationalMonetaryFund) may be instances of
#$FinancialOrganization. Specializations of
#$FinancialOrganization include #$BankOrganization,
#$FinancialExchange, and #$InvestmentOrganization.
bd590577-9c29-11b1-9dad-c379636f7270
#$PrivateSectorOrganization is a specialization of
#$Organization. Each instance of
#$PrivateSectorOrganization is an organization that operates
in the private sector and has no governmental component.
Instances of #$PrivateSectorOrganizations may be either
#$CommercialOrganizations or #$NonProfitOrganizations.
Examples of #$PrivateSectorOrganizations include #$IBMInc,
#$Cycorp, #$FloridaNationalBank, and #$SierraClub.
bff0f785-9c29-11b1-9dad-c379636f7270
A Business is any individual, group, or
Organization that sells products or provides services for
a fee. It can be large or small,and can be a single worker
doing houseold repair work. It should, however, be
sustained long enough to have an expectation of some
benefit from word-of-mouth or advertising; a cool-aid stand
or hand car wash operated for one day would not be a
Business in this sense.
Cyc: A specialization of #$CommercialOrganization
(q.v.). Each instance of #$Business is an organization
intended to make profits, i.e. to make money for agents who
own them. Note that not all #$CommercialOrganizations are
#$Businesses. For example, in a franchise #$Organization,
while the parent company (see #$parentCompany) is regarded
as a business, the sub-organizations are commercial
organizations but not businesses. Also, #$Businesses are
typically #$LegalAgents, while #$CommercialOrganizations
need not be.
SUMO: (CommercialAgent) An Agent that provides products and/or
services for a fee with the aim of making a profit.
#$Business.
bd58d036-9c29-11b1-9dad-c379636f7270
The SUMO term approximately equal to 'Business'.
A specialization of #$Organization. Each instance
of #$CommercialOrganization is an organization whose primary
goal is to generate a profit for its owners, usually through
the buying and selling of goods or services. A given
instance of #$CommercialOrganization may also be an instance
of #$Business, or it may merely be a sub-organization of
some instance of #$Business.
bd5892d3-9c29-11b1-9dad-c379636f7270
A common term for 'CommercialOrganization'.
A common term for 'CommercialOrganization'.
A specialization of #$Organization. Each instance
of #$ServiceOrganization is an organization whose main
function is to provide some service or services (as opposed,
e.g., to mainly selling goods or manufacturing products). A
service organization might or might not be a subsidiary or
department in some larger organization; it might or might
not be a for-profit organization (for-profit service
organizations are instances of the subcollection
#$CommercialServiceOrganization). Notable specializations of
#$ServiceOrganization include #$MedicalCareOrganization,
#$ShippingOrganization, and #$Restaurant-Organization.
bd58b11a-9c29-11b1-9dad-c379636f7270
A specialization of #$CommercialOrganization.
Each instance of #$CommercialServiceOrganization is a
commercial organization which sells some service(s), rather
than tangible goods, as its main product. Some tangible
goods may accompany or supplement the main service sold, but
only as side products; for example, some instances of
#$HairSalon sell hair care products.
bd58f1b9-9c29-11b1-9dad-c379636f7270
Each instance of #$TransportationOrganization is
an #$Organization that is primarily or significantly engaged
in the #$TransportationIndustry or whose activities focus on
that industry (whether or not the #$Organizations actually
provide transportation services). Examples of
specializations of #$TransportationOrganization include
#$AutoDealership, #$RailwayOrganization and #$TaxiCompany.
Both #$UnitedAirlines and #$USDepartmentOfTransportation are
instances of #$TransportationOrganizations.
c14da96a-9c29-11b1-9dad-c379636f7270
A specialization of both
#$TransportationOrganization and #$ServiceOrganization.
Each instance of #$TransportationCompany is an organization
that provide transportation (of goods or persons) to
customers for a fee. Specializations of
#$TransportationCompany include the collections
#$ShippingOrganization and #$AirlineCompany.
SUMO: Any Corporation whose services
include Transportation, e.g. a RailroadCompany, an airline, a cruise
ship line, etc.
bd58aa63-9c29-11b1-9dad-c379636f7270
A specialization of #$Organization. Each instance
of #$SingleSiteOrganization is an organization that has a
single location (see #$physicalQuarters). For example, the
#$KMartStore at Parmer Lane and the Great Hills FireStation
Number 2 in Austin are instances. But #$KMart-TheCompany
and the Austin City Fire Department are not instances, since
those parent organizations have several sites as their
physical quarters. To be contrasted with
#$ChainOrganization, among other things.
bd6788e9-9c29-11b1-9dad-c379636f7270
A specialization of #$Organization and #$Vendor.
Each instance of #$SellingOrganization is an organization
whose main function is to sell things by conducting sales
activities. Specializations include #$SalesDepartment,
#$AdvertisingAgency, and #$RetailOrganization.
In SUMO the approximate equivalent is 'MercantileOrganization',
but in COSMO a 'SellingOrganization' does not have to be
a Corporation.
SUMO: Any Corporation which sells
goods or services to customers for a profit.
bd590892-9c29-11b1-9dad-c379636f7270
The approximate SUMO equivalent for 'SellingOrganization'.
A collection of organizations. Each instance of
#$RetailOrganization is an organization that engages
primarily in selling goods or services to end-users or
consumers, rather than to wholesale customers.
Specializations of #$RetailOrganization include the
collections #$RetailStore and #$AutoDealership.
bd58de51-9c29-11b1-9dad-c379636f7270
In Cyc and SUMO this category is called
'RetailStore', but in COSMO that term is used to
refer to the physical object that is a building or
part of a building where retail activities occur.
This is the Organization that operates such a
facility. This concept is renamed for COSMO.
Cyc: An Organization that conducts business at
a single site. This could be a branch of a larger Organization
with multiple sites, but that branch is represented here as
an Organization controlling only one site.
Cyc: A specialization of #$RetailOrganization. Each
instance of #$RetailStore is a local single-site
organization (but not necessarily a stand-alone business,
since it might be part of a chain of retail stores) which
sells goods directly to consumers at the organization's
#$physicalQuarters. Note that the parent company in a chain
of retail stores (such as #$KMart-TheCompany) is _not_, in
general, an instance of #$RetailStore, but a local store in
a chain generally is (for example, all instances of
#$KMartStore are instances of #$RetailStore).
SUMO: A Store where individuals who are not
representing an Organization purchase items. This distinguishes
retail stores from wholesale establishments, where the purchasers
are businesses or their representatives, as well as mail order or
office buildings where transactions are facillitated but the consumer
does not take possession of the item on the premises. More succinctly,
the complement of WholesaleStore, i.e.
MercantileOrganizations that sell their goods to the general public.
bd58bfff-9c29-11b1-9dad-c379636f7270
The collection of #$Organization which regularly
provide goods or services to non-members, as opposed to
organizations that do not provide goods or services to
non-members [see #$clients, #$OrganizationWithoutClients].
Important specializations are
#$OrganizationWithIndividualClients and #$OrganizationWithBusinessClients.
477917c2-8d05-11d6-8000-0050dab92c2f
#$OrganizationWithIndividualClients is a
specialization of #$Organization. Each instance of
#$OrganizationWithIndividualClients is an organization whose
#$clients are primarily individuals, rather than businesses
or other #$Organizations.
be3727e1-9c29-11b1-9dad-c379636f7270
A specialization of
#$OrganizationWithIndividualClients. Each instance of
#$OrganizationWithIndividualCustomers sells goods and/or
services to customers, most of whom are individual
#$Persons, rather than businesses or other #$Organizations.
bd58c049-9c29-11b1-9dad-c379636f7270
The facility where a RetailOrganization conducts
its business and sells goods to the public. This can be
a whole building or part of a building..
The physical facility where groceries
are sold.
Cyc: The collection of establishments that sell
groceries and the other goods commonly found in
a supermarket.
SUMO: A RetailStore that sells Food, and perhaps
other items as well.
NOTE: in Cyc and SUMO this term was used for a
subtype of Organization, but in COSMO this is
redefined as the physical facility where the
commercial organization operates its business.
This interpretation as the physical 'store' seems closer to
common usage of that term.
bd58c372-9c29-11b1-9dad-c379636f7270
A collection of actions and a specialization of
#$BusinessEvent and #$CommercialActivity. Each instance of
#$SalesActivity is an action performed in an effort to
achieve a sale to a second agent. Examples of
#$SalesActivity include #$Advertising, telemarketing,
showing samples and/or actual products to customers in a
show room or a store. Instances of #$SalesActivity which are
successful lead to corresponding instances of #$Buying.
Note: #$SalesActivity does NOT include manufacturing,
accounting, and other such ancillary business activities.
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The collection of all activities in which an
#$Agent makes it possible for another #$Agent to use (but
not necessarily own) a good or service.
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A collection of events and a specialization of
#$GeneralizedTransfer. Each instance of
#$ChangeInUserRights is an event in which some instance of
#$Agent either gains or loses possession of something.
Possession means having some right to use a thing that one
has in hand or otherwise has access to. Different types of
possession (e.g. ownership, rental, borrowings) can be
specified by using the appropriate instance(s) of
#$UserRightsAttribute (q.v.). Changes in an agent's
user rights can come about in various ways: through buying
and selling, renting, borrowing or lending, giving,
repossession, etc. Specializations of this collection
include #$LosingUserRights, #$GainingUserRights, and
#$ExchangeOfUserRights; in the latter collection, there is
an alteration in the rights of two (or more) agents to use
two (or more) items - as in a purchase, when one agent gets
full use rights to an object by turning over a sum of money
to the object's previous owner. In addition, some
changes in user rights are classified explicitly in
#$TemporaryChangeOfUserRights (e.g. borrowing, renting),
while others are permanent. Events that involve such
changes in user rights all belong in the collection of
events, #$ChangeInUserRights. In any particular
#$ChangeInUserRights event, the item which is changing hands
is identified as the #$objectOfPossessionTransfer.
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A specialization of #$CreationEvent,
#$CooperationEvent and #$Communicating. Each instance of
#$MakingAnAgreement is an event in which two or more agents
specify the terms of an agreement (see the collection
#$Agreement) to which they will be agreeing parties (see the
predicate #$agreeingAgents), and subsequently enter into
that agreement. Specializations of #$MakingAnAgreement
include #$EngagementEventPart-BecomingEngaged,
#$EmployeeHiring, #$DeclaringCeaseFire, and
#$MakingAReservation. See also #$BreakingAnAgreement.
bd58a184-9c29-11b1-9dad-c379636f7270
A specialization of both #$ChangeInUserRights and
#$Transaction. In each instance of
#$TemporaryChangeOfUserRights, one agent temporarily gives
up user rights (see #$UserRightsAttribute) over some object
to another agent. Note that the agent who gives up user
rights over the object does so voluntarily. Notable
specializations of #$TemporaryChangeOfUserRights include
#$Renting and #$BorrowingSomething.
bd58e056-9c29-11b1-9dad-c379636f7270
Renting is the initiation phase of a period
of renting an object - the part where the rental agreement is reached.
Cyc: A specialization of both
#$MonetaryExchangeOfUserRights and
#$TemporaryChangeOfUserRights. Each instance of #$Renting
is an event during which one agent grants to another agent
the use of an object (owned or controlled by the first
agent) for a period of time, in exchange for some
remuneration. The schedule of payment may vary, depending
upon the rental period, type of object involved, type of
usage granted, and/or other considerations. The agent
providing the object to rent is related to the instance of
#$Renting by the predicate #$fromPossessor (q.v.); the agent
paying to use the object is related to the instance of
#$Renting by the predicate #$toPossessor (q.v.). Those
agents enter into an #$Agreement (q.v.). Examples of
#$Renting might include: Fred renting a particular
apartment last year; Jane renting a car all this week; Jack
renting a canoe on Saturday morning.
SUMO: Giving money to the owner of an Object in
exchange for the right to use the Object for a fixed time period.
bd58d7bd-9c29-11b1-9dad-c379636f7270
A specialization of #$ChangeInUserRights. In each
instance of #$GainingUserRights, some #$Agent acquires a
right to use an item. The item in question is identified as
the #$objectOfPossessionTransfer, and the agent is the
#$toPossessor (that is, the one to whom the possession
comes). The #$Agent may or may not be a #$deliberateActors
in the event; for example, buying a car is done on purpose,
but receiving a car as a gift isn't. Either of these
events, however, would be an instance of the collection #$GainingUserRights.
bd6460d7-9c29-11b1-9dad-c379636f7270
A galaxy is an OuterSpaceObject. It include's Earth's
galaxy, because it is located in OuterSpace, an is
not (wholly) located on Earth.
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A Sharing is an Event in which a PhysicalOnbject or
a Right to use a PhysicalObject is shared with another. This
requires that the person who transfers the object or right
has some part of his/her own rights reduced - either the object
is no longer available as often, or the Right is no longer
available as conveniently. To 'share' information does not
reduce the owner's rights, and is not a 'sharing' in this
sense. To share access to something accessible by many (e.g.
a web site) is a borderline case that is *not* an instance of
sharing in this sense (it is a 'makingSomethingAvailable'.),
even though in theory the original owner may be delayed in access if others are
accessing at the same time. Sharing one's apartment with another is
a clear instance of 'Sharing'. Lending an Object is also a
subtype of Sharing.
Cyc: A collection of events; a subcollection of
#$MakingSomethingAvailable (among other supercollections).
In an instance of #$Sharing, one #$Agent receives
#$PrimaryRoleUseRights over an object for a limited time
from another #$Agent, who doesn't give up his or her
own right to use it, too (but does give up exclusive right
to it). Cf. #$BorrowingSomething.
SUMO: The subclass of ChangeOfPossession where a
properPart of the patient is given by the agent or the destination.
bd5909af-9c29-11b1-9dad-c379636f7270
SUMO; The subclass of Giving Processes where
the agent gives the destination something for a limited period of
time with the expectation that it will be returned later (perhaps with
interest). 'Lending' is for physical objects that are movable,
so renting an apartment is not a Lending in this sense.
SUMO; Instances of this Class commit the agent to some
future course. For example, Bob promised Susan that he would
be home by 11pm..
In Cyc called 'Offering-CommunicationAct':
Cyc: A specialization of #$CommunicationAct-Single.
Each instance of #$Offering-CommunicationAct is a
communication act in which somebody offers to do something,
furnish something, or make something the case. See also the
#$IllocutionaryForce associated with these actions, #$Offer.
SUMO: The subclass of Committing in which a CognitiveAgent
offers something Physical to another agent. Offerings may
be unconditional (in which case they are a promise
to effect a UnilateralGiving) or conditional (in which case
they are a promise to effect a Transaction of some sort).
NOTE: SUMO mentions Physical things offered, but in
COSMO the thing offered may be Mental or (as with intangible
assets like rights), abstract.
bd58eb0b-9c29-11b1-9dad-c379636f7270
This Cyc (0.78) name for 'Offering'.
The collection of #$OfferingForSale events
includes events in which an agent offers something for sale
to another agent.
SUMO: Offering to sell something to someone.
c0ccd7f3-9c29-11b1-9dad-c379636f7270
The collection of all #$Organizations that are in
the banking business, whether in the private or public
sector. An instance of #$BankOrganization may be as large
and as multinational in character as #$BankOfAmerica or as
small and local as the branch of the UT Federal Credit Union
located on Guadalupe Street.
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Some space in a structure where a bank does business.
Conceivably, this may not be inside a building, though it
usually is. An outdoor kiosk is possible.
bd58b161-9c29-11b1-9dad-c379636f7270
The collection of all buildings that house
portions of instances of #$BankOrganization that deal with
everyday banking transactions, such as transfers of funds
into and out of bank accounts.
1b0854f2-c070-11d6-8000-0002b3a330dc
A #$HumanOccupationConstruct which you might
expect to find occupied by a large group or groups of
people. Examples would include theatres, dance clubs,
airplane cabins, etc.
bd58cf4a-9c29-11b1-9dad-c379636f7270
A ConstructionArtifact which is not necessarily a whole
building (it could be part of a building) that is used primarily
for religious purposes - e.g. a Chapel.
bd58f44b-9c29-11b1-9dad-c379636f7270
SUMO: A Building which is intended to be
used for religious worship. This class covers churches, temples,
religious shrines, etc.
bd58f44b-9c29-11b1-9dad-c379636f7270
COSMO note: An OfficialDocument is a physical object
with some writing on it, and the writing should contain
some statement that asserts rules to be followed by others.
This is not the AbstractDocument, but the physical document.
Note also that every document was created by an Authority
(some agent who can create a Rule), and this applies even
to Wills, where the Authority as to disposition of assets
is the person creating or dictating the content of the will.
Cyc: A specialization of
#$HardcopyInformationBearingObject. Each instance of
#$OfficialDocument is a document that can be used as the
basis, proof, or support of some fact (such as a
person's nationality, marital status, credit, or
qualifications; or the ownership or transfer of property,
etc.). #$OfficialDocuments are typically generated, issued,
and/or certified by relevant institutions (as with
#$Passports or #$StockCertificates), but they also include
unique personal documents (such as wills) which meet certain
standards to be accepted in support of facts. Instances of
#$OfficialDocument include: #$BirthCertificates,
#$TaxReturns, insurance policies, #$PostageStamps, receipts,
#$PackingSlips and student ID cards. A notable
specialization of this collection is #$LegalDocument. See
also #$OfficialDocumentType.
bd58971b-9c29-11b1-9dad-c379636f7270
An OfficialDocument-Abstract is an abstract document
(a mental object) that is represented by a physical 'OfficialDocument'.
For the meaning 'OfficialDocument', see that entry.
A specialization of #$OfficialDocument. Instances
of this collection not only have the force of the law behind
them (as most #$OfficialDocuments do) but also either must
be prepared by a #$Lawyer in order to be legitimate, or
their construction is strictly specified by the rule of law
governing the parties bound by them. While
#$OfficialDocuments such as #$CreditReportDocuments may have
legal force in some contexts, they are not considered
#$LegalDocuments because their construction is not as
tightly specified by law as that of #$LegalDocuments. Also,
#$LegalDocuments are distinguished as being created
expressly for legal purposes. See also #$LegalAgreement.
c113e8c3-9c29-11b1-9dad-c379636f7270
A LegalDocument-Abstract is an abstract document
(a mental object) that is represented by a physical 'LegalDocument'.
For the meaning 'LegalDocument', see that entry.
COSMO note: Certificate (in Cyc Certificate-IBT)
is a physical object, which may be on paper (or plastic, as
in plastic drivers licenses or credit cards), or in the form of
eletrical charges (energy is mass is a physical object in COSMO),
or, in rare cases, in the mind (brain) of someone who heard
an authority issue a verbal certification. A Certificate is
evidence of some Certification. The Certification be relatively
trivial, as in the Certification accompanying a subway token
(that the bearer is entitled to a ride).
A Certificate can in a borderline case be the brain memory of
a verbal certification, but if it is only verbal with no
other physical evidence, it may disappear when the sound waves or their
impressions in the minds of listeners disapper - in which case it would
have to be reissued.
Cyc: The collection of actual hardcopy
(#$CertificateDocument) or electronic
(#$DigitalCertificate) instances of a certificate. Examples
include instances of #$Passport and #$BirthCertificate.
c087fcd4-9c29-11b1-9dad-c379636f7270
A Certificate-Abstract is an abstract document
(a mental object) that is represented by a physical 'Certificate'.
For the meaning 'Certificate', see that entry.
COSMO note: in Cyc a credential is a TemporalThing,
but in COSMO it is not, as TemporalThings are more
restricted in COSMO. Another difference is that in
Cyc a Credential is a PropositionalInformationThing, whereas
in COSMO it is an AbstractDocument.
Cyc: A specialization of #$PropositionalInformationThing.
Each instance of #$Credential is specific information about
one #$SocialBeing (q.v.), provided by another
#$SocialBeing. The information content of a credential
consists of favorable, enabling, or
empowering propositional declarations. Although each
instance of #$Credential is wholly intangible, instances of
#$Credential usually have some associated #$TextualMaterial
(e.g. a diploma associated with a college degree, a
driver's license). A credential may certify that the
holder (i.e. the subject of the credential) has a particular
skill (e.g. legal bar certification or the ability to
drive); has completed certain training (e.g. GED schooling
or satisfying PhD requirements); is allowed to do a certain
thing (e.g. a travel visa or permission slip); and so on.
See also the predicate #$issuesCredential.
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A specialization of #$Credential. Each instance
of #$EducationalDegree is a credential conferred by some
instance of #$EducationalOrganization on a student who has
successfully completed a prescribed course of study there.
#$EducationalDegree includes as instances high school,
associate, baccalaureate, licensate, magisterial,
professional, and doctoral degrees.
bd58a9fa-9c29-11b1-9dad-c379636f7270
The educational degrees normally issued after
passing four years of college.
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A Certification is a LinguisticAssertion (the symbolic
representation of an abstract proposition) made by some authority
testifying to the existence of some situation - e.g. the competence of an
individual to perform a task, or the suitability of
a structure for occupation. Such Assertions are typically
accompanied by the issuance of a physical Certificate (in some
form, even electronic or verbal) as evidence
of the Assertion. In COSMO the issuance of a Certificate is a
requirement for an assertion to qualify as a Certification.
A Certification may initially be verbal, but if it is only verbal with no
other physical evidence, it may disappear when the sound waves or their
impressions in the minds of listeners disapper - in which case it would
have to be reissued.
This is the original Cyc (0.78) name for 'Certificate'.
COSMO note: A certificate does not have to be
paper (e.g. plastic driver's licenses), so the Cyc parent of
'Paper-IBO' was removed. But this category still excludes
the electronic digital versions of a Certificate -
a CertificateDocument must be a hardcopy readable by people
because it it written in the characters or symbols of a normal human language.
Cyc: The actual piece of paper on which a certificate
is printed.
c0fd60d4-9c29-11b1-9dad-c379636f7270
The collection of documents that describe or are
directly concerned with the finances of a person or organization.
This category includes only physical objects, but such
objects can be electronic and do not have to be
human-readable.
bd589326-9c29-11b1-9dad-c379636f7270
The collection of receipts for bank (or other
financial institution) deposits in certificate form.
#$CertificateOfDeposits bear interest and are payable either
on a specific date or after the passage of a specific amount
of time.
NOTE that his CD is a hardcopy physical document, not
an abstract document or an electronic record.
c0940238-9c29-11b1-9dad-c379636f7270
COSMO note: This is a physical object. A specialization of #$OfficialDocument. Each
instance of this collection is an officially sanctioned
credential for identifying some person or physical object.
Important subcollections of #$IDDocument include #$Passport,
#$DriversLicense, #$PersonalCheck. Other examples include
student ID cards, dog tags (worn by military personnel), dog
tags (worn by dogs), authentication certificates for an
#$ArtObject or an antique.
bd58903e-9c29-11b1-9dad-c379636f7270
A certificate specifying the place of birth of
a person, the parents, and the date of birth; also,
an official copy of the original certificate is included
in this category..
bd58e165-9c29-11b1-9dad-c379636f7270
An instance of #$OfficialDocumentType, and a
specialization of #$IDDocument. Each instance of
#$NationalIDDocument is a document issued by the government
of some country to one of its citizens or resident aliens.
In the countries in which such documents are issued,
possession of such a document is usually required in order
to establish work eligibility, or to obtain certain kinds of
government benefits.
bf5408d3-9c29-11b1-9dad-c379636f7270
The PhysicalDocument which is a Passport,
issued by a government to an individual person.
Cyc: A specialization of #$LegalDocument and
#$IDDocument. Each instance of #$Passport is a document
issued to a person by the government of a country of which
s/he is a citizen, in order to identify that person as a
citizen of that country while s/he is travelling outside of
its borders. It can also be used for ID purposes back home.
#$Passports typically expire after a set period of time and
require renewal. Countries generally allow only one valid
passport per citizen.
SUMO: A License which identifies the holder and permits
travel between different countries.
c10afd58-9c29-11b1-9dad-c379636f7270
A document from some GeopoliticalAuthority stating
that the identifed individual has permission to drive some
vehicle within the jurisdiction of that authority.
An instance of #$ExistingObjectType, and a
specialization of #$HardcopyInformationBearingObject. Each
instance of #$Card is a small, sturdy sheet of stuff -
usually cardstock paper, although it could be plastic or
thin metal - bearing some kind of information.
