OpenCyc HomepageCyc Top-Level Vocabulary

E-Mail Comments to: opencyc-doc@cyc.com
Last Update: 4/5/02
Copyright© 1996-2002. All rights reserved. See Terms of Usage.

Return to Documentation Contents
Return to Vocabulary Contents


#$StaticSituation   static situation    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$Situation-Temporal. 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.
guid: be1e537c-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$Situation-Temporal  
direct generalization of: #$Configuration
#$Configuration   configurations    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$StaticSituation. Each instance of #$Configuration is a static situation consisting of two or more #$PartiallyTangible things of certain types standing in a certain type of spatial relationship (or set of relationships). This (set of) spatial relationship(s) characterizes the #$Configuration's _type_ in the sense that any group of objects of the appropriate types standing in that relationship (or those relationships) correspond to a #$Configuration of that type; and each of these objects, in turn, is said to be configured (see #$objectConfigured) in the (