Specializations of #$Card include #$CreditCard,
#$BusinessCard, and #$PostCard. Note that electronic
objects that perform the same functions as some instances of
#$Card (for example, electronic greeting cards) are not
instances of #$Card.
NOTE: the restriction 'Stiff' implies that a Card is stiffer than a
piece of paper of 24 pound or lower stock.
c0fd456f-9c29-11b1-9dad-c379636f7270
A specialization of #$TenderObject. Each instance
of #$FinancialAccountTenderObject is an object (e.g., a
check or a credit card) that serves as a means for offering
payment in funds drawn on an associated instance of
#$FinancialAccount. The liquidity of an instance of
#$FinancialAccountTenderObject depends on the status of the
associated financial account (see the predicates
#$accountBalance and #$accountStatus).
bd5902db-9c29-11b1-9dad-c379636f7270
A specialization of both #$Card and
#$TenderObject. Each instance of #$CreditCard is a piece of
plastic that enables authorized users to spend the
card-issuing company's money, drawn as a (usually
unsecured) loan through an associated instance of
#$CreditCardAccount (q.v.) under a pre-arranged credit
agreement. The credit card company credits the vendor of
the purchased goods or services and bills the card user (see
#$Bill-PaymentRequest), usually with interest. See also
#$creditor, #$owesDebtTo.
bd58ceea-9c29-11b1-9dad-c379636f7270
A specialization of #$DurableGoods,
#$HumanOccupationConstructObject, and
#$SolidTangibleProduct. Each instance of #$FurniturePiece
is a durable artifact of a type that is typically used in
human dwellings (see #$HumanShelterConstruction) to make
them more comfortable. Many useful specializations of this
collection can be classified according to the main function
their instances serve. Such functions include: (i)
providing support for people's bodies while they are
seated or reclining (e.g. #$Bed-PieceOfFurniture and
#$FootStool), (ii) providing work or activity surfaces
(e.g. #$Desk-PieceOfFurniture and #$DiningRoomTable), (iii)
providing organized or protective storage for one's
belongings (e.g. #$Dresser-PieceOfFurniture and
#$Bookcase-PieceOfFurniture), and (iv) providing
illumination (e.g. #$ElectricLamp). Most pieces of
furniture are #$NonPoweredDevices (q.v.) in that they
don't need any energy input in order to serve their
function; but of course there are plenty of exceptions to
this, such as electric lamps, console TVs, and hospital
beds. Note that #$FurniturePiece only includes _whole_
pieces of furniture; e.g. a sofa is an instance, but an arm
of a sofa is not.
bd58d01d-9c29-11b1-9dad-c379636f7270
A Table-Furniture.is a piece of furniture with
a horizontal flat surface at a height no more than four feet off the
floor, wide enough to serve as a support for solid objects.
In Cyc labeled: 'Table-PieceOfFurniture'.
COSMO note: Cyc concept, but no Cyc comment.
This should be used for chairs, stools, beds, etc. Not clear if it is
useful (v0.22)
bd588771-9c29-11b1-9dad-c379636f7270
Cyc name: 'Chair-PieceOfFurniture'
Use 'Chairperson' for the leader of a meeting.
Note Chair is a hexalateral object: the back of a chair
should have a back support.
NOTE: as a 'PortableObject' a 'Chair' must not be fastened down nor be
so large that it cannot be moved by an average person. This excludes
seats in auditoriums, massive thrones, and some other things that
serve in a similar function as a one-person seating object.
Cyc: A piece of furniture that is used primarily for
seating, and can hold one person.
bd58e8fd-9c29-11b1-9dad-c379636f7270
This is the collection of all unconscious mental
states of animals.
b5720a98-d712-41d6-8321-e5eae62fe653
The emission process. The entity that does the
emission does not change its identity because of the emission.
COSMO note: 'EmittingStuff' is interpreted as
a specialization of the event 'EmittingAnObject'. In
'EmittingStuff' the thing emitted is of a gaseous or
liquid nature, and the emission process a relatively
continuous process rather than an abrupt event.
Thus a radioactive atom emitting an electron
would be an 'EmittingAnObject' event, while
crying and emitting tears would be an 'EmittingStuff'
event. The borderline case of spitting would
be EmittingAnObject, as would the event in which a
skunk sprays foul-smelling stuff on another
animal that disturbs it..
bd58e67f-9c29-11b1-9dad-c379636f7270
The process in which a living structure excretes
useless substances.
bd58e63d-9c29-11b1-9dad-c379636f7270
A specialization of both #$EmittingStuff and
#$BiologicalProductionEvent. Each instance of
#$SecretionEvent is an event in which a living animal or
plant secretes from its body some instance of
#$Secretion-Bodily (q.v.).
NOTE: in Cyc Secretion was 'EmittingStuff' rather than
'EmittingAnObject'. As of iteration 185,
this distinction is not used.
bd58c3cd-9c29-11b1-9dad-c379636f7270
A specialization of #$BiologicalProcess (q.v.)
instances of which are non-deliberately done by
biological organisms. Each instance of #$BiologicalEvent
is a biological process that has an instance of
#$Organism-Whole as a bodily doer (see #$bodilyDoer). Processes that
may be performed by parts of an organism are under
'PhysiologicalProcess'.
Note that not all physical events that have bodily doers
are #$BiologicalEvents; they might (e.g.) be
#$PhysiologicalConditions that are not biological events.
Thus, having a bodily doer is a necessary but not a
sufficient condition for being an instance of #$BiologicalEvent.
bd5902b7-9c29-11b1-9dad-c379636f7270
A FunctionalEvent is an Event that was perfomed
to serve a purpose; the purpose may be the goals
of an intelligent agent. or a biological purpose
serving some function in an organism that was
designed by evolution..
The collection of events in which an organism does
(typically unconsciously) some process which involves
alteration of that agent's physiological state. A
#$PhysiologicalProcess is normally one that is done by
organisms (or parts of organisms) in the course of living.
A large subcollection of #$PhysiologicalProcess is
#$BodilyFunctionEvent, including its subcollections
#$Respiration, #$DigestingInStomach, and #$Heartbeating.
(Compare this collection with #$PhysiologicalCondition,
whose instances are more episodic than process-like.)
NOTE that, unlike 'BiologicalEvent', a 'PhysiologicalProcess'
does not have to be performed by a whole organism, but can be
performed by part of an organism, such as an organ.
bd58f396-9c29-11b1-9dad-c379636f7270
The SUMO concept approximately
equal to the OpenCyc 'AnimateActivity'.
SUMO A normal process of an Organism
or part of an Organism..
A specialization of #$BodilyFunctionEvent. Each
specialization of #$BodilyFunctionEvent-Involuntary is a
type of event each instance of which is done without
conscious volition. Consequently, in each instance of
#$BodilyFunctionEvent-Involuntary, the 'doer' of the
event is a non-deliberate actor in that event (see the
predicate #$nonDeliberateActors). Specializations of
#$BodilyFunctionEvent-Involuntary include
#$InvoluntaryBodyMovement, #$Bleeding, and #$ExperiencingHunger.
SUMO (AutonomicProcess) The class of PhysiologicProcesses of
which there is not conscious awareness and control
bd59f763-9c29-11b1-9dad-c379636f7270
The SUMO concept approximately
equal to the OpenCyc 'BodilyFunctionEvent-Involuntary'.
SUMO The class of PhysiologicProcesses of
which there is not conscious awareness and control.
The collection of those #$PhysiologicalProcesses
that serve some end for their doers, which may be cells,
tissues, or whole organisms; for example, #$Photosynthesis-Plant.
bd58ecdb-9c29-11b1-9dad-c379636f7270
A specialization of
#$BodilyFunctionEvent-Involuntary. Each instance of
#$Respiration is a process through which an instance of
#$Animal acquires oxygen for its cells, and releases carbon
dioxide formed by those cells into the atmosphere.
bd59061e-9c29-11b1-9dad-c379636f7270
The collection of events in which an animal
abstains from strenuous physical activity.
In Cyc named 'Resting-Relaxing'.
bd58bedf-9c29-11b1-9dad-c379636f7270
The collection of all #$Sleeping events, i.e.,
natural processes in which an #$Animal engages in some
unconscious mental activity coupled with physical rest.
#$Sleeping is a subcollection of
#$BodilyFunctionEvent-Involuntary; the process of #$Sleeping
is essential for the health of sentient animals.
bd58d29b-9c29-11b1-9dad-c379636f7270
SUMO: Forming a mental picture of something which
is not present.
Having a dream while sleeping.
SUMO: A Process of producing metal images which occurs
while one is Asleep.
bd58cdaa-9c29-11b1-9dad-c379636f7270
The excretion of sweat from the skin. It is an
animal activity
bd58f137-9c29-11b1-9dad-c379636f7270
A collection of activities constituting a natural
#$PhysiologicalFunction; #$AirRespiration is the collection
of all #$Respiration events in which an organism trades some
of the carbon dioxide in its tissues for oxygen from the atmosphere.
bd58bdb6-9c29-11b1-9dad-c379636f7270
An Inhalation, Exhalation, or a sequence of both.
Cyc: A collection of activities constituting a natural
#$PhysiologicalFunction; #$Breathing is the collection of
#$AirRespiration events in which the respiring organism
takes air into its internal #$Lungs, where the gas exchange
occurs. See also #$Respiration.
SUMO: The Process of respiration, by which oxygen
is made available to an Animal. This covers processes of inhalation,
exhalation, and alternations between the two.
bd58b773-9c29-11b1-9dad-c379636f7270
An instance of #$TemporalStuffType and a
specialization of #$EmittingStuff. Each instance of
#$Bleeding-TheAction is a #$BodilyFunctionEvent-Involuntary
in which #$Blood spills from the body, usually due to a
wound. The #$PhysiologicalCondition characterized by
instances of #$Bleeding-TheAction is #$Bleeding-TheCondition (q.v.).
bd58cfca-9c29-11b1-9dad-c379636f7270
The collection of instances of #$CreationEvent,
each of which is a production event, regardless of whether
it is a commercial production, a biological production, or
something that involves both. The distinction between
#$Production-Generic and #$CreationEvent is suble; one can
create a mess, but not produce one. More precisely, a
production event appears to require that the activity be
directed, in some sense, by a 'telos' or
'end' (nym).
c08e69d8-9c29-11b1-9dad-c379636f7270
A specialization of both #$PhysicalCreationEvent
and #$BiologicalEvent. In each instance of
#$BiologicalProductionEvent, raw materials are combined to
produce a product, and at least one instance of
#$BiologicalLivingObject (q.v.) is the producer.
Specializations of #$BiologicalProductionEvent include
#$SecretionEvent and #$BiologicalReproductionEvent. Note
that the distinction between this collection and
#$BiologicalDevelopmentEvent is not always sharp, but
instances of #$BiologicalProductionEvent are distinguished
insofar as the event in question produces a reasonably
distinct entity from start to finish. Thus,
#$FlowerDevelopmentEvent is an instance of
#$BiologicalDevelopmentEvent although some case could be
made for it being an instance of #$BiologicalProductionEvent.
bd58c40f-9c29-11b1-9dad-c379636f7270
An event in which some animal deposits an egg outside its own body.
Producing ova internally is not a subtype of this Type.
This is done by female animals of many genera: birds, fish, insects.
A specialization of #$BiologicalProductionEvent.
Each instance of #$BiologicalReproductionEvent is an event
in which one or more instances of #$BiologicalLivingObject
(q.v.) (related to the event by #$parentActors) produce at
least one new instance of #$BiologicalLivingObject (related
to the event by #$offspringActors), generally of the same
kind as the parents. Notable specializations of
#$BiologicalReproductionEvent include
#$AsexualReproductionEvent and #$SexualReproductionEvent.
In SUMO called 'Replication':
SUMO: The Process of biological reproduction.
This can be either a sexual or an asexual process.
bd58d8c5-9c29-11b1-9dad-c379636f7270
A specialization of both #$AnimalActivity and
#$PhysiologicalProcess. Each specialization of
#$BodilyFunctionEvent is a type of action done by an animal
that can be (and often is) done without the doer's
conscious volition. Specializations of
#$BodilyFunctionEvent include #$Breathing, #$Swallowing, and
#$DigestionEvent. If an instance of #$BodilyFunctionEvent
involves the doer moving all or part of its body, either
volitionally or as a reflex, it is also an instance of #$BodyMovementEvent.
bd58f3d9-9c29-11b1-9dad-c379636f7270
COSMO note: when a Person ceases to live, that
person does not cease to 'exist' as an entity in the ontology,
but changes its vitality attribute to 'Dead'.
This formalism is also true of other living things. The reasoning
mechanism must be careful about what 'exists' - in the
case of living things, one would typically want to count only those
that have an 'Alive' vitality attribute at any given time, but
to answer a query such as 'how many people migrated from
Italy to the US', one might want to count living and dead as well.
A collection of events. Each instance of #$Dying
is an event in which a living organism (an instance of
#$Organism-Whole) ceases to live and thus ceases to exist.
The physical portion of the organism may remain, but that is
not considered an instance of #$Organism-Whole (cf.
#$DeadAnimal). Note that the expiring animal is related to
its dying event by #$bodilyDoer (q.v.)--in contrast to the
role an organism plays when it is the #$objectActedOn in a
#$KillingByOrganism event (which will have some #$Dying
event among its #$subEvents), and cf. #$bodilyActedOn.
bd590953-9c29-11b1-9dad-c379636f7270
The Cyc term equivalent to COSMO 'Death'. Included here for
compatibility with OpenCyc.
The common term equivalent to COSMO 'Death'.
A collection of events. Each instance of
#$TransferIn is a #$GeneralizedTransfer (q.v.) for which
there is a well-defined thing that it is a transfer to
(see #$to-Generic), but not necessarily a well-defined thing
that it is a transfer from (see #$from-Generic).
Subcollections of #$TransferIn include #$Collecting,
#$GainingUserRights, and #$AccessingAnIBT. At the end of a
#$TransferIn, the thing transferred (see #$transferredThing)
is in some sense located at the #$to-Generic. Non-
examples of #$TransferIn include instances of
#$AbandoningSomething (when there is no prospective owner)
and of #$IBTGeneration (when the information may go to
various unspecified locations).
bd631969-9c29-11b1-9dad-c379636f7270
An instance of #$TemporalStuffType. Each instance
of #$ExposureEvent is an #$Event the central focus of which
is something's being exposed to something else for some
period of time. (The notion of X's being exposed to Y
is difficult to define precisely, but very roughly it means
that Y has access to, or can reach, X.) A notable
specialization is #$ExposureToSubstance. For the action
that initiates an #$ExposureEvent, see #$ExposingSomething.
be1b93a4-9c29-11b1-9dad-c379636f7270
An instance of #$TemporalStuffType and a
specialization of #$ExposureEvent. Each instance of
#$ExposureToSubstance is an event in which some
#$PartiallyTangible is exposed to some other
#$PartiallyTangible for some period of time. For cases in
which the thing or stuff to which the object is exposed is
not (necessarily) an instance of #$PartiallyTangible (e.g.
exposure to #$Light), use the more general #$ExposureEvent.
bdf7ef4b-9c29-11b1-9dad-c379636f7270
A specialization of
#$TranslationAlongInternalLivingStructure. In each instance
of #$BiologicalIntakeEvent, some object(s) are taken into
some living structure.
bd588866-9c29-11b1-9dad-c379636f7270
A specialization of #$BiologicalIntakeEvent. Each
instance of #$Ingesting is a complex process in which a
thing is brought into some organism's mouth from the
outside, is swallowed, and is moved to the organism's
stomach. Every instance of #$Ingesting has among its
#$subEvents an instance of #$Swallowing which occurs after
the intake (thus, although a particular chewing of gum is a
#$BiologicalIntakeEvent, it is not an #$Ingesting unless the
gum is swallowed.) An ingesting event ends when the
ingested stuff reaches the ingester's stomach (where an
instance of #$DigestionEvent begins, provided that what was
ingested is an instance of #$EdibleStuff).
SUMO: The Process by which Food is
taken into an Animal.
bd5888eb-9c29-11b1-9dad-c379636f7270
A specialization of #$PhysiologicalCondition.
Each instance of #$LifeThreateningCondition is an ailment
which, if left untreated, may cause the death of the
organism afflicted by it. Specializations include
#$Poisoning and #$Rabies.
c0fd50b1-9c29-11b1-9dad-c379636f7270
A specialization of #$AilmentCondition (q.v.).
This is the collection of _conditions_ resulting from the
intake of a substance by an organism (where the kind and
quantity of the substance is toxic to the organism in
question). Note that none of the instances of this
collection include the actual intake of the substance. For
a collection with instances that do include these,
see #$Poisoning-Script.
SUMO: A Poisoning is caused by an external
substance. Since Poisoning is not possible without some biologic
function which affects the Organism being injured, it is a subclass
of BiologicalProcess.
c0fd5ed4-9c29-11b1-9dad-c379636f7270
The collection of events in which a decision is
reached by some group of agents (cf. #$Agent-Generic), and
in which the relevant opinions of each of the agents are
given due consideration in reaching that decision. This
collection includes cases of informal collective
decision-making (such as when a group of friends makes a
collective decision to see a particular movie), as well as
cases of formal collective decision-making (such as national #$Elections)
bd589044-9c29-11b1-9dad-c379636f7270
A collection of individual events. An event is an
instance of #$Event-Organized if it is planned and directed
by some instance of #$Person or #$Organization. Elements of
#$MusicalPerformance, #$Trial, and #$Bombing would all be
instances. Elements of #$Earthquake and #$Breathing would not.
bf1c15d7-9c29-11b1-9dad-c379636f7270
A collection of all events in #$SocialOccurrence
that can be called 'conflicts'. For each
#$ConflictEvent CONF, there are at least two
#$IntelligentAgents AGT1 and AGT2 such that
(#$opponentsInConflict AGT1 AGT2 CONF) holds. For each
#$ConflictEvent CONF, there are subevents ACT1 and ACT2 of
CONF, which are #$PurposefulActions, and there are GOAL1 and
GOAL2 such that (#$purposeInEvent AGT1 ACT1 GOAL1),
(#$purposeInEvent AGT2 ACT2 GOAL2), and GOAL1 and GOAL2 are
in conflict, i.e., (#$and GOAL1 GOAL2) is not consistent (in
the current #$Microtheory).
NOTE: a ConflilctEvent can be friendly, as in a negotiation; it only
requires that the goals have some element of conflict, where better
for one party is worse for the other.
Similar to SUMO: 'Contest'
SUMO: A SocialInteraction where the agent and
patient are CognitiveAgents who are trying to defeat one another.
Note that this concept is often applied in a metaphorical sense in natural
language, when we speak, e.g., of the struggle of plants for space or
sunlight, or of bacteria for food resources in some environment.
bf2126cb-9c29-11b1-9dad-c379636f7270
The SUMO term similar to cyc 'ConflictEvent'..
Any specification that describes how
some action should be taken to cause a legally effective
and officially registered event to occur. The Event
specified may be a conflict or a non-conflict
Event, such as a filing or an incorporation.
A legal event, which may or may not
be a conflict conflicts such as LegalAction are
subtypes, but so are filings or an incorporation.
bd58e13a-9c29-11b1-9dad-c379636f7270
bd58f88c-9c29-11b1-9dad-c379636f7270
SUMO: Any Process where a CognitiveAgent seeks
to obtain something through a court of law, and
another Agent either opposes or has the right to oppose the
action.
In Cyc called 'LegalConflict'
Cyc: Conflicts that are juridified by a legal system.
NOTE: 'LegalAction' in Cyc meant an activity that
was legal. That concept in COSMO is renamed 'LegalActivity'.
A Lawsuit is a LegalAction in which one Agent
enters a suit in a governmental court against another LegalAgent,
to obtain some remedy for a grievance. Each instance
of Lawsuit includes and all subsequent actions in the same case,
up to final disposition.
A CriminalProceding is a LegalAction in which
a government organization with the proper authority
files criminal charges against a defendent, and
all subsequent actions in the same case.
The Cyc term for COSMO and SUMO 'LegalAction'.
A specialization of #$ConflictEvent. An instance
of #$Competition is a conflict event that typically involves
one or more agents who are each striving to attain a
certain goal uniquely or to outdo the other competitors with
respect to some game or task. Examples include arm
wrestling contests, football games, fighting for prey,
competitive courting, racing events, and spelling bees.
Note that it is possible for the competitors in a
competition to be unaware that a competition has been going
on until after it is over (e.g. the first year a Best
Restaurant in Town award is given out in a particular
city). See also #$competingAgents.
bd58801a-9c29-11b1-9dad-c379636f7270
An instance of #$TemporalObjectType and a
specialization of #$Vote-CollectiveDecision and
#$Competition. Each instance of #$Election is an event in
which members of an #$Organization cast votes to determine
who, out of a group of candidates, will hold some position
in that organization. Important specializations of this
collection include #$ElectionForOffice and
#$PrimaryElection. See also #$BallotInitiative (which is
disjoint with #$Election).
SUMO: Election is the class of events conducted by an
organization, in which qualified participants vote for officers, adopt
resolutions, or settle other issues in that Organization.
c10ae611-9c29-11b1-9dad-c379636f7270
In Cyc called A collection of collections and a specialization
of #$TangibleStuffCompositionType. Each instance of
#$ElementStuffType is a specialization of #$ElementStuff.
bff74afc-9c29-11b1-9dad-c379636f7270
Any of a broad class of Events in which one or more
chemical substances change the identity of the substance in
some way. This may be as subtle as a change of concentration,
or a dilution, without change in the covalent
bonds of any substance involved, or adhesion of a substance
at the surface of another substance in a manner that forms
bonds that may be non-covalent by still require some energy to break.
In COSMO we take a broad abstract view of Substances, and even such
subtle changes in Substances are here considered as
PhysicalTransformationEvents. Because in COSMO, a
particular Type of substance at different concentrations is
considered as different subtypes of a common substance, their
identies differ at different concentrations, and
even a dissipation of some gas into a larger volume of space
is viewed as destroying one substance and creating another.
NOTE that in Cyc PhysicalTransformationEvent and
'PhysicalTransformationProcess' are distinct, but even though
in COSMO Events and processes are more differentiated than in Cyc,
as of this version (0.36) we are not representing Porcesses
separeately from Events, and 'PhysicalTransformationProcess'
is omitted.
To represent changes in the molecular structure of
substances, use the subtype 'ChemicalTransformationEvent'.
An Event in which one or more chemical
substances change the identity of the substance by
changing the internal molecular structure.
In the case of ionic substances, mere mixture in
solution is not a ChemicalTransformationEvent, but
if a mixing of ionic substances causes precipitation
of a substance that was not present at the beginning,
(e.g. mixing sodium chloride solution with silver
nitrate solution and precipitating silver chloride)
that would be a ChemicalTransformationEvent.
A ChemicalTransformationEvent can be caused by mere heating
of a substance, or in the case of unstable substances, the
chemical transformation may proceed without any change
in the environment of the substance.
Similar to SUMO 'ChemicalProcess':
SUMO: A ChemicalProcess occurs whenever
chemical compounds (CompoundSubstances) are formed or decomposed.
For example, reactants disappear as chemical change occurs, and products
appear as chemical change occurs. In a chemical change a chemical
reaction takes place. Catalysts in a ChemicalProcess may speed up the
reaction, but aren't themselves produced or consumed. Examples: rusting of
iron and the decomposition of water, induced by an electric current, to
gaseous hydrogen and gaseous oxygen.
SUMO: (partition ChemicalProcess ChemicalSynthesis ChemicalDecomposition)
(=>
(and
(instance ?PROC ChemicalTransformationEvent)
(or
(resource ?PROC ?STUFF)
(result ?PROC ?STUFF)))
(instance ?STUFF PureSubstance))
An Event in which two or more chemical
substances come into contact and cause some chemical transformation,
which may be as subtle as a non-covalent binding of one
substance to the other, without actual change in the covalent
bonds of either. In Cyc this general category is not considered
to be a 'PhysicalTransformationEvent', but in COSMO we take
a different view of Substances, and even such subtle
changes in Substances are here considered as
PhysicalTransformationEvents.
For interactions of two or more substances where some
change in the covalent chemical structure of one occurs,
use 'ChemicalReaction'.
Cyc: This is the class of chemical interactions, events
in which molecules of two or more types come into proximity
and react in ways determined by their structure. Note that
this collection is more general that #$ChemicalReaction
since these interactions may not amount
to #$PhysicalTransformationEvents.
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A collection of events; a subcollection of
#$PhysicalTransformationEvent. Each instance of
#$ChemicalReaction is an event in which two or more
substances undergo a chemical change, i.e., some portions of
the substances involved are transformed into different
#$ChemicalSubstanceTypes. The transformations are brought
about by purely chemical (including biochemical) means which
affect chemical bonds between atoms in the molecules of
stuff, rather than by physical means, biological means, or
purposeful planning, etc. Examples of #$ChemicalReaction:
instances of #$CombustionProcess; instances of #$Photosynthesis-Generic.
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A specialization of #$Action and #$CreationEvent.
Each instance of #$Synthesis-Generic is an event in which an
#$Agent-Generic synthesizes (combines, puts together) two or
more instances of #$SomethingExisting (e.g. #$Paints or
#$LinguisticObjects) to create something new.
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The collection of #$CreationEvents where two or
more instances of #$PartiallyTangible are brought together to form
an instance of #$PartiallyTangible, which is the #$outputsCreated.
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SUMO: A Process where two or more SelfConnectedObjects
are incorporated into a single SelfConnectedObject. Note that Combining
is different from Attaching in that the former results in one of the objects
being part of the other, while Attaching only results in the two objects
being connected with one another. Note too that Combining is different
from Putting in that one or both of the two things which are combined may or
may not be moved from the location where they were combined..
ChemicalSynthesis is an Event in which some quantity of
PhysicalSubstance is created as the intentional action of an Agent.
This term is usually applied to synthesis of relatively pure compounds, but
that is not required for instances of this type.
Cyc: The collection of processes by which chemical
compounds are created (usually out of simpler chemical compounds).
SUMO: The Class of ChemicalProcesses in
which a CompoundSubstance is formed from simpler reactants.
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This type merges Cyc DecompositionEvent
and Cyc DecompositionProcess, including both partial
and complete decompopsitions. The distinction between
partial and complete decomposition may be useful, but needs
careful logical definition, as small residual undecomposed
starting material is common in chemical decompositions,
but do not change the general character of the event.
Cyc DecompositionEvent:
The collection of events in which one or more
objects decompose more or less completely. See also the
more general concept #$DecompositionProcess, in whose
instances objects at least partially decompose.
Cyc DecompositionProcess:
A specialization of both #$SeparationEvent and
#$PhysicalTransformationProcess. Each instance of
#$DecompositionProcess is an event in which some
object's matter undergoes chemical reactions (sometimes
mediated by microorganisms) that result in the object losing
its shape and other material characteristics.
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ChemicalDecomposition is a ChemicalTransformationEvent
in which one PhysicalSubstance decomposes into one or more
Substances of different composition. A single molecule may
decompose into another single molecule, as in the case
where a protein denatures into a different three-dimensional
form, but most decompositions give rise to more than one
product. Cases where a solvent (such as water) is a reactant
(such as in the case of hydrolysis) may behave kinetically as though
they were a decomposition, but are categorized as chemical
reactions, not decompositions in COSMO.
NOTE: In Cyc and SUMO Combustion is considered as a 'decomposition',
so simple decompostions involving only one reactant are
confloated with reactions involving more than one reactant.
The essence in SUMO and Cyc seems to be that one chemical
is broken down into multiple parts rather than undergoing a clean
simple reactio0n. We leave it that way in COSMO for
the moment (v0.36), and will create a more detailed classifiation
of reactions in the future. See 'Combutions' as a
subtype.
A polymerization, such as in making polyethylene, involves
a single starting substance, but is not a decomposition because
the product is not of lower or identical molecular weight.
Since mre than one molecule reacts in a polymerization (even if it
is of the same chemical species), a polymerization
is a reaction.
Cyc: A collection of events in which a #$ChemicalObject
is broken down into other instances of a different type. In
a simple decomposition, one #$ChemicalObject breaks down
into two simpler substances, for example, #$Water decomposes
into #$Hydrogen and #$Oxygen. In a double decomposition,
two compounds recombine to form two different compound types.
SUMO: The Class of ChemicalProcesses in which a CompoundSubstance
breaks down into simpler products.
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The collection of sensory #$Perceivings in which,
by means of vibratory sensors, a #$PerceptualAgent #$hears
something that is causing (or consisting of) sound waves,
and thereby acquires information about it. See also:
#$ListeningDeliberately, the subcollection of #$Hearing
events in which the aural stimulus is intentionally attended to.
SUMO: The subclass of Perception in which the
sensing is done by an auditory Organ.
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A specialization of both #$Perceiving and
#$PurposefulAction. Each instance of #$Perceiving-Voluntary
is a perceptual event in which the perceiving agent does not
merely passively receive sensory information, but actively
filters or directs how it is perceiving. Thus, searching
for a set of lost keys would be an instance of
#$Perceiving-Voluntary, as would straining to hear
something, but merely hearing a balloon pop next to one
would _not_.
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A specialization of #$Perceiving. Each instance
of #$Perceiving-Involuntary is a perceptual event in which
an agent involuntarily perceives something (so that each
instance of #$Perceiving-Involuntary is _not_ an instance of #$PurposefulAction).
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A specialization of both
#$InformationTransferEvent and #$PurposefulAction. Each
instance of #$AccessingAnIBT is an action by which an agent
accesses the content of some instance(s) of
#$InformationBearingThing. Examples include (getting
information from) reading a newspaper, watching a film,
listening to a musical performance, decoding an encrypted
message, seeing a traffic police officer wave one on, or
hearing one's roommate ask one to take out the trash.
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A specialization of #$Perceiving-Voluntary and
#$AccessingAnIBT. Each instance of #$Reading is an act of
reading an instance of #$TextualMaterial by a person.
'Reading' done by machines will be categorized differently.
Acts of #$Reading may be performed for any of a number of purposes: e.g., in
order to extract some sort of information from a text, for
entertainment, to impart the content of the text to others
(if an instance of #$ReadingAloud (q.v.)), or to test
reading skills. A person can read visually (see
#$Reading-Visual) or by touch (e.g. reading Braille;
see #$Reading-Tactile).
COSMO note: Reading is considered a subtype of Learning
reading something means at least to learn (to some extent)
what was written in the written material, even if that material
is fictional or useless information, or the information
content was already known to the reader. But just
staring at a book and not actually learning at least
something of the content is not 'Reading'.
SUMO: A subclass of ContentDevelopment in which
content is converted from a written form into a spoken representation.
Note that the class Interpreting should be used in cases where a
Text is read silently.
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A specialization of #$IBTGeneration (q.v.). Each
instance of #$VisualInformationGeneratingAct is an action
that generates visual information (i.e. information of a
kind typically accessed via the sense of sight).
Specializations of this collection include #$MakingAGesture,
#$DisplayingSomething, and #$Writing. If a given
visual-information-generating act also involves conveying
the information to another agent (i.e. if it is a
#$Communicating), then it is also a #$VisualCommunicating
(q.v.). Or a visual-information-generating act might be a
proper sub-event of a visual-communicating act.
COSMO note: the information generated does not
have to be literally 'visual', since content generated
e.g. by a sensor in a form that could be transmitted
to and read by a person or automaton. Also, to
accommodate the SUMO equivalent, content modification
is also included here. This is a broad category of
information eneration, but making sounds, as in talking,
would be a form of IBTGeneration that is not included.
Similar to the SUMO 'ContentDevelopment'
SUMO: A subclass of IntentionalProcess in
which content is modified, its form is altered or
it is created anew.
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The SUMO approximate equivalent of Cyc
'VisualInformationGeneratingAct'.
A specialization of both #$HumanActivity and
#$VisualInformationGeneratingAct. Each instance of
#$Writing is an action in which some text is produced,
either via writing by hand or writing with a machine, such
as a typewriter or a computer. An instance of #$Writing
could be a single episode of writing, or a discontinuous
series of episodes (as when one writes a letter over a few
days). #$Writing is not a specialization of
#$Communicating, because in some instances of #$Writing
there is not a successful transfer of information to another agent.
NOTE that writing is not necessarily a Communication, as
a Communication must have an intended recipient as well as
a creator.
SUMO: A subclass of ContentDevelopment in which
content is converted from one form (e.g. uttered, written or represented
mentally) into a written form. Note that this class covers both
transcription and original creation of written Texts.
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A specialization of #$IBTGeneration. Each
instance of #$IBTGeneration-Replication is an event in which
a new instance of #$InformationBearingThing (IBT) is created
whose content is based on that of a preexisting IBT (which
is the #$informationOrigin (q.v.) of the generation event).
The new IBT contains at least part of the information
content of the original IBT. It may use the same or a
different way of encoding the information.
Examples are: copying, sending a file over the internet,
broadcasting via radio.
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A specialization of #$IBTGeneration-Replication.
Each instance of #$IBTCopying is an event which generates
some new instance or instances of #$InformationBearingThing
by copying the information and format from a source
#$InformationBearingThing (see #$informationOrigin). The
new instance(s) of #$InformationBearingThing encode(s)
approximately the same information in approximately the same
way as the source #$InformationBearingThing. A positive
example of #$IBTCopying would be a person producing a
hand-written copy of a newspaper story, where the copy is in
the same language as the story, and the format of the story
(e.g., the ordering of the paragraphs) is not changed.
Negative examples of #$IBTCopying would be a person
producing a translation of the newspaper story, or a person
producing a document in which the paragraphs of the story
are extensively rearranged. Specializations of #$IBTCopying
include #$CopyingAComputerFile and #$PhotocopyingADocument.
See also the predicates #$copyProduced and #$itemCopied.
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SUMO: Making a copy of something..
A specialization of #$IBTGeneration-Replication.
Each instance of #$IBTRecoding is an event which generates a
new information-bearing thing (i.e., an instance of
#$InformationBearingThing) by taking information from a
source information-bearing thing (see #$informationOrigin),
encoding it a new way, and incorporating it into a new
information-bearing thing (see #$ibtGenerated). Instances
of #$IBTRecoding may be done either by agents (e.g., people)
or by non-agents (e.g., record players, or computers running
translation software). Recoding the content of a
pre-existing information-bearing thing presupposes some
instance of accessing it (i.e., of #$AccessingAnIBT).
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The collection of events where some data in an
#$InformationBearingThing are tranformed from a more
'raw' or natural format to a more
compressed/complex format.
SUMO: Converting a document or message into a formal
language or into a code that can be understood only by a relatively small
body of Agents. Generally speaking, this hinders wide dissemination of
the content in the original document or message.
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The collection of events where some data in an
#$InformationBearingThing are transformed from a
complex/compressed format to a more usable or natural format.
SUMO: Converting a document or message that has previously
been encoded (see Encoding) into a Language that can be understood by a
relatively large number of speakers.
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A collection of events in which involves a
reduction in the moistness of something - either its water
content or its surface wetness - by evaporation, absorption
(e.g. with towels), or some other process. Typical objects
of a #$Drying event include instances of: paint, food,
dishes, clothes, humans. The event of a clothes dryer
running is a #$Drying.
SUMO: The Class of Processes where a Liquid is removed
from an Object.
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A specialization of #$MakingSomething. In each
instance of this collection, one or more
#$ConstructionArtifacts, such as a house or a road, are made
(or incrementally enlarged or remodeled).
SUMO: The subclass of Making in which a
StationaryArtifact is built.
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Inquiring is the general term for an intelligent agent,
asking some form of question, by word or deed, This
includes questioning, searching, inspection,
testing including medical tests, and investigations
including extended periods of research.
An Answer is an InformationObject that
is the result of an Inquiring (an event). Although
the same information may occur in simple
declarative form (as in a book), and woiuld not be an
Answer in that context, this Type should be applied
to that specific information that is obtained as
the result of an Inquiring. When an Inquiring fails to
discover the information desired, it still results in
an Answer in the form 'you can't find out what you want
by that inquiry'.
A subcollection of #$PurposefulAction, instances
of #$Identifying are those actions in which something is
identified. See also #$identifiedThing,
#$IdentifyingObjectAsType, #$identifiedAsType and #$IdentifyingAsTypeFn.
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A TestResult is the information obtained as
a result of conducting a test.
A InspectionResult is the information obtained as
a result of conducting an Inspection.
A TestingEvent is a purposeful action performed on
some PhysicalObject in order to obtain information related to that
Object (which could be an animal).
A collection of processes; a subset of
#$Evaluating. Each element of #$Diagnosing is an activity
in which an agent figures out what is wrong with something.
After a successful diagnosing, the performer has specific
information about a discrepancy between the current state of
the thing being diagnosed and the description it is supposed
to match.
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The action of figuring out what is wrong with
someone's body. Instances of #$MedicalDiagnosis often
involve instances of #$MedicalTesting. See also #$MedicalDiagnosisFn.
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A TestingEvent performed on an animal
(usually a Person) or on some sample of material obtained
from the animal, in order to discover some information
related to the physiological condition of the animal.
NOTE that this action is not necessarily a diagnosis, as it
may be performed as part of a routine physical check-up.
The class of AbstractTexts that purport to
reveal facts about the world. Such texts are often known as information
or as non-fiction. Note that something can be an instance of
FactualText, even if it is wholly inaccurate. Whether something
is a FactualText is determined by the beliefs of the agent creating
the text.. (from SUMO).
A relatively brief FactualText, often it
describes the findings of a study or experiment, or a series of
observations. (from SUMO).
The class of AbstractTexts that purport to
be largely a product of the author's imagination, i.e. the author
does not believe that most of the content conveyed by the text is
an accurate depiction of the real world. Note that something can
be an instance of FictionalText, even if it is completely true.
Whether something is a FictionalText is determined by the beliefs
of the agent creating the text. (from SUMO).
The mythical race of slender, magical beings
described in such works as #$LordOfTheRings-Trilogy, and
employed as characters in #$DungeonsAndDragons the #$RolePlayingGame.
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Each instance of this collection is a creature
belonging to a species which did not arise on #$PlanetEarth.
See also the more specific #$ExtraterrestrialPerson.
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The collection of all fictional/mythical animals
of strange or terrifying shape, typically but not always
imagined also to be very large in comparison with human beings.
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An Inspection is an act of Inquiring,
which uses at least in part some visual examination of
a PhysicalObject (which could be a Person), and is
generally brief, being completed usually within
a day at most (as contrasted with a criminal or scientific
investigation which could be extended over months
or years.
Inspections can be of many types. A sergeant or officer
may inspect troops; a vehicle may be inspected at a
checkpoint. A parent may inspect a child's room.
Collection of all instances of human inquiry where
what is being sought is a deeper understanding of the nature
of some #$Thing. The subject of investigation could in
principle be any one of a wide variety of entities: a
philosophical problem, a criminal act, a natural phenomenon,
etc.. The phenomenon under investigation may be actual or
merely putative within the context of the representation.
Also, the nature of the thing being investigated may be
substantially different from what the #$investigatingAgent
believes it to be.
In SUMO: 'Investigating':
The class of IntentionalPsychologicalProcesses
where the agent attempts to obtaina information (i.e. a Proposition denoted
by a Formula)
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The SUMO approximate equivalent of Cyc
'Investigating'.
A specialization of both #$Action and
#$InformationTransferEvent. In each instance of
#$InformationGathering, some instance of #$IntelligentAgent
gathers information about something.
InformationGathering is Learning, even if the
information sought is not found, as something
must be leaarned in the process - at least the
absence of information in the location searched.
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A specialization of both #$InformationGathering
and #$PurposefulAction. Each instance of #$Research is an
event in which an agent or group of agents gathers
information about a particular subject, with the aim of
learning things about that subject that the agent or agents
did not previously know. In some cases, the agents in
question (e.g., professional scientists) aim to learn things
that no one knows, in other cases the agents (e.g., high
school students) merely aim to find published knowledge
which they did not know before. In some cases research may
involve doing experiments (see #$Experimenting) or building
systems (see #$ResearchProject), in other cases it may
involve strictly document search.
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A specialization of #$ConsciousActivity and
#$AtLeastPartiallyMentalEvent: the collection of all events
that involve considering something (real or imaginary) in
detail in order to understand features of it. Examples
include analyzing a sonnet, evidence or a spreadsheet. See
also #$Evaluating, which is less a matter of pure
ratiocination (but may involve, for instance, affective
responses), and which also differs in being essentially
directed towards an existing thing.
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An Action or series of Actions in which an Agent
performs some physical actions specifically intended to answer a question,
by means other than asking another agent or search within
existing data. An experiment can be purely observational,
as in astronomical investigation, or by controlled manipulation of
physical conditions to observe a result.
Cyc: A specialization of
#$CheckingWhetherConditionObtains. Each instance of
#$Experimenting is an event in which one performs tests to
determine whether an hypothesis is true. The tests in
question need not be empirical in nature (cf.
#$ThoughtExperimenting). For the common case in which the
tests in question 'are' empirical, see #$Experimenting-Empirical.
SUMO: Investigating the truth of a Proposition
by constructing and observing a trial. Note that the trial may be either
controlled or uncontrolled, blind or not blind.
COSMO note: 'Experimenting', generally, does not have to test a
hypothesis, though good scientific research does that.
'Experimenting' can be just doing something to see what happens.
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An Experiment in which physical objects are manipulated in
a controlled manner to determine the effect of some change in
physical conditions on an object of study. ExperimentalTests can
occur in the laboratory or in the field.
NOTE that this is a general type of physical experimentation, and can
include tests as simple as single analytical tests or as complex
as a series of tests in a particle accelerator, with subsequent analysis of
thousands of particle tracks.
An AnalyticalTest is a chemical or physical test
having its purpose the detection or measurement of the levels of some
PhysicalSubstance in some sample. Instances of AnalyticalTest
are intended solely to measure some aspect of chemical composition;
any measurement of physical properties of a sample are incidental
to the ultimate purpose.
NOTE that tests intended to measure the properties of
some object or substance, such as a hardness test or a
melting point test, are *not* instances of AnalyticalTest..
A ClinicalAnalyticalTest is an AnalyticalTest on some
sample derived from the body of an animal, with the purpose of
determining the physiological condition of the animal or
of some part of the animal. \
NOTE that this type of action is not necessarily on
humans.
A MedicalAnalyticalTest is an MedicalAnalyticalTest
performed on a sample derived from the body of a human, with the purpose of
determining the physiological condition of the person or
of some part of the person.
This is the kind of test performed on a large scale by
commercial clinical testing laboratories, as well as by
hospitals and others. In cases where many samples
are tested at once, as in automated testing, a single test
can be an instance of this Type, and a full set of tests
performed as part of a single action, as in a microarray, may
also be considered as one instance of this Type, depending
on the perspective of the information being analyzed.
An AnalyticalSample is a quantity of matter which
is the object if investigation in an AnalyticalTest.
The Cyc and SUMO term for Experiment'.
DataAnalysis is a form of research in which a body of
data are analyzed to discover information in the data patterms that
is not evident directly from the indivudal facts recorded in the data.
One form of data analysis is statistical analsysis, as in
epidemiological studies
An EpidemiologicalStudy is a form of DataAnalysis
in which patterns of occurrrence of illness is analyzed by statistical
techniques to gather iformation about the patterns of occurrence of
illness, for various reasons. Determining causes of disease is one
common motive for epidemiological studies.
An Event in which some IntentionalAgent attempts to
deceive another IntentionalAgent in some regard. Pretending will
usually be performed by humans or human groups, but the potential
agents for Pretending are left (v 0.36) at the level of
'IntentionalAgent' which includes some animals (such as mammals),
just in case it is shown that they also perform some level
of intentional deception. This does not, however, include
unintentional mimicry that has evolved in some species of
animals as defense mechanisms.
NOTE that this is the *attempt* at deception. Successful
deception (or acts evaluated as sucessful deception) are
categorized under the subtype 'Deceiving'. Also, the
scope of 'Pretending' does not require that the pretender
expects the audience to bellieve the pretense, since
'Acting' is included, where all that is required is
'a willing suspension of disbelief'.
Cyc: A specialization of #$HumanActivity and
#$PurposefulPhysicalAction. Each instance of #$Pretending
is an action in which a person pretends that something is true.
SUMO: Any SocialInteraction where a
CognitiveAgent or Group of CognitiveAgents attempts to make
another CognitiveAgent or Group of CognitiveAgents believe
something that is false. This covers deceit, affectation,
impersonation, and entertainment productions, to give just a few
examples.
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A collection of #$PurposefulActions. In each
instance of #$InfluencingAnAgent, one #$IntelligentAgent
deliberately and successfully influences the actions of
another (or at least the other's dispositions to act).
This collection is restricted to influence through
cognitive or emotional channels - e.g. influencing someone
through rational persuasion, through appeals to emotion, or
by #$MakingAThreat. Affecting someone's behavior solely
by the application of physical force - e.g. twisting your
arm to make you cry out - is not influencing in the
relevant sense. Also, this collection does not include
cases where an agent A influences the actions of B
unknowingly - e.g., by serving as a role model for B, or by
unintentionally alienating B. Borderline cases involve the
influenced agent acting in a way the influencer did not
envision - e.g. my telling you to be more assertive in your
personal relationships, and you responding to the advice (to
my horror) by beating someone up.
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A specialization of #$Pretending and
#$InfluencingAnAgent: #$Deceiving is the collection of
events in which an #$IntelligentAgent deliberately engages
in activities which both are intended to, and in fact do,
induce false beliefs in another agent. Note that if either
the information conveyed by the would-be deceiver is in fact
true (although the would-be deceiver thinks it's
false), or the would-be victim of the deception does not, as
a result of the would-be deceiver's actions, acquire
the false beliefs as intended, then the act is not an
instance of #$Deceiving, but is an instance of
(#$AttemptingFn #$Deceiving). (Also see #$Lying.) Notable
specializations of this collection include #$Cheating and #$Fraud.
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A specialization of #$ServiceEvent. Each instance
of this collection is an event in which some #$Person
receives some considerable quantity of knowledge which they
did not have before. Any given #$Education event typically
consists of many sub-events of #$Learning and #$Teaching.
#$Education events differ from #$Training events in their
typically longer duration, and in the fact that one may be
'trained' in practical skills rather than
intellectual knowledge.
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One agent imparting learned knowledge to another.
This may have #$subEvents of the student asking or
responding to questions, but the teacher is
the primary performer.
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A person whose main occupation is to teach in some
formal setting, including tutoring. Casual teaching
is a Role that relates to specific Events, but does not
make a person a 'Teacher', unless sustained over
multiple such events.
SUMO: The Profession of being a teacher.
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A specialization of #$InformationBearingThing
(IBT). Each instance of #$Signal is an IBT which may be
interpreted (whether by a conscious user of learned
signalling rules, by a computer program, or even by a cell
in terms of its subsequent behaviour) as conveying some
specific information. Examples include car-horn honkings,
internet packets, and proteins which travel into cells
across the plasma membrane. An important specialization of
this collection is #$InformationBearingWavePropagation. Note
that this collection is intended to embrace only signals
themselves, not events of signalling. On the importance of
keeping these two separate, see the comment on
#$InformationBearingThing. The distinction between this
collection and #$SymbolicThing lies in the fact that
#$Signals are one-time-only transfers of specific
information, whereas a #$SymbolicThing is open to its
characteristic interpretation any time it is encountered.
See also #$signifiesTo, #$signifiedBy.
NOTE: IN SUMO, Signalling is an InentionalProcess and since
this 'Signal' Type is not necessarily intentional, the SUMO
category is a subtype.
In SUMO, approximately equivalent to 'Signalling':
SUMO: Signalling is the subclass of Guiding
processes in which an agent, animate or inanimate, sends a signal to
another Object. In many cases, this signal will be an electrical or
electronic one. Some signals may directly control the behavior of
the object signalled, while others may merely cause information to be
presented. Instances of electrical Signalling are typically more
complex than simply than operation of a DeviceSwitch, though in some
cases, Signalling involves remote activation of such a switch by another
device.
bd58c984-9c29-11b1-9dad-c379636f7270
The SUMO approximate equivalent of Cyc
'Signal'.
COSMO nte: the distinctgion between 'MakingAGesture' and 'Gesture' is
not yet clear. This may require more work.
Cyc: The collection of acts of #$IBOCreation done by an
#$Animal (including #$Person) arranging its limbs or other
body parts (and whatever objects the limbs might be holding)
in some meaningful configuration (static or dynamic). Vocal
#$IBTGenerations are not considered to be gestures (see
#$MakingAnOralSound for this), but they might be done in
conjunction with gestures. NB: #$MakingAGesture is NOT a
subcollection of #$NonVerbalCommunicating; at most, an
instance of #$MakingAGesture is only half of a communication
event. And someone can make a gesture while alone, without
using it for communication. Thus, only some gestures are
#$subEvents of #$NonVerbalCommunicating. (But note that
#$MakingAGesture IS a subcollection of
#$IBTGeneration-Original (q.v.), since every gesture encodes
information, whether or not it is used for communication in
a particular instance.)
In SUMO called 'Gesture'
SUMO: Any BodyMotion, e.g. a hand wave, a nod of the
head, a smile, which is also an instance of Communication.
bd58f623-9c29-11b1-9dad-c379636f7270
A specialization of
#$VisualInformationBearingThing. Each instance of #$Gesture
is a configuration of body parts (usually animal body parts)
that has some meaning to an observer with an understanding
(whether explicit or instinctive) of the interpretive
convention. A gesture may include some tool or prop.
#$Gestures may be fleeting (e.g., a hello wave) or may last
a long time (e.g., the gesture embodied in the
#$StatueOfLiberty ). Note that, as defined in #$Cyc, a
gesture is a meaningful configuration of body parts, NOT the
#$Actions producing the arrangement. For representation of
the actions, see #$MakingAGesture.
bd590c05-9c29-11b1-9dad-c379636f7270
A specialization of #$CommercialActivity and
#$BusinessEvent. Instances of this collection include events
such as market research, #$Advertising, product design and
pricing and of course, sales (cf. #$SalesActivity).
c0bd7085-9c29-11b1-9dad-c379636f7270
A specialization of #$CommunicationAct-Single.
Each instance of this collection consists of some
communication to potential clients of an #$Organization, the
desire of the organization that they be its clients. The
organization may be a #$Business wanting people to do
business with it (cf. the more specific
#$Advertising-Business). Or it may be, for example, a
#$PoliticalParty (cf. the more specific
#$Advertising-Political). See also #$AdvertisingCampaign.
SUMO: A Disseminating whose purpose is to
promote the sale of an Object represented in a Text or Icon
(the advertisement).
c10afc14-9c29-11b1-9dad-c379636f7270
A specialization of both #$PurposefulAction and
#$SocialOccurrence. Each instance of #$HostileSocialAction
is a hostile or pugnacious event, adverse to some agent(s),
in which multiple agents, at least one of whom is acting
deliberately, take part. Specializations of this collection
include #$PhysicallyAttackingAnAgent and #$PoliticalDispute.
bd5883e1-9c29-11b1-9dad-c379636f7270
A specialization of #$PurposefulPhysicalAction and
#$AttackOnObject. Each instance of #$AttackOnObject is an
action intentionally performed by an actor or actors (see
#$performedBy) with the goal (see #$purposeInEvent) that the
action damages (see #$damages) the object attacked (see
#$objectAttacked). The object that is attacked in an
instance of #$AttackOnObject need not be a tangible object
- for example, it could be a web site or a person's
character. For attacks against tangible objects, see the
more specialized collection, #$AttackOnTangible.
bdb7f301-9c29-11b1-9dad-c379636f7270
A specialization of #$HostileSocialAction. Each
instance of #$ViolentAction is a purposeful action of a type
commonly considered violent - generally because it is an
action which intentionally attacks, damages, or destroys
another agent, or attacks, damages, or destroys something
close to some (target) agent. (This closeness may be
physical or may consist in the fact that the agent owns or
feels strong positive regard for the thing attacked.)
Notable specializations of this collection include
#$WagingWar, #$Torture and #$Bombing.
c03802ae-9c29-11b1-9dad-c379636f7270
The collection of all #$ConflictEvents in which
two or more #$competingAgents try to subdue each other by
inflicting physical injury. A #$Fight-Physical may be
between individuals or between groups, and may involve
weapons or not. The #$competingAgents may be #$Persons or
#$NonPersonAnimals. The fighting must be mutual; if one side
refuses to attack the other or tries to flee instead of
attacking, it is not a #$Fight-Physical.
COSMO note: This is interpreted very generally. See
"ChemicalAttack' - if by a terrorist the purpose
may not be to subdue, but to damage and terrorized the
victims and their compatriots.
Similar to SUMO 'ViolentContest':
A Contest where one participant attempts to
physically injure another participant.
c0048d2b-9c29-11b1-9dad-c379636f7270
The SUMO term similar to cyc 'Fight-Physical'.
A specialization of #$HostileSocialAction. Each
instance of #$Battle is an event in which two or more large
groups of people meet and fight one another, each group
seeking to vanquish (some of) the others. Instances of
#$Battle are often conducted by instances of
#$MilitaryOrganization (q.v.), and they may influence the
outcomes of instances of #$WagingWar (q.v.). Each instance
of #$Battle will have as sub-events at least two
#$PhysicallyAttackingAnAgent events, in which one of the
fighting groups attacks the other.
SUMO: A ViolentContest between two or more military
units within the context of a war. Note that this does not cover the
metaphorical sense of 'battle', which simply means a struggle of some
sort. This sense should be represented with the more general concept of
Contest.
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A specialization of #$DevisedStructuredActivity.
Each instance of #$Game is an abstraction of a game that is
played according to a semi-rigid set of rules. Each instance
includes both the rules (see #$GameRulesFn) and a
specification of any physical components required for play
(instances of #$GameBoard, #$Ball, etc.). Neither #$Events
of playing games (instances of #$PlayingAGame) nor any
physical components required for play (e.g. #$GameBoards)
are instances of #$Game.
In SUMO, a Game is the actual act of playing the game;
see 'PlayingAGame'.
be44bd19-9c29-11b1-9dad-c379636f7270
isAnExecutionOf relates specific actions to the
Procedure (or Type of procedure) that specifies how to
carry out that action.
The collection of all events which animals
(especially humans) do for enjoyment. TGhis is
not necessarily an athletic activity.
In SUMO, 'RecreationOrExercise' is slightly broader,
including exercise:
SUMO: A Process that is carried out for
the purpose of recreation or exercise. Since RecreationOrExercise is a
subclass of IntentionalProcess, the intent of a process determines whether
or not it is an instance of the class. Hence, if John and Bill watch the same
program on television, and John watches it to relax while Bill watches it solely
to satisfy an educational requirement, then John's watching the movie is an
instance of RecreationOrExercise, while Bill's is not (both cases of
watching the television program would however be in the class of Seeing, since
being an instance of this latter class is not determined by intention).
bd58e0ce-9c29-11b1-9dad-c379636f7270
The SUMO term similar to cyc 'RecreationalActivity'.
To inhale and exhale the fumes of burning plant
material, especially tobacco .
SUMO: Inhaling and exhaling Smoke produced by a
CigarOrCigarette.
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Recreation that involves active participation,
as contrasted with passive watching.
c0946212-9c29-11b1-9dad-c379636f7270
This Type is a merger of the Cyc Types
'PlayingAGame' and 'GameEvent'. As an Event,each
instance of GameEvent must be an execution of some
'Game', which is the structured activity specifying the
rules for the game. In SUMO, 'Game' is considerd
the execution itself, but in COSMO the term 'Game' is used for the
rules describing the game, which is a 'Procedure'.
The Cyc distinctions seem too fine to warrant separate
Types, and the separate Types can be dissociated if
some reason to do so appears.
Cyc (PlayingAGame) A specialization of #$Playing and
#$Event-Organized. Each instance of #$PlayingAGame is an
event in which a person plays a game. Examples include
people playing chess and people long jumping.
Cyc: (GameEvent) A collection of individual Events. Each instance
of #$GameEvent includes the entirety of some game, from the
beginning to the point where a conclusion is reached (there
is a winner, there is a draw, or the game is abandoned).
Each #$GameEvent has as #$subEvents one or more instances of
#$PlayingAGame, but may have other sorts of significant
#$subEvents as well. For example, a particular
#$FootballGame-American, in its entirety, would be an
instance of #$GameEvent. That game's subEvents would
include, among other things, instances of (#$PlayingFn
#$FootballGame-American) performed by some
#$FootballPlayer-American, instances of #$EvaluatingAnAction
performed by some #$Referee, and instances of
#$MeasuringSomething performed by some #$SportsOfficial. A
game of Monopoly, from beginning to end, would be an
instance of #$GameEvent, with subEvents possibly including
instances of #$PlayingABoardGame, #$DisputeEvent,
#$DistributionEvent, and (#$CleaningFn #$Table-PieceOfFurniture). In SUMO, called 'Game':
SUMO (Game): A Contest whose purpose is the enjoyment/stimulation
of the participants or spectators of the Game.
bd58eb67-9c29-11b1-9dad-c379636f7270
The Cyc Type merged with Cyc 'GameEvent' and
SUMO 'Game'
The collection of all sports considered as
abstract activities. See #$SportsEvent for events of
engaging whole units of such sports and #$AthleticActivity
for activity of the type engaged in while performing sports.
Sports which are also games, are members of the collection
#$SportsGame. The activity of participating in SPORT is an
instance of (#$PlayingFn SPORT).
SUMO: A Game which requires some degree of physical
exertion from the participants of the game.
COSMO note: In COSMO, 'Sport', a subtype of 'Game'
is, like 'Game' the set of rules specifying the
way the game is to be played. The actual physical
execution of a Sport is categorized as 'SportsEvent'
c0fc922e-9c29-11b1-9dad-c379636f7270
Nine innings if uninterrupted.
Nine innings if uninterrupted.
Could be any number of games, but usually no more than seven.
A specialization of both
#$PurposefulPhysicalAction and #$HumanActivity. Each
instance of #$AthleticActivity is a purposeful, physical
human activity that is related to the playing of some
sport, involves physical exertion, and tends to require
strength and stamina. This collection is not limited to
competitive sports events, but also includes non-competitive
sports activities and exercising (e.g. spelunking, going
for a jog, or shooting a few hoops).
be01fe5d-9c29-11b1-9dad-c379636f7270
The Process corresponding to an
ExercisingEvent - modified from Cyc.
Cyc: The collection of events in which humans move
their bodies for the purpose of general physical
conditioning and/or strengthening muscles.
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The collection of events in which humans move
their bodies for the purpose of general physical
conditioning and/or strengthening muscles.
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The collection of #$Competitions consisting
primarily of one or more #$SportsEvents. See its
specializations #$SportsFormalCompetition and #$SportsEvent also.
bd58bffd-9c29-11b1-9dad-c379636f7270
A specialization of both #$GameEvent and
#$SportsCompetition. Each instance of #$SportsEvent
is an execution of a 'Sport', which is the set of
rules describing how the game should be played.
Each instance of SportsEvent is an
entire sports competition at the end of which either a
winner is declared or a draw is declared. For instance, an
entire sandlot baseball game would be a #$SportsEvent, but
the first inning of that game would not, since the first
inning is a proper part of the game, and since neither a
winner nor a draw is declared at the end of the first
inning. Note that several #$SportsEvents can be organized
into a #$SportsFormalCompetition (q.v.); for example, the
2001 World Series was a #$SportsFormalCompetition consisting
of seven #$SportsEvents. Specializations of #$SportsEvent
include #$BaseballGame, #$TennisMatch, and #$FootballGame-American.
bd58f304-9c29-11b1-9dad-c379636f7270
85E3
85E3
A SportsEvent that is conducted in an
open field.
A GroupOfPeople who are united by some
common interest in an activity. This is not
an Organization. An Organization whose members
constitute an '' might include such organizations
as an 'IdeologicalOrganization'.
NOTE that this is not an Organization, but a GroupOfPeople,
which both a PhysicalObject and an IntelligentAgent.
The distinction between Organization and GroupOfPeople
is not observedd in Cyc or SUMO, and there are therefore
differences in concepts related to those entities.
Cyc: #$ActivityTypeFocusGroup is a specialization of
#$Organization. Each instance of #$ActivityTypeFocusGroup
is an organization which focuses on some type of activity,
such as stamp collecting or sailing.
bd58a9e0-9c29-11b1-9dad-c379636f7270
COSMO: in COSMO, a Team is a Group,
not an Organization. But some Types with
'Team' in the name, such as 'SportsTeam' may be Organizations.
Cyc: #$Team is a specialization of
#$OrganizationOfPeopleOnly and #$ActivityTypeFocusGroup. A
#$Team may be a commercial, professional team supported by a
large full-time staff, or simply a #$Group of people who got
together for playing a game for a single time, or something
in between. Organized #$Teams which play sports at least
semi-regularly are instances of the narrower concept, #$SportsTeam.
bd9a3063-9c29-11b1-9dad-c379636f7270
#$SportsTeam is specialization of #$Team and
#$SportsOrganization. Each instance of #$SportsTeam is a
group of people who regularly play on one team during
(more-or-less frequent) team sports games. A sports team
may be a commercial, professional team supported by a large
full-time staff, or it may be semi-pro or amateur. Only
#$Athletes are members of the team itself; staff would
belong to a related team organization. Examples of
#$SportsTeam include: #$PittsburghSteelers,
#$PittsburghPirates, #$PittsburghPenguins.
SUMO: A GroupOfPeople who habitually play a Sport
together, either as an occupation or as a leisure activity.
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A specialization of #$Communicating. Each
instance of #$AudioCommunicating is a transmission of
sound-borne information between two (or more) agents.
Specializations of #$AudioCommunicating include
#$SpokenCommunicating and #$MusicalCommunicating.
bd58c907-9c29-11b1-9dad-c379636f7270
A specialization of #$AudioCommunicating. Each
instance of #$SpokenCommunicating is a transmission of
sound-borne verbal information by spoken words between two
or more agents (in this way #$SpokenCommunicating differs
from #$Speaking, which is a #$SingleDoerAction). The
communication may be one-way or two-way (or multi-way).
Examples of #$SpokenCommunicating include a telephone
conversation, a classroom discussion, and the #$GettysburgAddress-Speech.
bd589537-9c29-11b1-9dad-c379636f7270
A collection of complex information transfer
events. Each instance of #$MultiDirectionalCommunication is
an event in which more than one agent plays the
#$communicatorOfInfo role. For example, a conversation or a
debate, as opposed to a speech or lecture. The predicate
#$infoContributed is used to correlate each sending agent
with the information s/he transmits in such an event. For
communication acts having only one sender, see #$CommunicationAct-Single.
bd5891c4-9c29-11b1-9dad-c379636f7270
Generic 'Conversation' is a Communication between two or
more IntelligentAgents that occurs with little time lag between
sending and receipt of each unit Communication, and the expectation
that each unit Communication from one Agent will receive a response
after a brief interval from one of the other parties to the
conversation. In COSMO, unlike in Cyc, this general concept
is not necessarily performed via speech acts, but can be
accomplished by sign language, by writing on paper in the presence
of another, by texting,over modern cell phones, by instant messaging,
or by rapid exchange of emails among two or more parties who are
all on-line at the same time, or by any other means of rapid,
real-time communication. For purely oral conversation, use
'OralConversation'.
Cyc: Every #$Conversation includes at least two
#$CommunicationAct-Single as #$subEvents, with the
#$senderOfInfo in one being the #$recipientOfInfo in the other.
Each AgreeingEvent is a Conversation between two parties
that results in an Agreement, which is a mental object..
A Conversation carried out in oral speech by
agents who are within hearing distance of each other.
If a multi-way communication is carried out in real time by
means other than oral speech, use 'Conversation' or another
more specific category of 'Conversation'.
Cyc: Every #$Conversation includes at least two
#$CommunicationAct-Single as #$subEvents, with the
#$senderOfInfo in one being the #$recipientOfInfo in the other.
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The collection of all sidewalks. This does not
include walkways that are part of a building. They are
outside, and often made of concrete or of a series of flat
stones placed on the ground. If the ground is covered in
some way, and the path created is intended for walking, then
it is a sidewalk. A Sidewalk is not necessarily adjacent
to a street.
SUMO: A prepared path for pedestrians alongside a Roadway.
bd588967-9c29-11b1-9dad-c379636f7270
Fences - fixed structures intended to prevent
animals and people from crossing a boundary.
SUMO: A StationaryArtifact that serves to demarcate or
to prevent access to or from the area that the Fence surrounds.
be01156a-9c29-11b1-9dad-c379636f7270
SUMO: A Building, Room or suite of Rooms where
scientific research, i.e. Experimenting, is conducted.
The term 'laboratory' is sommetimes used to refer to
a group of buildings, but in COSMO it is
limited to at most one building.
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The ontology name of each NamespacePrefix can serve as a
string designating a Namespace, and each such string
must be unique within the ontology so that the ontology can
recognize and reason about Contexts such as Namespaces.
A NamespacePrefix will concatenate with an underscore and
any other names or prefixes to uniquely identify (within any ontology)
entities such as codes, databses, databse tables, database columns,etc.
No entity name in the ontology that is not intended to relate to the
databsse or code symbolized by the rpefix should begin its name with
that prefix followed by an underscore. It should be unquestioned that
any specified prefix, followed by an underscore and other characters,
represents som eentity within the context symbolized by that namespace
prefix.
The beginning time point of a TimeInterval.
The TimeInterval does not have to be reified, but may
be indicated within the name of the TimePoint by
using a standard TimeInterval format such as the DTEG.
Thus the beginning point 'BeginPointOf20010911Z-5'
would be the first time point of Sept. 11, 2001,
i.e. midnight on 9-11-01.
Note that the begin point is the same regardless of whether one
uses open or closed time intervals. If time intervals are
represented as open, the begin and end points will not in fact
be contained within the interval itself.
The ending time point of a TimeInterval.
The TimeInterval does not have to be reified, but may
be indicated within the name of the TimePoint by
using a standard TimeInterval format such as the DTEG.
Thus the ending point 'EndPointOf20010911Z-5'
would be the last time point of Sept. 11, 2001,
i.e. midnight (12 AM) on 9-12-01.
Note that the end point is the same regardless of whether one
uses open or closed time intervals. If time intervals are
represented as open, the begin and end points will not in fact
be contained within the interval itself.
hasNamespacePrefix Specifies an entity whose
ontology identifier can serce as a string which constitutes
a unique namespace prefix to be used to make unique identifiers
for entities in the ontology.
By making the NamespacePrefixes into first-class entities in the
ontology, the internal ontology uniqueness function can serve
as a check that each NamespacePrefix is unique..
The collection of all structured information
sources in which the information contained therein is
indexed by some set of index terms (the terms could be
names, phrases, #$CharacterStrings, #$IDNumbers or codes).
For every index term, there is one specific part of the
#$IndexedInformationSource associated with that term. Each
instance of #$IndexedInformationSource has some format or
organizing structure of specified parts or
'chunks' imposed on the information. (Although
its indexed parts might be be ordered in a certain
sequence, in theory it could be indexed without there being
any particular sequential ordering of the parts.) An
instance of #$IndexedInformationSource is the abstract
informational content of the source, not any particular
physical object in which the information is stored.
Examples include a #$Dictionary, #$Thesaurus,
#$Database-AbstractContent, or a #$KnowledgeBase. Some
examples that do not qualify are #$Painting-ArtForm, or a
#$CharacterString without any structuring information about
it or that has no structure beyond being a string of
characters. Thus this is not referring to unstructured
text, even if it has an 'Index'. The fact that a
book has an index does not make it an #$IndexedInformationSource.
c03febed-9c29-11b1-9dad-c379636f7270
A DatabaseEntity is any database, combination
of databases, or part of a database: a database table,
database table column or row, or database element
(e.g. a cell which is the intersection of
a row and a column). Also, restrictions are parts
of the database.
NOTE that to use the ontology as an index into a
Database, it will be necessary to
(1) represent in the ontology each element of the
Database; and
(2) create pointers in both cirections from the represented
database entities to entities in the ontology.
NOTE that for flexibility each DatabaseEntity can serve as a Context,
but it is likely that the only DatabaseEntities that
will be used as Contexts will be the DatabaseGroups
and Databases.
A 'DatabasePrefix' is a name (string of legitimate entity name characters)
that is intended to be used to identify a specific database and to be used
to generate unique names for each instance of a database in the ontology.
NOTE: because underscore is used in DB table and field names, the
prefix should have two underscores at the end and the composed table\and field names
should have two underscores as separators of the elements of
each name.
A Database is any structured data source called a
database, which must have at least one table, and must
be 'indexed' in some way, which could be just having
tables with unique keys. It is not necessarily
a relational database - one table could be called a database.
In Cyc labeled: 'Database-AbstractContent'
Cyc: The collection of all databases considered as
abstract repositories of information rather than as physical
storage devices. A database generally has some means of
accessing the data from structured records, frames or
relational structures, using some query language. A
particular #$Database-AbstractContent may exist in multiple
copies, and may be distributed over several different
physical data storage sites: see also #$Database-Physical.
NOTE that a Database can serve as a Topic, and therefore
as a 'Context'. This is because a term in a Database
may have a meaning peculiar to
or constrained by its presence in that database.
bfe46ab6-9c29-11b1-9dad-c379636f7270
A DatabaseAdministrator the person who is primarily
responsible for the administration of a Database. This
may or may not be the creator of the Database, but
a default might be that the creator and administrator are
the same person.
isAnAdministratorForDatabase specifies the Person who
is administrator for a particular Database. The Role
of DatabaseAdministrator might be played by more than one
person, or a GroupOfPeople, or even an Organization.
A DatabaseGroup is a group of databases
maintained by the same agent, treating topics that are
related to some interest of that Agent. The databses
maintained by some organization, such as a business,
could form such a DatabaseGroup. But if different
sets of database maintained by one organization treat
totally different topics, they will not necesarily
form a DatabaseGroup.
A DatabaseGroup could also be formed from multiple
Databases in more than one Organization. This
category of DatabaseGroup provides the flexibility to
aggregate any set of Databases into an integrated
conceptual unit - which can serve as a formal Context and
provide an integrated Context within which reasoning
and data storage can be performed.
NOTE that a DatabaseGroup can serve as a Context.
(something that can affect the meaning of a
term or assertion) because a term in a DatabaseGroup
may have a meaning peculiar to or constrained
by its presence in those databases. See also
'Context'
Defining a DatabaseGroup as a context provides
one mechanism to include Context in an OWL
ontology while still keeping the assertions
to RDF triples. The appearance of any assertion
that involves an entity from a DatabaseGroup
can be assumed to be true only within the
Context that is represented by that DatabaseGroup.
NOTE that a DatabaseGroup must have at least one
Database defined as a Component entity, but the
DatabaseGroup may also contain other component
entities, such as global constraints that apply
accross the DatabaseGroup. This is true
as of COSMO version 0.32. Possibly,
membership in the group may be restricted to
Databases, and constraints can be related by
a relation on the Group - at this point the
best mechanism is unclear.
A DatabaseTable is a Table which is part of a
Database. A single Table may be intended to represent
only one or more than one type of entity; see the relations
'tableCorrespondsToEntity' and 'tableCorrespondsToEntities'.
The entities may be Types or Relations in the ontology.
The columns (fields) of the table may correspond
to attributes of the entity represented, or to relations
that that entity has to other entities in the database.
When a field (column) is intended as a Relation, the
column will in general be a ForeignKey whose value
will be a PrimaryKey in some other table in the
Database.
A DatabaseTable should be specifically represented in a
database as a physical table or a view. By contrast,
a DatabaseSubtable is constructed only in the process of mapping
an ontology to a Database, and is not represented as such in
the database itself.
The rows (records.tuples) of a DatabaseTable will usually represent
one or more assertions (attributes, column values) about some individual
entity (often an instance of a Type in the ontology). There may be
many different assertions about the same individual,
each assertion taking up one record. The multiple assertions
may specify, for example, how a particular attribute of an
individual (a bank account balance, for example) changes over
time; or a record may represent some particular event
such as a financial transaction, of which there may
be many examples.
NOTE: in Cyc there are two kinds of tables, those that represent
entities one per column, and those that don't. In COSMO we do not
yet (v0.48) make that distinction.
(From Doug Lenat):
In object oriented databases and many relational databases, tables often
correspond to natural classes of objects in the world, and the rows of
such tables may implicitly denote the objects of the class. In such
cases, the table's primary key provides an identifier that may be used
to uniquely distinguish between objects of the class, in addition to
merely distinguishing between rows of a table. We distinguish such
tables by assigning to them a special type of logical schema, called an
object defining schema, which is denoted in CycL by the collection
#$ObjectDefiningSchema, a specialization or subcollection of the
collection #$LogicalSchema.
A CodeTable is a table contained
in a *database*, in which the individual strings (or
numbers) that are used as CodeStrings in that database
are defined. The CodeTable must contain, in each row, at least
the CodeString and its meaning, but may contain many
other columns with other information about each CodeString.
The column in a CodeTable that names the ontology entity
represented by the Code may all be of a common type, and in
that case the common type may be specified by using the
relation 'columnValuesHaveType' on that column, to
point to the common type. If there is no common type
(the aluoes may themselves be names of ontology types),
this relation need not be used.
In a CodeTable, each row of the Table represents one Code,
and each cell is one element in the list which is the Code.
A MultipleEntityTable is a DatabaseTable that
represents more than one type of Entity. For any
given row (record), the properties of only one
entity will be represented. For such a Table, one
can in theory factor it into several tables, each
representing one entity. Those (virtual) subtables
would be represented as 'DatabaseSubtables'.
A MultipleEntityTable should have at least one column that
contains a value indicating which type is represented by
any given record. This column is specified by the relation
'hasDistinguishingColumn'. If not, there would need to be
some list of columns for each type, indicating that a value
in that column signals that the record represents that
type. If that is not possible, it would be necessary to
represent the table as the common parent type of all the types
represented by the table. If none of these tactics serve
to properly represent the table, the table may not be
accurately representable (and should be redesigned).
See also the relation 'tableCorrespondsToEntities'.
A DatabaseSubtable is a portion of a DatabaseTable
consisting of some subset of the records (rows) of some DatabaseTable.
This Type is needed when some DatabaseTable is used to represent
more than one Type of entity (see MultipleEntityTable).
A DatabaseSubtable would be a virtual table, nt represented
as such in the database itself, whose column names are identical to the
column names for the MultipleEntityTable from which it was
extracted.
A DatabaseTable should be specifically represented in a
database as a physical table or a view. A DatabaseSubtable
is constructed only in the process of mapping an
ontology to a Database, and is not represented as such in
the database itself.
There may be tables representing multiple entities for which a
Subtable cannot be recognized: the records that represent one Type
in a Subtable must be recognizable by the value in some field in the
whole DatabaseTable.
For example, a table that represents the characteristics of people
and non-human animals might have a special field labeled 'BorH',
which distinguishes humans from Beasts (non-human animals), and
for humans, the value in that field would be 'H', and for
Beasts the value would be 'B'. There might be columns that are not used
for Beast, and likewise columns not used for Human. Concatenating
types like this may only be useful when there are multiple columns (fields)
that are shared by the different types. In these cases, one field may
in fact have multiple interpretations, differing for each type represented.
See also the relation 'tableCorrespondsToEntities'.
The entities may be Types or Relations in the ontology.
The columns (fields) of the table may correspond
to attributes of the entity represented, or to relations
that that entity has to other entities in the database.
When a field (column) is intended as a Relation, the
column will in general be a ForeignKey whose value
will be a PrimaryKey in some other table in the
Database.
The rows (records.tuples) of a DatabaseTable will usually represent
one or more assertions (attributes, column values) about some individual
entity (often an instance of a Type in the ontology). There may be
many different assertions about the same individual,
each assertion taking up one record. The multiple assertions
may specify, for example, how a particular attribute of an
individual (a bank account balance, for example) changes over
time; or a record may represent some particular event
such as a financial transaction, of which there may
be many examples.
hasDistinguishingColumn points to one or
more columns in a DatabaseSubtable that distinguishes
whether the record represents an instance of one type
of another type, in a DatabaseTable that is structured
to represent multiple Types of ontology entities.
hasDistinguishingColumnValue points the value in the
distinguishing column that signals the interpretation of that record
as corresponding to the entity which is the subject of the
binary relation (RDF triple) using this relation. The database table
for which this value is a type-discriminating flag can be
found by parsing the name of the columns value (which will include
the codes for the database and table - see 'ColumnValueString'),
or by finding the value of the relations 'isUsedIntable',
'isaDistinguishingValueInColumn', 'isaColumnInDBTable' and
'isaTableInDB'. The identity of the DB tables that hold this value
will be unambiguous because each column of each table has its own
unique name.
The datatype string representation can be represented if necessary
(e.g. if it uses characters that are not allowed in the name
of an instance, and therfore cannot be recovered by parsing the
name of the ColumnValueString) by use of the relation 'hasStringRepresentation'.
A ColumnValueString is an AbstractString that
represents the value for a column in a DatabaseTableColumn.
This Type serves a function in allowing the actual values
of database fields to be represented in the ontology, when
needed to properly interpret the database. Its
motivating use is to permit an ontology to specify which
values in a particular DatabaseTableColumn are used to
flag that a particular record represent a particular Type, when the
whole Table represents more than one Type of ontology entity.
When there is only one column that satisfies the relation
'hasDistinguishingColumn', the value in that column will
specify what type of entity is represented by each particular record.
To assure that each instance of this Type has a unique name,
the actual string value can be prefixed by a concatenation of
the DatabasePrefix, the DatabaseTablePrefix, and the
Column name. Thus the value 'E' in field 'EorM' of table 'Employee' of
database 'Payroll' might have the name: 'PAY__EMP__EORM__E'.
Such a name can be parsed to recover the information as to in what
field in what database it is used.
The datatype string representation can be represented if necessary
(e.g. if it uses characters that are not allowed in the name
of an instance, and therfore cannot be recovered by parsing the
name of the ColumnValueString) by use of the relation 'hasStringRepresentation'.
isUsedInTable points from a specific
value of a String used in a specific DatabaseTable
to the table(s) in which it is used. this relation will
be used, in connection with 'valueSpecifiesType',
to determine which type is being represented in a
particular row (record) in a MultipleEntityTable,
which represents multiple Types of ontology entities
in a single table.
Since the ColumnValueString is formatted with enough
information to specify which table in which database it
resides in, this relation may not be needed if that
string can be parsed by the translator program. But if
parsing is unfeasible or too costly, this relation
can specify the table.
tableCorrespondsToEntity points from
A DatabaseTable to some Entity in the ontology
that the DatabaseTable is intended to represent.
The Table may, for example, be intended to represent
the employees of an organization, and the columns (fields)
then will represent the different relevant attributes or relations
that each employee has.
NOTE that this relation is functional, and should be used when only
one Type in an ontology is intended to be represented by
a table. If more than one Type is represented in a Table,
use 'tableCorrespondsToEntities'.
correspondsToDB_Subtable relates some concept
in the ontology to a portion of a DatabaseTable,
consisting of some subset of the records (rows), and possibly
also some subset of the columns. This relation is used when a
DatabaseTable is used to represent more than one Type in
an ontology. The records that represent the Type must be
recognizable by the value in some field in the whole DatabaseTable.
For example, a table that represents the characteristics of both people
and non-human animals might have a special field labeled 'BorH',
which distinguishes humans from Beasts (non-human animals), and
for humans, the value in that field would be 'H', and for
Beasts the value would be 'B'. There might be colums that are not used
for Beast, and likewise columns not used for Human. Certain fields
may be used for both Types, but the meaning of the field may
differ depending on the type.
correspondsToDB_Table relates some concept
in the ontology to a DatabaseTable. Commonly, a
concept represented as a DatabaseTable will be
a Type in the ontology.
hasIdenticalField points from one column
in one DatabaseTable to another column in the same or
different DatabaseTable which has the same intended meaning
as the first field. A measurement on an individual item may, for
example, occur in two different tables. The cost
of a particular item, for example, may occur in the database
of a provider and a consumer.
correspondsToTableColumns relates some concept
in the ontology to a set of specific columns in a DatabaseTable.
This can be used when a complex table represents more than
one entity, or even when the representation of an entity
is spread out over multiple tables or multiple databases.
Since each DatabaseTableColumn has a unique name in the
ontology, this relation can be used to be sure that all
of the attributes and relations of an entity, even though
scattered over multiple databases, can be found and accessed from
that entity's representation in the ontology.
(@ToDo - needs more detail to identify the parts of a
higher-arity relation)
NOTE that this relation relates types, not relations, to
table coumns. To relate relations use 'correspondsToTableColumn',
a relation that requires a Property metaclass as an
argument resgtriction.
One common situation that could use this relation is where
a measurement is represented in two fields in a table, one
being the magnitude (a number) and the other being the unit
of measure. This relation will point from a measure Type
to those two columns. The distinction of the two columns
will require additional relations from the quantifier and
unit of measure representations in the ontology to the
correct columns.
If the same attribute of some entity is represented in more than
one column accessible to the ontology application, it will be
necessary to use the 'hasIdenticalField' relation to be sure
that the intention for both of those to be identical is
recognized.
expressesMeasure relates a DatatypeProperty with
a number as its value, of a kind used to represent
measures as bare numbers in a databse, to some measure which is the
intended full meaning, including the unit of measure.
This relation is used to allow direct mappings of numerical
database attributes to the actual properties, even
though the vlaue of the attribute in the database is
a bare number.
quantifiesMeasure relates a DatabaseTableColumn
that is a number quantifying some unit of measure
to some measure which is the
intended full meaning, including the unit of measure.
This relation is used to allow direct mappings of numerical
database attributes to the actual properties, even
though the vlaue of the attribute in the database is
a bare number.
correspondsToTableColumn relates some relation
in the ontology to some individual specific column
in a DatabaseTable. NOTE that this is a mapping of
a relation, not an entity - for entity mappings, use
'correspondsToDB_Column'.
If the same attribute of some entity is represented in more than
one column accessible to the ontology application, it will be
necessary to use the 'hasIdenticalField' relation to be sure
that the intention for both of those to be identical is
recognized.
correspondsToDB_Table relates some concept
in the ontology to a DatabaseTableColumn name. Commonly, a
concept represented as a DatabaseTableColumn will be
a relation (Property) or AttributeType in the ontology.
tableCorrespondsToEntities points from
A MultipleEntityTable to multiple Entities (each specified
in a separate relation) in the ontology
that the DatabaseTable is intended to represent.
When more than one entity in an ontology is represented by a
Table, there should be at least one field (column) which
contains an indicator as to which Type in the ontology is
being represented in a particular row (record).
An AlternativesTable is a DatabaseTable which
is intended to represent more than one type of entity,
depending on the value in one or more columns. This kind
of entity representation may be used when several columns
(representing properties or relations) are in common
between two or more entities. It allows the representtaion of
more complex Types than the number of tables used.
. At least one columen should be specified as
the indicator of the Type intended to be represented.
A DatabaseTableColumn is a Column
name in a Table which is part of a Database.
In order to be a unique term in the ontology, the actual table name
will be prefixed by a symbol (unique as a DB colum prefix)
indicating the Database and DatabaseTable in which the
DatabaseTableColumn occurs. The symbol will be separated from the
actual column name by an underscore (perhaps a different
symbol will be used in the future). To extract the
actual column name, a method will find the first
underscore and extract the remainder of the column name
string.
The Column name will often represent some attribute or
a relation on the type of entity which the table represents,
The type of entity that can be represented in the
column cells may or may not be specified. Since
column names may be highly redundant, the
column name in a specific database should have a prefix
indicating the database and table in which the
column resides.
A DatabaseTableColumnGroup is a
List (not a Group) of DatabaseTableColumns in one or more DatabaseTables
which are part of a Database (or in some cases,
multiple Databases within a DatabaseGroup). In some complex
DatabaseTables several of the included columns may
be intended to represent an Entity - a common
example is a pair of columns representing a measurement,
one column containing the quantifier (e.g. a number) and
the second being the Unit of Measure. Two or more columns (fields) in
a table may correspond to an ontology relation that has an arity
greater than 2.
Because each DatabaseTableColumn has
a unique name in an ontology, it is also possible to
map an entity to multiple parts of multiple tables in
multiple databases.
Another term for 'DatabaseRecord'.
Another term for 'DatabaseRecord'.
A DatabaseRecord is one Row
('record') in a Table which is part of a Database.
The Row will often represent a set of facts about some individual
entity, of the type labeled by the Table name, and the
individual cells in that row will represent the
values of the attributes or pointers to
other entities that are related to the entity
represented by that row. NOTE that in COSMO
a Databaserecord is considered as a LinguisticAssertion,
being an assertion of one or more facts about an an entity.
One record in an 'Employees' table may represent one
(current) employee in an organization. In that case the
fields will represent attributes of the Employee related to
his/her employment. A single record might also
represent an Event, such as a sales event. A single record
might also represent one time point in a history of a
single Entity, indicating, for example, where a particular
airplane was at different times during a journey.
In order to be a unique term in the ontology, the actual record (row) name
will be prefixed by a symbol (unique as a DB colum prefix)
indicating the Database and DatabaseTable in which the
DatabaseRecord occurs. The record (row) identifier will be aunique identifier
which is either a single value serving as a one-column master key,
or the full set of keys required to uniquely identify the row
The Row identifier may be simlpy a unique ID, or it might be
some other string unique to an individual entity, such as
a serial number (for a product) or a telephone number (for
an individual).
hasColumn relates a DatabaseTable to one of the
unique names of the rows (records) in the database. The row will
be named by the process of concatenating DB prefix, table name,
and vlaue of the primary key(s), much as we name the column, but
there may be more than one primary key, and each value will be added to the
row (record) name in the order in which it appears in the list of
key columns. Thus for a single-key table 'Person' in DB 'ALL' with
primary key 'EID', and one of the primary keys having value '1234'
that row will be named 'ALL__PERSON__EID__1234'.
We are representing a DatabaseTable as a list of lists,
but the lists within the main list are the rows (records),
not the columns.
A 'SecurityRecord' is a DatabaseRecord in
a DatabaseTable which contains security information
for the entity whose security information is recorded in the table.
each such record is pointed to by the relation
'hasSecurityID16' os some parent property or subproperty
of that relation. The format of the record is
not restricted by this relation, only its intendede meaning,
which may vary with the security requirements.
columnCorrespondsToRelation points from
A DatabaseTableColumn to some Relation in the ontology
that has the same meaning as the relation between the
Type represented by the table,and the Type represented
by the column. For this relation to hold, the
DatabaseTableColumn will represent some attribute
or relation on the Type that is represented by the
DatabaseTable. This relation
will point to a relation (owl:ObjectProperty or
owl:DatatypeProperty).
This relation is distinct from 'columnValuesHaveType',
which points to the ontological Type that the
values in the column should be instances of. This
will be particularly relevant when the column
values are Foreign Keys into another table.
Relation columnValuesHaveType is also useful when the
implied type of the column values is narrower than
the range of the relation that the column represents.
It is also useful when the values in the column
may be lists of values rather than individual values.
Also distinct is the data format (e.g. number, string)
which a column may have - that is referenced
by relation 'columnHasFormat'.
NOTE: this may be redundant with 'columnValuesHaveType'
for columns that are keys referring to other tables that represent
ontology types. But where the values in a column have
a particular intended type, but there is no table in the DB that
represents that Type (e.g. the values are merely strings),
this relation will allow understanding of the
intended meaning, and interpretation with respect to the base knowledge
of the ontology. In addition, where a field may have a list of values
rather than a single value, the specification of the act that is is
a list will be done by the 'columnValuesHaveType' relation.
Points to a string that is the official name of the column in
that table of the database. Column names will not be unique in the ontology,
therefore must be recorded as datatype strings. The name
could also be generated by stripping the table prefix from
the ontology column name.
Points to a string that is the official name of the table in
the database.
A DatabaseTableCell is one cell in a DB,the intersection of
a column and row in a DatabaseTable. The value of the cell could be
any kind of ontological entity. The Cell will be named uniquely by
concatenation of the DB code, the Table name, the column name, and the key
(or code for the key) that selects the row, in that order. This can get
complicated, especially if the key consists of more than one field value.
Points to a string that represents the value of the
cell in the database. Though string an number types can be
readily represented as strings, other values may not be
easily represented uniquely.
ToDo: This relation may need more work
when such cases are encountered (v 0.45).
tableHasUniqueKeyColumn a
DatabaseTable to the DatabaseTableColumn that
by itself serves as a unique record identifier.
If no such column exists, the table should have
the value 'nullCol' as value for that relation.
columnValuesHaveType relates a
DatabaseTableColumn to the ontological Types (or relations)
in the ontology, of which the values in the column should
be instances. For example, if a column
named 'Author' is intended to refer to the author of
some conceptual work (text, music), the relation
'columnHasType' should point to 'IntelligentAgent',
since intelligent agents (usually people, organizations,
or groups of people) are the only entities that can
author conceptual works. That relation might point more
specifically to 'Author' if it is intended that
the values that are present in the column would
all be instances of Type 'Author' (one who does
not have to be a professional, but must have
written a prose composition). If it is intended
that the DatabaseTableColumn refer only to professional
writers, this relation could point to 'Writer'.
This relation will sometimes be unnecessary, as DatabaseColumns
will be represented as relations, and most of the relations
will have an explicit type as a constraint on the value.
Specifying the type in those cases would be redundant.
But in cases where the value in a cell is actually a list
of values rather than a single value, this relation should be used
to specify that the value is a list, so that it can be parsed
and properly interpreted. Also, where the interpretation of
the type of the value is intended to be more spcific than
the default type restriction on the relation, the increased
specificity can be indicated by this relation.
This relation corresponds to the 'Type' that
is represented in some database schemas.
NOTE: columnValuesHaveType is distinct from
'columnHasFormat', which specifies the physical
data format (e.g. number, string) which a column
in a particular database table has.
columnHasConversions points to relations
on a column that are needed to convert the actual data
value in the column to the proper ontology entity name.
Conversions may be of several types; simple conversion of
units of measure are one. .
columnValuesHaveAttributeType relates a
DatabaseTableColumn to the AttributeType (if any)
that is implied in the value expressed by the cell datum.
Thus, if a column X is named 'Length' and its values are
expected to be a length in meters, then the relation
(columnValuesHaveAttributeType X Length) will hold true.
Together with 'columnValuesHaveUnit' the exact meaning of
a quantitative attribute will be expressed by the
relations on the column.
This relation should only be needed when a particular
AttributeType 'ATT' does not have a corresponding
'hasATT' relation in the ontology. If such a relation
exists, then the AttributeType of the column will be implied by
the 'hasATT' relation that maps to that column.
columnValuesHaveUnit relates a
DatabaseTableColumn to the UnitOfMeasure (if any)
that is implied in the value expressed by the cell datum.
Thus, if a column X is named 'Length' and its values are
expected to be a length in meters, then the relation
(columnValuesHaveUnit X meters) will hold true.
Together with 'columnValuesHaveAttributeType' the exact meaning of
a quantitative attribute will be expressed by the
relations on the column.
columnValuesAreCodeInCodeTable relates a
DatabaseTableColumn to a CodeTable (usually in the same
database) which specifies the meaning of the CodeString.
It is assumed that the values in the column
correspond to the CodeString (which may be a bare number)
in the CodeTable..
columnValuesAreCodeInCodeList relates a
DatabaseTableColumn to a CodeList represented in
the ontology, which specifies the meaning of the CodeString.
It is assumed that the values in the column
correspond to the CodeString (which may be a bare number)
in the CodeList..This relation may be used even if the
codes are represented in the databse in a CodeTable,
if the codes are common enough to have representation in
the ontology (e.g. sex values, 'M' for
'MaleSex', 'F' for 'FemaleSex').
hasColumnFormat points from a table column,
to a string indicating the internal physical storage format
of that column in that table. Typical values are
'Number' and 'VARCHAR2(x)' where the 'x' indicates the
maximum length of the string which can be stored in that
field. The values for storage format are not at this point (v0.48) constrained,
any number can appear in the VARCHAR() format specification, and
any subtype of 'Number' might be specified (binary, hexadecimal, etc.).
Decimal numbers may be represented with maximum decimal length
as, for example 'NUMBER(15,2)'.
NOTE: this relation serves a similar purpose to the Cyc relations:
'fieldDataFormat' and 'fieldDataType'. At this point (v0.48) the
cyc types have not been differentiated inCOSMO.
Cyc:fieldDataFormat
(#$fieldDataFormat P-FIELD FORMAT) indicates that
the data in the physical field P-FIELD has the data format FORMAT.
bd653781-9c29-11b1-9dad-c379636f7270
fieldDataType
(#$fieldDataType P-FIELD TYPE) means that the
physical field P-FIELD can accurately represent any value
representable by the data type TYPE. It is possible for a
person to update this predicate at table-description time,
but it is usually preferable to update this automatically by
examining the database directly. Note that an assertion of,
say, (#$fieldDataType P-FIELD #$StringObject) means that
*any* string can be stored in a P-FIELD, and thus
specifically P-FIELD is unbounded.
bd6734c6-9c29-11b1-9dad-c379636f7270
A boolean property for a table column, represented
as a string with values 'Y' or 'N', indicating whether that
particular column is or is not indexed.
A boolean property for a table column, represented
as a string with values 'Y' or 'N', indicating whether that
particular column is or is not a primary key for the table.
If this relation is used, the relation 'hasColumnConstraint'
should not duplicate the information. There may be more than
one column that serves as the PrimaryKey to the table.
For columns that sere alone as the PrimaryKey, use the
relation 'tableHasUniqueKeyColumn'.
For tables holding data for which there is no single natural
unique attribute, it may be convenient to create a Key column
that holds a number unique for each record in the table,
to serve as a ForeignKey to make it simpler to refer to
individual records in a table from other tables.
A boolean property for a table column, represented
as a string with values 'Y' or 'N', indicating whether that
particular column is or is not a Foreign Key for some other table.
If this relation is used, the relation 'hasColumnConstraint'
should not duplicate the information.
For single columns that are foreign keys,
providing in a single column a unique record identifier
in another table;
this relation points to the table in which the Foreign Key
will be the PrimaryKey for the entity referenced by that
cell. In such a case, the Table pointed to should represent
a Type that is the same as the type pointed to by
'columnHasType' for that column.
In addition, the Table pointed to should be related to
that Type in the Ontology by the relation
'correspondsToEntity'.
hasColumnConstraint indicates any of
several types of constraints on that column, such as
whether it can be null, or whether it is a foreign key.
If the column is not permitted to be null, the value
'NOT NULL' should be one of the constraints. This will
be assumed and need not be explicit for primary keys.
hasDefaultValue points to the default value,
if any, of the column field. The defaults are represented as
strings, but if the column format is 'NUMBER', the strings
will be of type 'NumberString', and the system will convert
the strings into the appropriate number type for storage in the
database.
recordWasCreatedBy is a specialization of the general
relation 'wasCreatedBy', specific for DatabaseRecords. This relation relates
a DatabaseRecord to the agent (usuallly a Person) who created
it. A DatabaseRecord might also be created automatically by
a program, which can also be an instance of 'CognitiveAgent'.
Although this relation and its parent point to an Agent who
created a DatabaseRecord, the fields in actual databases
may either (1) have values that are simply string datatypes, or
(2) may be foreign keys with pointers into some other table(s)
in the database, representing a person (or other 'creator').
In order to create a mapping from a Database to this ontology,
when a string-denominated field such as a 'CREATED_BY' column in
some database is imported into the ontology, an entity of
type GenericAgent should be created (if it does not already
exist) to fill the ontology relation value.
When representing databases in which a 'creator' record value
is a simple string rather than a foreign key, the relation
'recordWasCreatedByAsString' should be used, rather than this
relation,so the implementing system will be able to interpret
it properly.
If the value of the field is a datatype string and it looks like a
person (or there is some constraint as to who can create
database records), the import routine should find or create
an instance of Person as the value of the mapped ontology
entity. This should be effecive if there is already a list
of employees or contractors with permission to create
database records.
For each given database, use this relation in a separate listing
with 'correspondsToDB_Column' relation triples to specify
which table columns correspond to this relation. For
example, if a database table with prefix code 'ABCD'
has a 'creator' field called 'SourceID', pointing to
a record in another table, this relation will be
related to that column by the relation:
<correspondsToDB_Column rdf:resource='#ABCD_SourceID'/>
recordWasCreatedByAsString is a specialization of
relation 'recordWasCreatedBy', specific for DatabaseRecords
where the 'creator' field is simply a datatype string rather
than a pointer into a table representing people (or other agents).
This relation relates a DatabaseRecord to the agent (usually a Person)
who created it, but signals the interpreting program that
the creating agent has no direct referents in the database.
The implementing program will have to interpret it as
appropriate in the application.
When representing databases in which a 'creator' record value
is a simple string rather than a foreign key, this relation
could be used, rather than the parent 'recordWasCreatedBy'.
However, if there is any other reference in the database to
persons who may be named in the Creator field, it would be better
to represent the values as reified people (and even better to have
contact information, so they can be found when questions arise).
In general, to create a mapping from a Database to this ontology, when
a string-denominated field such as a 'CREATED_BY' column in
some database is imported into the ontology, an entity of
type GenericAgent should be created (if it does not already
exist) to fill the ontology relation value.
If the string which is the value of the field looks like a
person (or there is some constraint as to who can create
database records), the import routine should find or create
an instance of Person as the value of the mapped ontology
entity. This should be effecive if there is already a list
of employees or contractors with permission to create
database records.
For each given database, use this relation in a separate listing
with 'correspondsToDB_Column' relation triples to specify
which table columns correspond to this relation.
A DatabaseConstraint is a
rule that specifies that entries into specific fields
must have certain characteristics, or that certain
relations must apply between specific fields.
Constraints are used to verify the validity of data
entered into a database, to the extent that it is
possible to predict ahead of time what values the
data must have and the relations among them.
hasDatabase relates a DatabaseGroup to the databases
that are the component elements of the Group..
hasColumn relates a Database to one of the
unique names of the DatabaseTables that are in the Database
(See note above for generation of unique
names for database table columns).
A Database may have other component elements, such as
constraints.
hasConstraint relates a DatabaseConstraint to the
database that it is part of. The main elements of a Database
will be its tables.
hasColumn relates a DatabaseTable to one of the
unique names of the columns that are in the table,
which will in general be relations (properties)
in the ontology. (See note above for generation of unique
names for database table columns). We are
representing a DatabaseTable as a list of lists,
but the lists within the main list are the rows, not the columns.
hasPrimaryKeyColumns relates a DatabaseTable to the
names of the columns that are the primary key in the table.
The primary key may consist of more than one
column.
hasSecondaryKeyColumns relates a DatabaseTable to the
names of the columns that are the Secondary key in the table.
The Secondary key may consist of more than one
column.
hasForeignKeyColumns relates a DatabaseTable to the
names of the columns that are the Foreign keys in the table.
More than one column may contain Foreign keys.
#$DefenseSystem is a specialization of both
#$ProtectiveSystem and #$Artifact. Instances of
#$DefenseSystem are created by agents to protect things (not
necessarily the agents themselves) from harmful situations
or individuals.
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SUMO: A Device whose purpose is to protect people or
property from kidnappers and/or thieves.
NOTE: not only locks and other things that prevent intrusion, but alarms,
seals, security cameras, and other devices that warn of or
report intrusion are included under thjis category.
Cyc: A collection of physical devices. An instance of
#$SecurityDevice is any device designed to protect people or
goods from being harmed (or stolen) intentionally. Some
instances of #$SecurityDevice accomplish this by keeping
unauthorized or unwelcome intruders away from the people or
materials in question (e.g., elements of #$AntiTheftDevice,
#$PerimeterSensor). Others are designed to make it
impossible or difficult to remove goods (e.g., elements of
#$Lock). Compare with #$SafetyDevice, whose elements are
designed to protect an object or animal against accidental
harm. Of course some devices play multiple roles --- a
single fence may be a security device to keep burglars out,
and may protect toddlers from wandering in and falling into
a swimming pool..
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Any device that prevents a person from opening
a PortalCovering without a restricted method
(key or lock combination).
SUMO: A Device, which, through a Key or a combination prevents
access to a Container or StationaryArtifact.
bd58dd5a-9c29-11b1-9dad-c379636f7270
(=>
(instance ?KEY Key)
(exists (?LOCK)
(and
(instance ?LOCK Lock)
(capability Opening instrument ?LOCK)
(capability Closing instrument ?LOCK))))
SUMO: A Device which opens and closes a Lock.
(=>
(instance ?KEY Key)
(exists (?LOCK)
(and
(instance ?LOCK Lock)
(capability Opening instrument ?LOCK)
(capability Closing instrument ?LOCK))))
A collection of objects; a specialization of
#$PoweredDevice. Every instance of #$AlarmDevice triggers
an #$AlarmSignal. It may do this automatically when it
detects certain physical phenomena, or it may be manually activated.
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A collection of objects; a subset of
#$AlarmDevice. Every instance of #$FireAlarm can emit an
#$AlarmSignal signifying the presence of fire, i.e.
#$CombustionProcess. It may do this automatically, e.g. by
detecting smoke or rising temperature; or it may be manually activated.
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SUMO: A SecurityDevice that detects intrusions to
a StationaryArtifact and issues a warning of some sort.
A SealDevice is a SecurityDevice that must be visibly broken
in order to obtain entry to a sealed container or room, and thereby
signifies an intrusion to a StationaryArtifact when subsequently examined,
but does not actively issue a warning when broken. It can be as simple
as a band of material, often metal, passed between the rings on
the PortalCovering and the Portal.
A collection of objects; a subset of
#$AlarmDevice. Every instance of #$SmokeAlarm automatically
emits an #$AlarmSignal when it detects instances of #$Smoke.
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hadResult relates a PhysicalEvent to something
that resulted from that Event - there may be many things resulting
from a given Event (creation or destruction of something,
initiation of a Process or another Event, a PersistentState).
It is useful also to state a restriction
on Event types, specifying the kind of result that an Event
may or must have.
This is a relation that is called 'result' in SUMO, and is
one of the CaseRole relations in that ontology.
A specialization of #$SpatialThing. Each instance
of #$BilaterallySymmetricObject is an object which is
symmetric on both sides of a bisecting axis.
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#$SomethingToWear is a specialization of
#$DurableGoods, #$Device-SingleUser, #$PersonalProduct, and
#$PortableObject. Each instance of #$SomethingToWear is an
object that a mannequin or an animal (usually a person)
wears on its body, i.e., in a #$WearingSomething event. It
is worth remarking that, in such an event, the wearer
doesn't have to exert any intentional effort to
continue wearing the object. For example, shirts remain on
people's torsos, hats stay on heads, rings on fingers;
once in place, dog collars stay on dogs, saddles stay on
horses. By contrast, a hula hoop is NOT an example of
#$SomethingToWear. A borderline case is a #$Purse, which at
first blush seems to be something to wear, yet requires
carrying by the performer, hence is not a member of this
collection. Similarly, a briefcase is not an instance of #$SomethingToWear.
In SUMO: 'WearableItem'
SUMO: WearableItem is the subclass of Artifacts that are
made to be worn on the body.
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The SUMO term for 'SomethingToWear'.
Clothing generally, including outfits.
For a single item of clothing, see 'ClothingItem'
NOTE: The SUMO documentation for 'Clothing' is not
precise as to whether outfits can be included.
We assume that outfits were intended and put the
SUMO documentation here.
SUMO: (Clothing) Artifact made out of fabrics and possibly other
materials that are used to cover the bodies of Humans.
In Cyc called 'Clothing-Generic'.
Cyc: A specialization of #$SomethingToWear. Each
instance of #$Clothing-Generic is something that a person
wears as a protective and/or decorative covering or
ornament. Instances of #$Clothing-Generic are usually made
of flexible materials, such as cloth, leather, or yarn.
Important specializations of #$Clothing-Generic include
#$ClothingOutfit and #$ClothingItem.
be4dec4b-9c29-11b1-9dad-c379636f7270
The Cyc term for 'Clothing'.
A single connected article of clothing,
such as one shoe, one shirt, or a pair
of pants.
Cyc: A specialization of #$Clothing-Generic. Each
instance of #$ClothingItem is something that a person wears
as a protective and/or decorative covering or ornament.
Items of clothing are usually made of flexible materials,
such as cloth, leather, or yarn. The collection
#$ClothingItem contains primarily individual garments (e.g.,
instances of the collections #$Pants, #$Shirt, #$Coat,
#$Shoe), together with pairs of shoes, socks, and gloves
(since each wearer needs a pair). Jewelry, suspenders,
belts, etc., are in the specialization #$ClothingAccessory.
Note: outfits (esp. specialized outfits) made up of several
individual items worn together belong to the collection
#$ClothingOutfit, which is _not_ a specialization of
#$ClothingItem but _is_ a specialization of the broader
collection, #$SomethingToWear.
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#$Garment is a specialization of #$ClothingItem.
Each instance of #$Garment is an item of clothing that is
_not_ an accessory (see the collection #$ClothingAccessory).
Notable specializations of #$Garment include #$Clothing-Top
and #$Clothing-Bottom. Garments are foldable, so
shoes are not considered Garments.
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A specialization of #$ClothingItem. Each instance
of #$OuterGarment is a piece of clothing that is worn
outside of other garments. A common purpose of outer
garments is to protect their wearers and/or their
wearers' inner garments from outside elements (for
example, instances of the specialization #$RainCoat protect
their wearers and their wearers' inner garments from
getting wet during a rain storm). An instance of
#$OuterGarment may also be a robe of office or position,
such as an academic gown or a bishop's mantle.
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A LabCoat is a lightweight coat-like Garment, typically
buttoned down the front, usually extending to the knees
or below, which is designed to protect the wearer and the wearer's clothing
from contact with materials that are toxic, corrosive, or otherwise
damaging, while working in a laboratory, medical facility, or laboratory-like
environment.
A shortened form of 'Laboratory Coat'.
The collection of all aprons, an item typically
worn to protect the front of the body while working in the kitchen.
Rubberized aprons used in workshops and industrial settings are included.
SUMO: An item of Clothing that protects the front and
middle part of the body while one is Cooking or doing other work.
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A specialization of #$ClothingItem. Each instance
of #$ClothingAccessory is something that is worn as an
accessory with other clothing items. Notable
specializations of #$ClothingAccessory include #$Hat,
#$Cufflinks, #$Purse, #$Scarf, and #$Wallet.
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SUMO: A piece of Clothing that
is intended to be worn outdoors.
#$Hat is a specialization of #$ClothingAccessory.
Each instance of #$Hat is either a hat or other headgear or
hatlike object. Specializations of #$Hat include #$Helmet,
#$SwimmingCap, and #$Sombrero.
SUMO: A type of Clothing that is worn on the Head. Note
that this class covers caps, bonnets, berets, etc.
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Outerwear intended to cover at least the torso and
arms, and possibly the legs as well. Coats have sleeves,
but not legs.
SUMO: Clothing that has sleeves and covers from the neck
down. Coats are intended to be worn outdoors.
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#$Clothing-Top is a specialization of #$Garment.
Each instance of #$Clothing-Top is a #$Garment that extends
from the shoulders to the #$Waist or #$Hips.
#$Clothing-Tops are outerwear, in the sense that in modern
western culture someone wearing a #$Clothing-Top with
trousers, shorts, or a skirt and shoes is considered #$FullyClothed.
bdfaf60b-9c29-11b1-9dad-c379636f7270
#$Shirt is a specialization of #$Clothing-Top.
Each instance of #$Shirt is a clothing item that is worn to
cover the upper part of the human torso, with openings for
the neck and lower body, and either openings for, or sleeves
encircling, the arms. Specializations of #$Shirt include
#$LongSleeveShirt, #$Blouse, and #$TankTop.
SUMO: An item of Clothing which covers the upper body of a
Human.
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#$Clothing-WholeBody is a specialization of
#$Garment. Each instance of #$Clothing-WholeBody is a
#$Garment that covers the whole body. Someone wearing one
would only require #$Shoes to be considered #$FullyClothed
in modern western culture.
bf891f8c-9c29-11b1-9dad-c379636f7270
#$Dress is a specialization of
#$Clothing-WholeBody, #$WomensClothing, and
#$EnvelopingCovering. Each instance of #$Dress is an
article of women's clothing that covers the upper and
lower body, but which usually does not drape down to the feet.
SUMO: An item of Clothing which covers the lower body of a
Woman.
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A specialization of #$ClothingItem. Each instance
of #$Shoe is a shoe (or shoelike thing) worn on the feet.
Important specializations of #$Shoe include #$Boot-Footwear,
#$Sandal, #$Slipper, and #$CasualShoe. Note that instances
of the collection #$Shoe are single shoes; pairs of shoes
are instances of the collection (#$PairFn #$Shoe).
SUMO: Clothing that is intended to be worn on the Foot.
It consists of an upper, a sole, and a heel.
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The collection of all belts, the article of
clothing used to hold up pants and skirts, and for decoration
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A piece of Jewelry - a jewelry item.
Cyc: The collection of all kinds of jewelry - items
made of precious stones and/or metals, or fake analogs of
these, intended to be worn on the body/clothing for decoration
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The collection of cufflinks, a kind of decorative
fastening device used to bind the cuffs of a shirt in a
formal setting
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The collection of coverings which envelope closely
the object being covered
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The collection of individual gloves, a kind of paired
clothing accessory worn on the hands for decoration and/or
to protect the hands from damage due to harsh environmental conditions.
SUMO: Clothing that is intended to be worn on the Hand.
Note that this class covers both gloves which have individual compartments
for each of the Fingers and mittens.
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A collection of pieces of cloth of various sizes,
worn about the neck, over the head, or in the pocket of a
suit coat.
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A small piece of cloth used for personal purposes
like blowing the nose or as an accessory on attire.
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The collection of items worn on the face; used to
protect the face, as part of a costume, or to obscure the identity.
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The collection of devices that are controlled and
primarily used by one person, and which are often carried by
the person rather than permanently situated in a particular
#$HumanOccupationConstruct.
NOTE: subtypes will all be 'SmallObjects' and will be able to
be picked up in one hand.
Cyc: Not included are household
devices, which are often shared by more than one dweller in
a #$HumanResidence. Also not included are instances of
#$BusinessMachine, as these are often shared by multiple
coworkers. Specializations include #$Pager, #$Wallet and
#$CellularTelephone. #$PersonalDevice differs from
#$Device-SingleUser in that an instance of the latter can
typically be shared among more than one user, as long as it
is not used by both users simultaneously. Neither
#$PersonalComputer nor #$LaptopComputer are specializations
of #$PersonalDevice (both are often shared by multiple
people, though not simultaneously), but certain instances of
LaptopComputer might also be instances of #$PersonalDevice.
83771e3a-b4dd-41d7-9bb4-d6553e3430a4
A specialization of #$Clothing-Generic. Each
specialization of #$WomensClothing is a type of clothing
item worn usually by women. Specializations of
#$WomensClothing include #$Bra, #$Dress, and #$Skirt.
bd58dd8a-9c29-11b1-9dad-c379636f7270
A specialization of #$Clothing-Generic. Each
specialization of #$MensClothing is a type of clothing item
worn usually by men. Specializations of #$MensClothing
include #$Tuxedo and #$MensJockeyUnderwear.
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A bag designed to carry around small
items, usually of a style favored by women.
bdd34305-9c29-11b1-9dad-c379636f7270
A small WomensBag bag typically carried by a woman
to hold things that they may need while away from home,
such as cosmetics, money, credit cards, whatever.
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Contusion
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Mechanical damage to (a portion of) the body.
See #$IncurringAnInjury for the action of incurring an
injury, and #$InjuryCondition for the condition of being injured.
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This collection includes things like injuries,
blemishes, and freckles. Features are part of an
organism's surface parts.
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A raised bump on the skin, often containing liquid.
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A beard, moustache, long
sideburns, or bushy eyebrows. An instance of
'no_facial_hair' means that nonoe of these
features are present.
0
hasFacialHair relates a person (usually a man)
to the kind of facial hair (if any) that he usually
has: a beard (of a particular type), a moustache,
bushy eyebrows, long sideburns, or any facial hair
that is distinctive. A value of 'no_facial_hair'
would mean that none of those distinctive features
were present.
hasBirthPlace relates a person
to the the City (or municipality, town village)
in which s/he was born. If the birthplace was not
an officially recognized geopolitical municiplaity type,
the location closest in type to a municipality that is
listed in some official database should be used.
The markings left over from cuts.
COSMO this is interpreted as a scar on the externbal surface
of the skin, noticeable on viewing it. Internal 'scars'
are not included.
SUMO: Any AbnormalAnatomicalStructure which results from the
healing of a Lesion.
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Pigmented spot on skin
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The collection of scarfs, an item of clothing used
to protect the wearer's face and neck from the cold, or
to hold the wearer's hair in place, or simply for decoration
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The collection of ties that are worn around the neck.
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A collection of translational motion events; thus
a subcollection of #$Movement-TranslationEvent. In each
instance of #$Translation-LocationChange, the moving object
(see #$objectMoving) ends up in a different place than it
started from: the destination (see #$toLocation) is not the
same as the origin (see #$fromLocation). Thus, a round-trip
travel event (see #$Translation-RoundTrip) is _not_ an
instance of this collection. Cf. #$Translation-NoLocationChange.
bd5f8117-9c29-11b1-9dad-c379636f7270
A specialization of #$Movement-TranslationEvent.
Each instance of #$DirectedTranslation is a movement event
that is #$performedBy an #$Agent that intends for the
#$objectMoving to reach a particular #$target. Examples:
William Tell shooting the apple off his son's head,
John Wilkes Booth shooting Abraham Lincoln, the last time
you tossed a frisbee to someone, a pilot landing an
airplane, and a skiier skiing one run of the downhill course.
bdb6c421-9c29-11b1-9dad-c379636f7270
A specialization of #$DirectedTranslation. Each
instance of #$GuidingAMovingObject is an event in which an
agent guides or steers an object which is in translational
(as opposed to rotational) motion. Notable specializations
of #$GuidingAMovingObject include
#$PuttingSomethingSomewhere, #$GuidingAnAnimal, and #$SteeringADeviceByHand.
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A collection of events. An instance of
#$PuttingSomethingSomewhere is an event in which an
#$Agent-Generic guides a moving object to a new location.
This #$Agent-Generic is often, but not always, the
#$providerOfMotiveForce in the event. The #$Agent-Generic,
or some instrument under its control, must accompany the
#$objectMoving along its #$motionPathway-Complete. For
example, someone lifting a crate, or steering a car, and
placing it in some location (e.g., a garage), carries out an
instance of #$PuttingSomethingSomewhere. The
#$providerOfMotiveForce and the #$objectMoving (the focal
object moving) must be distinct.
COSMO note: from this description, it is unclear why a
'TransportationEvent' would not be a subtype of
'PuttingSomethingSomewhere', but it doesn't seem to be.
So we will interpret this as meaning that the Agent
(a person presumably) must be actively involved, if not
in direct handling of the 'something', then in manipulating
some small device with which the agent puts the something
somewhere, *** without moving from a specific position ***.
Perhaps the largest 'putting' would be moving earth with a
steam shovel while seated in the control cab, but moving
pallets with a forklift would be a TransportationEvent, since the
forklift would move the person and packages..
In SUMO called simply 'Putting' (not to be confused with the Golf activity).
SUMO: The Class of Processes where something is put
in a location. Note that the location is specified with the CaseRole
'destination'.
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The SUMO term for 'PuttingSomethingSomewhere'.
This has nothing to do with Golf.
This is the collection of all events in which
something becomes enclosed. This can happen either as the
result of an object moving into an enclosure, such as a
person entering a room, or the enclosure surrounding the
object, such as a hand grasping a pencil.
'Enclosure' means that the enclosed object is at
least surrounded in a plane by the enclosure. The enclosing
event is considered to last as long as the enclosed object
is inside the enclosure. An enclosing may come about either
by movement, growth or shape change.
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A specialization of #$PuttingSomethingSomewhere
(q.v.). Each instance of #$PuttingSomethingIntoSomething is
an event in which an instance of #$Agent guides a moving
object into a new location.
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Biting is the coming-together of upper and lower
teeth into the thing bitten: usually the thing bitten is
some kind of food, but it can also be the mailman's
ankle, bitten by the dog.
SUMO: Any instance of Grabbing where the instrument is
the Mouth of the agent.
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To clap the hands to express approval.
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The set of actions in which an agent places and/or
holds a covering over a thing; the purpose may be to obscure
the thing from view (''hiding it'') or
to protect it from weather conditions.
In SUMO called simply 'Covering':
The Class of Putting processes where the agent
covers the patient, either completely or only partially, with something
else.
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The SUMO term for 'CoveringSomething'
The process of putting clothes on, putting on body
or face paint, fixing hair, etc.. See also
subevent #$PuttingOnAClothingItem.
In SUMO there are two related terms, 'Dressing' and
'PuttingOnClothing'. It is not completely clear what the
difference is, but we will equate SUMO 'Dressing' with the
Cyc 'Dressing' - any kind of dressing up, partial or
complete (a subtype of 'Putting'). The subactivity
'PuttingOnAClothingItem' (Cyc)
and puttingOnClothing' (SUMO) will be interpreted as putting
on a single piece of clothing.
SUMO: (Dressing) The Process of putting on Clothing.
SUMO: (PuttingOnClothing) - subtype of 'Covering'
Putting Clothing on a Human or Animal in such
a way that the Human or Animal wears the Clothing.
bd58c6b6-9c29-11b1-9dad-c379636f7270
A specialization of #$HumanActivity. Each
instance of #$PuttingOnAClothingItem is an event in which
some wearable item is donned. Such an event may be
performed either by the wearer or by someone else (e.g.,
putting on a horse's bridle or a child's mittens).
After an instance of #$PuttingOnAClothingItem occurs, there
exists an instance of #$WearingSomething (q.v.); namely, the
situation in which the item donned is #$wornOn the body of
the wearer.
bd58cd7c-9c29-11b1-9dad-c379636f7270
The SUMO term for 'PuttingOnAClothingItem'
A specialization of #$ActionOnObject: the
collection of all actions in which some sort of material
(solid, liquid, or gas) is handled or moved around. This
includes actions done with the use of tools or machinery
(such as shovels, dump trucks, or cranes), and is therefore
not restricted to the kind of handling that is done with
one's hands (cf. #$HandlingAnObject).
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Cyc: Moving some kind of material from one point to
another, where the goal is to transport the goods. Different
from just mixing stuff or putting stuff with other stuff.
COSMO note: this category will be used to include
pushing materials around, such as excavating with a bulldozer.
So a TransportationDevice is not needed, but could be
used - hauling away would be an instance of the more
specific 'TransportationEvent'.
Cyc: We remain agnostic as to whether in instances of this
collection the #$conveyor-Generic remains stationary
(transport through a #$Pipeline) or moves along with the
#$transportees (transport in a #$Truck).
bd588c64-9c29-11b1-9dad-c379636f7270
The Event of placing objects or materials into
or onto a container, including loading things onto conveyances,
loading bullets into a gun, loading a CD into
a CD player, etc..
c1008d20-9c29-11b1-9dad-c379636f7270
A #$FirstOrderCollection. Each instance of
#$ViolatingAnObligation is an #$Action in which some
#$Obligation (moral, legal, etc.) is violated. Two
important specializations are #$ImmoralAct and #$IllegalAction.
COSMO note: violating an obligation is something
that at least the violator should take note of, and is
therefore a SalientBadEvent. This is a way of
prioritizing attention of the system.
f74ad0a6-93dd-41d8-9acc-b332ebee244b
The collection of actions that are illegal. Since
different things are legal/illegal in different areas this
collection should only be used in a microtheory that
specifies the area where the instances of this collection
are illegal.
be79dd39-9c29-11b1-9dad-c379636f7270
An Action that violates some Law.
Cyc (CriminalAct): A collection of actions. Each instance of
#$CriminalAct is an action which is illegal in the context,
or jurisdiction, in which it is performed. For a broader
concept, see also #$ActsCommonlyConsideredCriminal.
In SUMO called 'CriminalAction'
SUMO; Any IntentionalProcess that violates a Law.
c10aeb0c-9c29-11b1-9dad-c379636f7270
The SUMO term for 'Crime'.
The Cyc term for 'Crime'.
A collection of events and a specialization of
#$GeneralizedTransfer. Each instance of this collection is
an event in which something comes under the control of (cf.
#$takesControl) some #$Agent. 'Control' here means
the ability on the part of an agent to determine 'what
happens to' another object or agent. In the case where
the thing controlled exhibits 'activities' or
'behavior', this extends to a nontrivial ability
to direct or circumscribe some important aspect of the
behavior that the object or agent exhibits. Examples include
capturing a wild longhorn and mining for gold. For cases
where the thing controlled was previously under the control
of another agent, see #$TransferOfControl. See also
#$GainingControlOfFn. Note that this collection should not
be conflated with #$GainingUserRights. The right (moral,
legal, whatever) to make use of something is not the same
thing as the ability to control that thing.
2c3816f2-79b8-41d7-9f61-c5aa37060830
The Event in which an Agent takes control of somethjing,
physical or abstract. This is interpreted somewhat differently form in
SUMO, and is classified as a synonym of 'GainingControl'
The taking control need not
involve another agent losing control - something can
be taken from a natural setting, or omsething abandoned may be
taken up by anotehr person. Also, this does not imply any
change of ownership, it is purely the Event of an Agent
gaining control of something.
In SUMO this term is a ChangeOfPossession, but in COSMO it is not necessarily so, it
is a supertype.
SUMO: The subclass of ChangeOfPossession where the
agent gets something. Note that the source from which something is
obtained is specified with the origin CaseRole..
A specialization of #$Action and
#$CompositePhysicalAndMentalEvent. Each instance of this
collection is an event in which some #$IntelligentAgent
loses control of something it had been previously
controlling (this may be its own body). A notable
specialization of this collection is #$TransferOfControl.
bd58e3f6-9c29-11b1-9dad-c379636f7270
A collection of events and a specialization of
#$GainingControl and #$LosingControlOfAControlledActor. Each
instance of this collection is an event in which an object
which is under the control of some agent has that control
transferred to another agent different from the first.
'Control' here means the ability on the part of an
agent to determine 'what happens to' another
object or agent. In the case where the thing controlled
exhibits 'activities' or 'behavior',
this extends to a nontrivial ability to direct or
circumscribe some important aspect of the behavior that the
object or agent exhibits. An agent with independent goals
and purposes that is under 'control' is not able
to freely pursue those goals and purposes: i.e., the
'controller' is able to exert some kind of
significant and immediate check upon the
'controlled' agent's capacity to pursue its
goals at whim. Every #$TransferOfControl presupposes
exactly one #$Agent who #$takesControl of the thing being
transferred, exactly one #$Agent who #$losesControl of the
thing being transferred, and one thing that is the
#$objectOfControlTransfer, i.e., the object of the transfer
of control. In some cases, e.g., #$CapturingAnimal or
#$TakingAPersonPrisoner, the agent who #$losesControl
coincides with the thing that is the
#$objectOfControlTransfer. You cannot have a
#$TransferOfControl without someone or something that
#$losesControl, however. E.g., finding and taking an
(unclaimed) penny in the street is merely a
#$GainingControl. A given #$TransferOfControl is not
necessarily #$doneBy the agent who #$takesControl or by the
agent who #$losesControl: it could conceivably be
instigated by a third party independent of either of these.
4c0f918e-20cd-11d6-8000-0090279a5907
Any instance of Getting that is not part
of a Transaction. In other words, any instance of Getting where nothing
is given in return. Some examples of UnilateralGetting are: appropriating,
commandeering, stealing, etc..
A specialization of both #$GainingControl and
#$ActsCommonlyConsideredCriminal. In each instance of
#$Stealing, an agent (see the collection #$Agent) takes
something belonging to another agent without that
agent's permission (and possibly without that
agent's knowledge). Note that there may be some cases
in which an agent takes something belonging to another agent
without that agent's explicit permission that would
nevertheless not be categorized as instances of #$Stealing.
For instance, a pair of agents may have an informal
agreement or understanding that would cover casual
borrowing from one another (and thus excuse it from being stealing).
SUMO: Any UnilateralGetting which is not permitted by the
origin of the UnilateralGetting. These cases of UnilateralGetting are
distinguished from ones where the destination is the subject of charity or
other forms of benefaction.
bd588c77-9c29-11b1-9dad-c379636f7270
A specialization of #$ActionOnObject. Each
instance of #$HarmingAnAgent is an event in which some agent
is harmed, either physically or psychologically. Note that
#$HarmingAnAgent is not a specialization of
#$PurposefulAction, since it includes as instances some
events in which an agent is harmed, but not intentionally
harmed. Neither is it a specialization of
#$IncurringDamage, because that does not cover psychological
injury. Although #$HarmingAnAgent is not a specialization
of #$PurposefulAction, important specializations of
#$HarmingAnAgent (such as #$Murder and #$Torture) are also
specializations of #$PurposefulAction.
bd58daab-9c29-11b1-9dad-c379636f7270
A specialization of #$AttackOnTangible and
#$ViolentAction. Each instance of this collection is an
event in which one #$Agent (or a small group of #$Agents)
physically attacks another #$Agent (or small group of
#$Agents.) Such attacks often (but not always) result in an
instance of #$HarmingAnAgent. Notable specializations of
this collection include #$Charging-Rushing,
#$HittingAnOpponent, and #$SexualAssault.
#$PhysicallyAttackingAnAgent events are also sub-events of
each instance of #$Fight-Physical and #$Battle.
bd5889bc-9c29-11b1-9dad-c379636f7270
The subclass of Destruction in which the
death of an Organism is caused by an Organism. Note that in cases
of suicide the Organism would be the same in both cases.
'Killing' is done by an Agent organism, not by natural forces.
c01bb3dc-ccf3-41d6-9f44-8866b45971aa
An instance of #$PunctualEventType and a
specialization of both #$KillingPerson and #$CriminalAct.
Each instance of #$Murder is an event in which someone is
illegally killed. The key features that make a
#$KillingByOrganism a #$Murder are (a) the organism killed
is a #$Person; and (b) the killing violates some law.
SUMO: Impermissible Killing of a Human.
c10aed70-9c29-11b1-9dad-c379636f7270
A specialization of both #$ConveyingMaterials and
#$CriminalAct. Each instance of #$Smuggling is an event in
which goods are transported across a border in violation of
some set of laws or conventions.
In Cyc this was a subtype of 'ConveyingMaterials', but
since smuggling can plausibly be assumed to require a
TransportationDevice at some point, we make this Type
a subtype of 'TransportationEvent'.
bd5fee17-9c29-11b1-9dad-c379636f7270
A specialization of #$DangerousTangibleThing.
Each instance of #$ExplosiveMaterial is a chemical substance
that under certain circumstances (usually upon the
application of heat or shock) will decompose or rearrange
very quickly, yielding large amounts of gas and heat.
Explosive material can either deflagrate (see
#$LowExplosive) or detonate (see #$HighExplosive).
be011237-9c29-11b1-9dad-c379636f7270
The Cyc term for 'ExplosiveSubstance'.
A common generic term for 'ExplosiveSubstance'.
Trinitrotoluene, an explosive substance used
commonly in military explosive devices.
Trinitorglycerine, an explosive substance
that is liquid at room temperature in its pure form,
and senstitive to shock - it may explode if subjected to
physical shock. When absorbed to a filler such as
in Dynamite, it is much less sensitive and becomes a practical explosive
material for commercial uses.
An explosive substance used commonly in civilian
excavation and construction applications, consisting of
nitroglycerine and some solid absorbant such as
sawdust or diatmaceous earth.
A specialization of #$SelfPoweredDevice and
#$Device-OneTimeUse. Each instance of #$ExplosiveDevice is
a device designed to detonate (see #$HighExplosive) or
deflagrate (see #$LowExplosive). Explosive devices may be
used to make holes that help construct mines or swimming
pools or flat areas for roads or house foundations; in the
demolition/destruction/removal of buildings, tree stumps,
and other sorts of property; in weapons of war or terrorism
to harm or kill or deter people; or even as entertainment
(e.g., fireworks - see #$PyrotechnicDevice).
SUMO: A Device whose purpose is to explode. Note
that ExplosiveDevice is not a subclass of Weapon, since explosives can be
used in demolition work and in fireworks displays, for example.
c10ae1f0-9c29-11b1-9dad-c379636f7270
A specialization of #$ExplosiveDevice and
#$MilitaryWeapon. Each instance of #$Bomb is a weapon
designed to explode, thereby damaging people or property.
Some instances of #$Bomb are meant to explode on impact.
Some are dropped from a #$BomberPlane and can sometimes be
remotely guided to change their fall towards the target.
Other #$Bombs are meant to be hidden somewhere and explode
after a certain time, e.g. #$Mine-Weapon are prime examples.
The detonation can be triggered in many ways: by applying
pressure to the bomb, or controlling it with a #$Clock or
remote control. The important property of a #$Bomb is that
the explosion is the primary means of destruction. Thus a
#$ProjectileSlug-Bullet is not a #$Bomb even if it explodes
on impact, because it is intended to penetrate the victim.
A HandGrenade is also a Bomb.
SUMO: A weapon that explodes in order to cause damage.
NOTE that not all bombs are used by military units
therefore a Bomb is not necessarily a MilitaryAsset.
c10ae245-9c29-11b1-9dad-c379636f7270
A specialization of #$Weapon. Each element of the
collection #$SmallArm-Weapon can be carried by one person.
Subsets include #$HandGrenade, #$Sidearm and #$CloseQuarterCombatWeapon.
bfbc8c80-9c29-11b1-9dad-c379636f7270
A specialization of #$ConventionalWeapon. Each
instance of #$HandGrenade is a grenade (i.e., a small
explosive device) designed to be thrown by its user, as
opposed to being projected by a grenade launcher. Cf. #$RifleGrenade.
SUMO: A hand grenade is a small explosive device
with a simple trigger mechanism, usually lasting a few seconds, designed
to be propelled by a human to its target.
c10af8ae-9c29-11b1-9dad-c379636f7270
The collection of projectiles which contain
explosive material and are launched by artillery.
NOTE that since Artillery is intended for military
use, an ArtilleryShell is categorized as a MilitaryAsset.
bef33664-9c29-11b1-9dad-c379636f7270
A specialization of (#$AttemptingFn
#$PreventFromHappening) and #$ConflictEvent. Each instance
of #$Interfering is an #$Action aimed at thwarting or
hindering another agent's action. An instance of
#$Interfering need not <i>prevent</i> an
agent's action, but it must make that action more
difficult for the agent to perform; otherwise, it is just an
instance of (#$AttemptingFn #$Interfering).
c07935e2-9c29-11b1-9dad-c379636f7270
A specialization of #$Interfering. Each instance
of #$Hijacking is a hijacking event. For each such event,
there is exactly one associated #$TransportationEvent that
plays the role of #$tripHijacked in the #$Hijacking. There
is also exactly one #$SolidTangibleThing that plays the role
of #$transporterHijacked in the #$Hijacking, and that
#$SolidTangibleThing is one of the things that plays the
role of #$transporter in the Hijacking's associated
#$TransportationEvent. In addition, there are one or more
#$SocialBeings that play the role of #$hijackerPerpetrator
in the #$Hijacking. Each #$Hijacking has two subevents, one
in which a #$hijackerPerpetrator of the #$Hijacking wrests
control of the #$transporterHijacked from the
heretofore-controlling-agent, and a subsequent one in which
a #$hijackerPerpetrator of the #$Hijacking controls the #$transporterHijacked.
SUMO: An event in which a TransportationDevice is
taken by coercion or force by an agent.
be36c511-9c29-11b1-9dad-c379636f7270
The intentional damaging or destruction of
property which you have no right to damage or destroy.
SUMO: An event where the objective of the agent
is to damage or destroy some property of another agent. This is
distinguished from acts where the prime objective is damage or loss
of life of another agent.
bd58ffe7-9c29-11b1-9dad-c379636f7270
#$TransportFacility is a specialization of
#$ConstructionArtifact and #$InfrastructureProduct. Each
instance of #$TransportFacility is a structure built and
used by human beings for the purpose of transportation of
people, livestock or goods, or for associated support services.
bd68d700-9c29-11b1-9dad-c379636f7270
A specialization of #$FixedStructure and
#$FlowControlDevice. Each instance of #$Dam is an
artificial structure designed to restrain the flow of a stream.
bd589365-9c29-11b1-9dad-c379636f7270
A specialization of #$ConstructionArtifact and
#$SpatialPathSystem. Each instance of #$ElectricPowerGrid
is an electrical power supply system dedicated to satisfying
the electrical power requirements of a population center
which may be a #$City or a similar agglomeration of
#$HumanOccupationConstructs. Paths within instances of
#$ElectricPowerGrid will ordinarily be instances of
#$ElectricalConduit. Power grids also will ordinarily
include transformers (see #$TransformerSubstation),
generators (see #$ElectricalGenerator), instances of
#$ElectricalTerminal, and stations for monitoring the
overall stability of the grid.
bdd63e25-9c29-11b1-9dad-c379636f7270
An #$PhysicalObjectType. Each instance of
#$BusStop is a #$TransportFacility where one
#$Bus-RoadVehicle at a time stops to pick up and drop off
passengers (usually at predetermined times). Note that each
#$BusStation has many #$BusStops as parts.
SUMO: An area, often, though not necessarily with
seats or some kind of minimal shelter, where people gather to meet and
board a bus. It must border a road.
c1005288-9c29-11b1-9dad-c379636f7270
The collection of working port facilities that are
owned and/or managed by a single organization (private or
public). Each element of #$PortFacility is in the working
port part of some element of #$PortCity. (See #$Seaport.)
Instances of #$PortFacility have both tangible and
intangible aspects.
c118da12-9c29-11b1-9dad-c379636f7270
A specialization of both #$Building and
#$TransportFacility. Each instance of
#$RailroadStation-Physical is a building located near
railroad tracks whose primary purpose is to be a place where
trains discharge and receive passengers (and possibly freight).
bfa666a1-9c29-11b1-9dad-c379636f7270
#$SubwayStation is a specialization of
#$FixedStructure and #$HumanOccupationConstruct. Each
instance of #$SubwayStation is usually located at least
partly underground, on subway tracks, and its primary
purpose is to be a place where subway trains discharge and
receive passengers.
bdce1ea5-9c29-11b1-9dad-c379636f7270
#$PublicTransportationDevice is a specialization
of #$TransportationDevice-Vehicle and
#$HumanlyOccupiedSpatialObject. Each instance of
#$PublicTransportationDevice is a vehicle used for mass
public transportation. Examples include #$Bus-RoadVehicle,
#$Train-TransportationDevice, #$Ferry. #$TaxiCab is a non example.
c003eec7-9c29-11b1-9dad-c379636f7270
#$Train-TransportationDevice is a specialization
of #$WheeledTransportationDevice,
#$TransportationContainerProduct, and
#$PublicTransportationDevice. Each instance of a
#$Train-TransportationDevice is a train, i.e., a
transportation device that runs on #$Railways and consists
of multiple #$TrainCars coupled together.
bd58c825-9c29-11b1-9dad-c379636f7270
The collection of all passenger trains. These are
trains whose #$primaryFunction is to transport #$passengers,
not freight.
732596ec-7f45-41d7-9e5a-f10ae40dd315
The collection of all subway trains - trains
designed to run on #$Subway tracks.
761769ac-7f45-41d7-9260-8660b8014e3e
SUMO: Anyone who is known by a large number of people,
either explicitly by name, or by action.
bf80be25-9c29-11b1-9dad-c379636f7270
Persons who are not members of military organizations.
SUMO: Someone who is not a member of a ModernMilitaryOrganization.
c10084d4-9c29-11b1-9dad-c379636f7270
The collection of all convoys of vehicles. Each
instance of #$Convoy is a composite object (a #$Group) that
has various #$TransportationDevices as #$groupMembers. In a
#$Convoy, the member vehicles travel together in a line and
close together, one behind the other. #$Convoys of #$Ships
and #$Trucks are often used in military operations.
COSMO note: a Convoy is interpreted here strictly in
the military sense. An analogous grouping of vehicles
for civilian purposes could be called a 'Caravan'.
***ToDo: There is a potential contradiction - if a
Convoy is strictly a bunch of vehicles, how can it
be an 'agent'?? The Cyc parent has been removed for review.
Is it an Organization?
SUMO: A group of people driving vehicles that all have
the same destination. That destination may be an intermediate destination
on the way to a final destination for some of the vehicles however. This
is distinguished from vehicles that have no common purpose, such as
traffic on a freeway. This includes cases where some of the agents intend
to reach a point but fail to do so.
be3ae98d-9c29-11b1-9dad-c379636f7270
A collection of persons; a subset of
#$NationalGovernmentEmployee. Each element of #$Diplomat is
a person who officially represents his or her country's
government in dealing with another government or an
international organization. The collection #$Diplomat
includes ambassadors, foreign ministers, emissaries, and all
others specially charged to represent their country in
international dealings.
SUMO: A person who works as a facilitator for communication
between countries, in the official employ of one of the countries.
bf956f1f-9c29-11b1-9dad-c379636f7270
A specialization of #$Place and #$ContactLocation.
Each instance of #$PhysicalContactLocation is the principal
place where an #$Agent can be physically found. A
person's physical contact location would typically be a
home or office. For an organization, it typically would be
the location of its place of business or its headquarters.
Note that a purely procedural method for getting in touch
with someone, such as their Post Office Box number in a
certain city, is not a #$PhysicalContactLocation.
c10ad9b0-9c29-11b1-9dad-c379636f7270
A Workplace is a place where some individuals
work on some regular basis, over a period of time
long enough for them to be predictably there most
work days. Working temporarily (e.g. for a week or two)
at some location does not make it a workplace.
A place where one has a desk and mail drop is always a
Workplace, even if a worker is almost always elsewhere
doing his/her actual work.
Cyc: #$Workplace is a specialization of
#$PhysicalContactLocation. Each instance of #$Workplace is
a place where people customarily work. #$Workplace includes
as instances offices, restaurant buildings, construction
sites, agricultural sites, the #$SpaceNeedle, and so on.
Some places may be #$Workplaces only during a small part of
their existence (a piece of residential property while the
house is being built, for example); some may almost always
be #$Workplaces (grocery store buildings, office buildings,
smithies, hospitals, and so on.).
bd58899c-9c29-11b1-9dad-c379636f7270
The collection of 'modern' office buildings.
SUMO: A building in which work activities take
place which is not primarily designed for manufacturing or retail sales.
bd589cfa-9c29-11b1-9dad-c379636f7270
The collection of #$Weapons which launch
#$ProjectileWeapons in a high-angle trajectory as opposed to
the flat trajectory of a #$DirectFireWeapon.
c0675acc-9c29-11b1-9dad-c379636f7270
A collection. Each instance is a #$Missile
propelled from a #$MissileLauncher that is often mounted on
a #$Platform-Military. A #$BallisticMissile is generally
propelled by rockets into the upper atmosphere, and uses the
gravitational pull to make its high-speed return to the
surface - either land or water surface - where it
detonates on contact with the target.
SUMO: A Missile which is guided for the first stage
of its flight but then falls to its target for the second stage.
bd58e832-9c29-11b1-9dad-c379636f7270
A collection of tools. Instances of
#$MedicalDevice are physical implements or tools which are
normally used in the practice of medicine. These include
hand-held tools used by medical professionals, including
scalpels, dental tools, stethoscopes. Other examples of
this collection include devices such as a hospital beds,
casts, slings, x-ray devices, etc.
bd58cd4a-9c29-11b1-9dad-c379636f7270
The soft things that are used to cover and protect wounds.
COSMO note: SUMO specifies fabric,but we want to allow
plastic, as in plastic band-aids. So 'Fabric' is
left out, but a bandage must be a 'FreeSheet'.
SUMO: A piece of Fabric that is used to cover an
open wound.
c0fd5c13-9c29-11b1-9dad-c379636f7270
AluminumFoil is the Substance consisting of Aluminum in
the form of a thin sheet..
The collection of bankers.
SUMO: Any SkilledOccupation which involves working in a
FinancialBank.
b21676f0-61cd-11d6-8000-0090279a5907
Equipment, generally manufactured, which is used
in the performance of some sport. This does not include
playing fields, terrain (snow, turf), or other
sports-related surroundings (like pool water). It does
include skis, golf clubs, catcher's masks, bows and
arrows, etc.
bd58e332-9c29-11b1-9dad-c379636f7270
A Bat of a type designed to be used in the game
of baseball. IT does not have to be regulation size - the
small versions used by young children are also BaseballBats.
SUMO: A bat which is used to hit the ball in
Baseball.
bd58925e-9c29-11b1-9dad-c379636f7270
SUMO: A specially designated and maintained facility
where Sports are played. Note that this covers sports fields, stadiums,
and gymnasiums.
A PhysicalObject which is a field
prepared in some way for playing a sport.
Cyc: Where ShotPutSportsEvents, LongJumps, and other
field sports occur. See the specs.
bd58b73d-9c29-11b1-9dad-c379636f7270
SUMO: A SportsFacility which is dedicated to
Baseball.
bd58868d-9c29-11b1-9dad-c379636f7270
A specialization of #$PurposefulAction. Each
instance of #$RemovingSomething is an event in which an
agent deliberately removes one object from another object.
The removed object is related to the instance of
#$RemovingSomething via the predicate #$objectRemoved, while
the object to which it belonged prior to its removal is
related via the predicate #$objectRemaining. In different
types of removals, either the #$objectRemoved or the
#$objectRemaining may be destroyed, or both may survive.
Specializations of #$RemovingSomething include #$Ablation,
#$RemovingSomething-Translational, and #$CuttingOffAPiece.
The difference between this collection and
#$SeparationEvent is that instances of #$RemovingSomething
are purposeful actions, while instances of #$SeparationEvent
need not be purposeful.
SUMO (Removing) The Class of Processes where something is
taken away from a location. Note that the thing removed and the location
are specified with the CaseRoles patient and origin, respectively.
bd588d0d-9c29-11b1-9dad-c379636f7270
The SUMO term for 'RemovingSomething'.
A collection of events and a specialization of
#$RemovingSomething and #$TakingCareOfSomething. In each
#$Cleaning event, dirt (or some other unwanted substance) is
removed from the #$objectOfStateChange of that event. If a
#$Cleaning event is successful, then the #$Dirtiness level
of the object will have been lowered. A notable
specialization of this collection is #$Scrubbing.
bd58c9de-9c29-11b1-9dad-c379636f7270
A specialization of #$Cleaning. In each #$Washing
event, some #$Water is being employed in the cleaning.
Typically there will be some surfactant such as soap (cf.
#$Soap-Personal) dissolved in the water. If only water
(i.e., no soap) is used in a #$Washing, then the event also
belongs to the more specialized #$Rinsing. Other notable
specializations include #$Bathing and #$PersonalWashing.
#$Scrubbing is not a specialization of this collection,
since such events may occur without any water being involved.
SUMO: Removing small particles from something by means of
a Detergent and Water.
bd589c84-9c29-11b1-9dad-c379636f7270
An Action performed by many or most
members of a group of people at relatively frequent periodic intervals,
therefore of less significance than unusual
events. Not a salient event for an individual, though
the action, if it is a Custom, may be a distinctive characteristic
of the group..Bedtime prayers is both a Custom in certain
GroupsOfPeople, and a RoutineAction for some individuals.
Daily eating and washing routines are comon examples of
RoutineAction.
This includes daily routines as well as routine activities that occur
at less frequent intervals, up to and including yearly rituals.
bd589cc4-9c29-11b1-9dad-c379636f7270
Any of various repeated Actions performed almost
every day (not necessarily every day) by many or most
members of a group at daily or almost daily intervals.
Personal grooming includes any activity that can
be performed on an individual (not necessarily a person)
that could be construed as grooming. These activities are
quite often performed by oneself, i.e. brushing one's
own teeth, applying one's own make-up, cutting
one's own nails. They also are frequently performed
for someone else, that is, by one individual to another
individual: teeth cleaning at the dentist's,
photographers' applying make-up on models, a friend
cutting another's hair. In the #$BaseKB, this is not
restricted to human beings.--Siegel, May 17, 1996
bd58b4a3-9c29-11b1-9dad-c379636f7270
This is the collection of events in which a person
washes parts of him or her self.
bd58a058-9c29-11b1-9dad-c379636f7270
The collection of whole body washing events, such
as #$TakingAShower and #$TakingABath.
COSMO follows Cyc in restricting this to
people.
SUMO: Washing the entire body of a Human or Animal.
bd58d9e5-9c29-11b1-9dad-c379636f7270
A room which contains bathing facilities in
addition to a toilet. If it contains only bathing
facilities, it wouild be a 'Washroom'; if only
a toilet, then a 'Toilet'.
Cyc: Any room which is primarily intended for bathing,
showering, or washing.
SUMO: A Room that contains a WashBasin and
possibly a Toilet.
8ff4db38-2983-41d7-9cae-f85d8d159e85
electrical devices with two terminals
bd58f544-9c29-11b1-9dad-c379636f7270
A source of electrical voltage.
COSMO note: This category is interpreted as
being a physical object that has connecting terminals
that connect to some form of power supply.
It may merely be a connector, such as a
WallOutlet, or may be the power generator itself,
such as a Battery. The criterion is to have
terminals to which electrical devices can be
connected.
NOTE also that in Cyc there is a
distinction between 'VoltageSource' and
'CurrentSource'. Apparently, a
'CurrentSource' is suppopsed to be the unit that actually
generates the power, but Cyc has 'PowerSupply' as
a subtype, and the PowerSupply in typical devices
does not generate power, rather it converts
line power to another voltage. In COSMO
'CurrentSource' is renamed as 'PowerGenerator'
bd58a676-9c29-11b1-9dad-c379636f7270
A Device that generates electrical power,
providing current.that can be used by one or more
electrical devices.
bd58da63-9c29-11b1-9dad-c379636f7270
A Device that neither generates nor consumes
power, but transmits it (directly or indirectly) from
a PowerSource to a PowerConsumingDevice. This is
generic, and can be applied to mechanical power or
electrical power.
In reality, every device consumes some power,
though it may be quite small and not required for
functioning. In mechanical devices, friction
causes power loss in transmission, and in electrical
devices, resistance causes power loss. But for
devices that are instances of this category, the
losses, though unavoidable, are incidental to the power
generation on one end and power consumption on the other end.
Thus a power transmitter is a form of 'Path' - for power..
A Device designed to transmit electrical current from
one part of a circuit to another. It may also have other
functions.
A current transmitter is a form of 'Path' - for power..
Cyc: Sockets are objects, often parts of other things,
which are intended to serve as the site for stuffs to enter
the thing.
COSMO: This is interpreted as the female end of a coupler
used to transmit electrical power or (as part of a conduit)
fluids (gases or liquids). To be a socket, it is
necessary to have some cavity into which a paired
male coupler can be inserted.
In addition to electrical sockets, the receiving
end of a coupler on a garden hose is a subtype,
as is the receiving part of a ground-glass
joint in laboratory glass equipment.
bd5887f7-9c29-11b1-9dad-c379636f7270
A place to plug in a power cord; a source of
electrical current; usually on a wall of a building,
inside or outside; sometimes on outdoor fixtures.
bd58f5ba-9c29-11b1-9dad-c379636f7270
The Cyc term for 'PowerSource'.
bd58da63-9c29-11b1-9dad-c379636f7270
a device that transfers electricity from one
circuit to another, usually changing the voltage and amperage
c0f48dd8-9c29-11b1-9dad-c379636f7270
Batteries: providers of DC electricity from
chemical reactions.
SUMO: Battery is a subclass of Device. Batteries are
devices that use chemical means to store or produce electrical power.
bd589cae-9c29-11b1-9dad-c379636f7270
The collection of all power-generation
complexes/facilities. Typically, these may cover several
acres and consist of more than one building + transformers,
generators, etc.
c10c1f07-9c29-11b1-9dad-c379636f7270
COSMO: the most general family relation, not limited
to biological relatives, similar to the Cyc 'relatives'. NOTE that
everyone is nominally a 'relative' to another (through Adam or some other ancestor),
but this relation can only be used when the relationship can actually
be traced (by historical or legal record or DNA sequence) so that the line
of relationship can be determined.
Cyc: named 'relatives' - (#$relatives ORGANISM1 ORGANISM2) means that
ORGANISM2 is some relative of ORGANISM1, howsoever the
relationship is traced, biologically or through custom,
rearing or adoption.
bd58b1b1-9c29-11b1-9dad-c379636f7270
COSMO: a 'biological relative' that satisfies this
relation may be either genetically related, or related as or through
a birth mother or birth child. Thus someone may be a 'biological relative'
without having any direct genetic relationship. For the more specific
genetic relation, use 'isaGeneticRelativeOf. the Cyc relation appears to
be intended as genetic, though the Cyc documentation does not explicitly
distinguish birth mother from others.
Cyc: 'biologicalRelatives': (#$biologicalRelatives ORG1 ORG2) means that the
#$Organism-Whole ORG1 and the #$Organism-Whole ORG2 are
biological relatives, related by birth.
bd58b143-9c29-11b1-9dad-c379636f7270
This Type represents the top level of the BFO (Basic Formal Ontology),
to gather together all of the Types that are defined in that ontology.
In BFO this is merely the union of 'Continuant' and 'Occurrent',
but to accommodate the more diverse top level of COSMO, additional
classes had to be added. Therefore this Type is not identical to the
true BFO top level.
BFO: Definition: An entity that exists in full at any time in which
it exists at all, persists through time while maintaining its identity and
has no temporal parts.
Examples: a heart, a person, the color of tomato, the mass of a cloud,
a symphony orchestra, the disposition of blood to coagulate,
the lawn in front of our building.
COSMO note: BFO 'Continuant' is disjoint with BFO 'Occurrent' and BFO 'Occurrent'
as been identified with COSMO 'SituationProcessEventOrState' so
the disjoint assertion has been changed from the BFO version.
Definition: A continuant that can exist and be what it
is only if some other entity or entities exist, the existence of which
makes its existence possible.
Examples: the mass of a cloud, the color of a tomato, the disposition
of fish to decay, the property of being a doctor, the function of
the heart to pump blood.
COSMO note: 'Quality' is equivalent to COSMO 'AttributeValue' and 'RealizableEntity'
includes COSMO Roles.
A BFO and DOLCE category appearing to be functionally
equivalent to the COSMO 'AttributeType', and perhaps 'AttributeValue',
but perhaps differing as described below. This 'synonym' is one case where the 'synonym'
may serve as a placeholder for a related but different category not
yet used in reasoning.
BFO rdfs:subClassOf rdf:resource='#spatio-temporal-particular'
There is a true difference of Quality and AttributeValue,
in that in DOLCE a 'Quality' is a Trope,
whereas in COSMO an 'AttributeValue' is a DOLCE Quality Region. Because
Tropes are not yet (v0.35) used in COSMO, this category is a placeholder
for possible future supplementation.
DOLCE: Quality: Qualities can be seen as the basic entities we can perceive
or measure: shapes, colors, sizes, sounds, smells, as well as weights, lengths,
electrical charges... 'Quality' is often used as a synonym of 'property',
but this is not the case in this upper ontology: qualities are particulars,
properties are universals. Qualities inhere to entities: every entity
(including qualities themselves) comes with certain qualities, which exist
as long as the entity exists.
In DOLCE, qualities are tropes that are considered to inhere in the objects
that possess the quality; they are individuals and therefore cannot have subclasses;
therefore each instance of 'quality' is a spatio-temporal-particular.
Each quality is located in some quality region by the relation 'has-quale'.
A 'quale' may be the location for many qualiies. DOLCE definition of quale:
'An atomic region',
The DOLCE 'qualities' will seldom need be used in reasoning, as the
tropes have few relations with other entities.
The interesting entities will be the quales, or AttributeValues.
COSMO note: Examples of qualities would be the redness of a particular rose,
or the shape of a particular ball.
5b686f82-53ff-41d7-82cf-8e56542a8713
BFO: Definition: An independent continuant consisting
of a characteristic spatial shape inhering in some arrangement of
other continuant entities. Sites are characteristically entities
at or in which other continuant entities can be located.
NOTE: in COSMO, human roles such as 'Student' can inherit from both
'Person' - an Independent Continuant - and 'Role' - a dependent continuant,
so dependence and independence in COSMO are not disjoint categories,
rather different ways of viewing the same object. This persective
differs significantly from the usage in BFO.
Examples: a heart, a person, a symphony orchestra, the lawn in
front of our building.
Somewhat similar to Cyc 'IndependentThing', and merged with
that category.
Cyc: (IndependentThing): The collection of all autonomous, largely
self-sufficient, existing things that are considered
separated (in some significant way) from other similar things.
The BFO term for 'WholeObject', which is
similar to 'SelfConnectedObject' in SUMO.
A Cyc category appearing to be equivalent to the
BFO 'IndependentContinuant'.
Definition: An independent continuant that is a mereological
sum of separate objects and possesses non-connected boundaries.
Examples: a heap of stones, a group of commuters on the subway,
a collection of random bacteria, a flock of geese, the patients in a hospital.
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: The BFO 'ObjectAggregate' is somewhat similar to a
COSMO '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'.
Definition: An independent continuant that is a lower dimensional
part of a spatial entity, normally a closed two-dimensional surface.
Boundaries are those privileged parts of objects that exist at exactly
the point where the object is separated off from the rest of the existing
entities in the world.
Examples: the surface of the skin, the surface of the earth,
the surface of the interior of the stomach, the outer surface of a cell
or cell wall.
COSMO note: The BFO documentation makes this sound like a very
dependent kind of constituent, but it is a subtype
of 'IndependentContinuant'. Perhaps should be
reconsidered?
In BFO, this Cyc concept would be a specialization
of BFO 'ObjectBoundary'
Definition: An independent continuant that is part of an object
but is not demarcated by any physical discontinuities.
Examples: upper and lower lobes of the left lung, the dorsal
and ventral surfaces of the body, the east side of Saarbruecken.
COSMO note: to adapt this concept to COSMO terminology, BFO 'Object'
is identified with COSMO 'WholeObject', and FiatObjectPart is
then disjoint with the 'WholeObject' category.
COSMO note: this BFO Type was shifted from IndependentContinuant to
a Role in COSMO, becasue a Site is a Site of something, i.e. depends on
something, and the disjoints caused clashes.
BFO Definition: An independent continuant that is the sum of an
independent continuant or entities and a spatial region or spatial regions.
BFO Examples: the front lawn of our building, a nasal cavity, a blood vein,
an environment, sinuses, canals, ventricles, the lumen of the gastrointestinal
tract, the interior of the aorta, the room in which one is located.
COSMO NOTE: in BFO this category is disjoint with Object, but not
in COSMO. In COSMO, it has more of the character of a Role that can merge with an Object
to form an Object that performs a Role, which is conceptually similar
to the BFO description as a sum of an IndependentContinuant and
a spatial region.
As a Role, a Site can be a 'site' of some activity, but it only plays that
Role for some interval of time, 0utside of which it is not necessarily a
Role anymore.
Any enclosed space inside an animal that can contain fluid
(gas or liquid), or other body parts, such as the peritoneal cavity..
COSMO note: BodyCavity is interpreted as the pure space region, not
the contents.
COSMO note: BFO 'Occurrent' is a combination of both
situation-event types and spatiotemporal regions, and has no
direct corresponding Type in either Cyc or SUMO. It subsumes other
Types from Cyc and SUMO.
BFO Definition: An entity that has temporal parts and that happens,
unfolds or develops through time. Sometimes also called perdurants.
BFO Examples: the life of an organism, a surgical operation as processual
context for a nosocomical infection, the spatiotemporal context occupied
by a process of cellular meiosis, the most interesting part of Van Gogh's life,
the spatiotemporal region occupied by the development of a cancer tumor
occurrent
The BFO Type that corresponds most closely to
COSMO 'SituationProcessEventOrState'.
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.
***** 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'. (included in this note below)
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
Original BFO partition:
owl:equivalentClass>
owl:Class>
owl:unionOf rdf:parseType='Collection'>
owl:Class rdf:about='http://www.ifomis.org/bfo/1.0/span#FiatProcessPart'/>
owl:Class rdf:about='http://www.ifomis.org/bfo/1.0/span#Process'/>
owl:Class rdf:about='http://www.ifomis.org/bfo/1.0/span#ProcessBoundary'/>
/owl:unionOf>
/owl:Class>
/owl:equivalentClass>
NOTE 2; Since in COSMO we identify 'ProcessualContext' with 'Event', the
disjoint relation here no longer holds and is removed. This may be
restored if a 'ProcessualContext' is redefined as a special Type related
to Event
owl:disjointWith rdf:resource='http://www.ifomis.org/bfo/1.0/span#ProcessualContext'/>
***** End Special NOTE on BFO 'ProcessualEntity' *****************************
processual_entity
A BFO Type that appears to view an Event as a context. In COSMO,
events are classified as a subtype of Context, which should serve the
same purpose.
**BUT** in BFO a 'ProcessualContext' is disjoint from a Process (i,e, Event), so
they cannot be identical. Some form of 'representation' relation will probably
be required to reconcile the 'context' view with the 'event' itself.
BDO Definition: An Occurrent entity consisting of a characteristic spatial
shape inhering in some arrangement of other occurrent entities. Processual contexts
are characteristically entities at or in which other occurrent entities can be located or occur.
BFO: Examples: a surgical operation as processual context for a nosocomical infection,
a routine check-up as processual context for the finding of a tumor, a clinical trial
as processual context for the discovery of a new treatment or drug
connected_spatiotemporal_region
BFO Definition: A space time region that has temporal and spatial
dimensions such that all points within the spatiotemporal region are mediately
or immediately connected to all other points within the same space time region.
Examples: the spatial and temporal location of an individual organism's life,
the spatial and temporal location of the development of a fetus
BFO Definition: A space time region that has spatial and temporal
dimensions and every spatial and temporal point of which is not connected with
every other spatial and temporal point of which.
Examples: the space and time occupied by the individual games of the World Cup,
the space and time occupied by the individual liaisons in a romantic affair.
scattered_spatiotemporal_region
The Tendency of a liquid to evaporate. This is a continuous property,
deoending on the vapor pressure-temperature profile, the ambient pressure, and
the temperature. Liquids labeled 'Volatile' should evaporate at normal temperatures at
leas one-tenth as quickly as Water.
The Tendency of a material such as tissue to decompose. The implication
is that redcuing the temperature or ferezing will retared the decomposition
process. Meat is the prototype perishable substance; fruit is less perishable
but still in the 'perishable' category. Live animals or plants can be considered
in a sense perishable, but only if considered as freight, or as something
being stored.
The Tendency of an object or substance to continue
without perceptible change for at least several hours, in the Earth;s
gravitational field, an normal temperatures (10-30 deg. C).. Longer
degrees of persistence will have attributes or tendencies that
are subtypes of this Type, representing the higher levels of
stability.
COSMO: this BFO Type is interpreted as an Event, but
one that is specifically represented as not a complete Event
(i.e. not a 'Process' in BFO). It is unclear
under what circumstances designating an Event as 'Fiat' will be useful, but this
is included for compatibility.
BFO Definition: A processual entity that is part of a process
but that does not have bona fide beginnings and endings corresponding
to real discontinuities.
Examples: chewing during a meal, the middle part of a rainstorm,
the worst part of a heart-attack, the most interesting part
of Van Gogh's life.
COSMO note: In real physical Events, the precise boundaries can be fuzzy, but
most Events of interest will have conceptually fairly well-defined beginnings
and ends (periods duting which the fluents (attributes) of interest are static),
even if those beginnings and ends stretch out over some
period of time. We anticipate that most Events will be classified
under 'Event' as subtypes of the BFO 'Pocess' which is intended to
*not* be a Fiat Process (event). Thus this category may rarely if
ever be used for classification.
fiat_process_part
COSMO: This is the BFO synonym for 'Event'.representing an
event with well-defined beginnings and ends. This is
included for compatibility.
BFO Definition: A processual entity that is a maximally
connected spatio-temporal whole and has bona fide beginnings and endings
corresponding to real discontinuities.
Examples: the life of an organism, the process of sleeping,
the process of cell-division
process
COSMO note: in COSMO instants are not disjoint from intervals,
they are merely the limiting case of intervals of zero lenght. A 'proper
interval' is a legitimate concept, but would just be superfluos in
COSMO, so this Type will include proper intervals and instants.
BFO Definition: A connected space time region that endures for
more than a single moment of time.
BFO Examples: the space time region occupied by a process
or by a fiat processual part
spatiotemporal_interval
Definition: A connected space time region at a specific moment.
Examples: the space time region occupied by a single instantaneous
temporal slice (part) of a process.
COSMO note: It is unclear why this is not identical to a region of space
at some particular moment.
spatiotemporal_instant
The BFO equivalent of 'TemporalLocation' However,
note that the BFO partition below is not used directly in COSMO,
but leads to the inference that TemporalRegion is the same as TemporalLocation.
BFO Definition: An occurrent that is part of time.
BFO: Examples: the time it takes to run a marathon, the duration
of a surgical procedure, the moment of death.
NOTE that the Pellet reasoner can deduce that TemporalRegion and
TemporalLocation are identical:
(From the SWOOP implementation):
Axioms causing the inference TemporalLocation = TemporalRegion:
1) (TemporalLocation subclassOf Occurrent)
2) |_(Occurrent = (SpatiotemporalRegion U TemporalRegion U SituationProcessEventOrState))
3) |_(SpatiotemporalRegion disjointWith TemporalLocation)
4) |_(TemporalLocation disjointWith SituationProcessEventOrState)
5) |_(TemporalRegion = (ConnectedTemporalRegion U ScatteredTemporalRegion))
6) |_(ConnectedTemporalRegion subclassOf TemporalLocation)
7) |_(ScatteredTemporalRegion subclassOf TemporalLocation)
BFO Definition: A temporal region every point of which is
mediately or immediately connected with every other point of which.
BFO Examples: the 1970s years, the time from the beginning to the end of
a heart attack, the time taken up by cellular meiosis.
COSMO note: 'ConnectedTemporalRegion' is required in BFO
because TemporalInterval (a connected TimeInterval) and TemporalInstant
(a TimePoint) are disjoint. In COSMO those Types are not disjoint,
so this Type is probably superfluous. It has been retained
for compatibiity with BFO. The type 'ConnectedTemporalRegion'
would be sufficient without 'TemporalInterval'.
connected_temporal_region
BFO Definition: A temporal region every point of which is not
mediately or immediately connected with every other point of which.
BFO Examples: the time occupied by the individual games of the World Cup,
the time occupied by the individual liaisons in a romantic affair
scattered_temporal_region
supplemental BFO connection.
BFO Definition: A processual entity that is the fiat or bona fide
process boundary.
BFO Examples: birth, death, the forming of a synapse, the onset of REM sleep,
the detaching of a finger in an industrial accident, the final separation of two
cells at the end of cell-division, the incision at the beginning of a surgery
process_boundary
supplemental BFO connection.
The BFO synonym for 'TimePoint'
BFO Definition: A connected temporal region comprising a single moment of time.
COSMO note: in COSMO, time points are subtypes of TimeInterval, so the
'disjoint' relation in BFO was removed.
BFO: owl:disjointWith rdf:resource='#TemporalInterval'
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
temporal_instant
COSMO note: BFO requires that a 'TemporalInterval' be
fully connected, with noo gaps. The more general COSMO 'TimeInterval'
is not thus restricted, so the BFO Type is a subtype of the COSMO
'TimeInterval'. The 'disjoint' of BFO is removed and the restriction
in the BFO definition, that this must be more than a single moment,
is *not* part of the COSMO interpretation.
BFO Definition: A connected temporal region lasting for more than
a single moment of time. (COSMO: time points *are* included)
BFO Examples: any continuous temporal duration during which a process occurs
temporal_interval
The BFO 'SpatialRegion' is similar to COSMO 'PhysicalSpaceRegion',
but the partition of this BFO class is not reproduced in 'PhysicalSpaceRegion',
which has some other subtypes.
BFO Definition: A continuant at or in which other continuants can be located.
BFO Examples: the space occupied by an appendix, the space that was occupied
by an appendix prior to its removal
spatial_region
COSMO note: This BFO Type is equivalent to the
COSMO Type 'SpaceLine-Empirical', a line in our real universe. In
BFO, it is a subtype of 'SpatialRegion', which is equivalent
to COSMO 'PhysicalSpaceRegion'.
rdfs:subClassOf rdf:resource='#SpatialRegion'
BFO Definition: A spatial region with one dimension.
BFO Examples: the space occupied by the edge of a table, the (idealized)
space occupied by a surgical incision.
line
COSMO note: this BFo Type is equivalent to the COSMO
Type 'SpacePoint-Empirical', a poiint in our real-world universe..
BFO Definition: A spatial region with no dimensions.
BFO Examples: a point
point
COSMO note: This BFO Type is equivalent to the COSMOType
'SpaceSurface-Empirical'.
BFO Definition: A spatial region with two dimensions.
BFO Examples: the surface of the Atlantic Ocean, the surface of a patients skin,
the surface of the interior lining of the stomach
surface
COSMO note: this Type was renamed from the BFO 'Volume',
but is used in COSMO as any three-dimensional volume, which sould be
in an abstract mathematical space, and one subtype of which is a volumen in
the space of our real world, whic is what the BFO 'Volume' represents.
On COSMO a volume of space in our real world is a 'PhysicalSpaceRegion'.
BFO: 'Volume' in BFO is some specific three-dimensional
region of our empirical real universe. **NOTE** that these three-dimensional
regions are in each case defined relative to some physical object,
whether it be the body of an animal ('BodyCavity'), some region near the
surface of the Earth ('GeographicalArea'), or relative to some
outer space object such as the sun, a planet, or another galaxy.
It is possible to imagine an 'absolute' coordinate as the center of
mass of the universe, with coordinate vectors relative to the
directions of distant galaxies, but it is unlikely such a coordinate
system will be useful. NOTE also that this is pure sapce, not the
contents of the space - it is not a PhysicalObject, not a part
of any PhysicalObject, and no PhysicalObject is part of it, though it
may *contain* PhysicalObjects.
BFO Definition: A spatial region with three dimensions.
BFO Examples: a cube, the inside of a skull, the space occupied
by a pulmonary artery
volume
Synonym of PhysicalSpaceRegion, included here as a
pointer to the BFO element.
The prefix used in front of three-character ISO3166 country codes.
USA
Sex codes refer to the sex of an organism, usually
of an animal, though possibly of a plant. This CodeList
is part of the ontology, and therefore is specified by
the CodingAuthority 'COSMO_WorkingGroup'
The 'sex' of an organism is often referred to as
'gender', and the relation between an organism
and its sex is specified by the 'hasGender' relation.
A code for Male sex.
M
A code for Male sex.
m
A code for Female sex.
F
A code for Female sex.
f
The prefix used in front of two-character ISO3166 country codes.
AF
AL
DZ
AS
AD
AO
Av
AQ
AG
AR
AM
AA
AU
AT
AZ
BS
BH
BB
BD
BY
BE
BZ
BJ
BM
BT
BW
BO
BA
BV
BR
IO
BN
BG
BF
BI
KH
CB
CM
CA
CV
KY
CF
TD
CL
CN
CX
CC
CO
KM
CG
CD
CK
CR
CI
HR
CU
CY
CZ
CS
DK
DJ
DM
DO
TP
EC
EG
SV
GQ
ER
EE
ET
FK
FO
FJ
FI
FR
FX
GF
PF
TF
MK
GA
GM
GE
DE
GH
GI
GB
GR
GL
GD
GP
GU
GT
GN
GW
GY
HT
HM
HN
HK
HU
IS
IN
ID
IR
IQ
IE
IL
IT
JM
JP
JO
KZ
KE
KI
KP
KR
KW
KG
LA
LV
LB
LI
LR
LY
LS
LT
LU
MO
MG
MW
MY
MV
ML
MT
MH
MQ
MR
MU
YT
MX
FM
MC
MD
MA
MN
MS
MZ
MM
NA
NR
NP
NL
AN
NT
NC
NZ
NI
NE
NG
NU
NF
MP
NO
OM
PK
PW
PA
PG
PY
PE
PH
PN
PL
PT
PR
QA
RE
RO
RU
RW
GS
KN
LC
VC
WS
SM
ST
SA
SN
SC
SL
SG
SI
SK
Sb
SO
ZA
ES
LK
SH
PM
SD
SR
SJ
SZ
SE
CH
SY
TW
TJ
TZ
TH
TG
TK
TO
TT
TN
TR
TM
TC
TV
UG
UA
AE
UK
US
UM
UY
SU
UZ
VU
VA
VE
VN
VG
VI
WF
EH
YE
YU
ZM
ZR
ZW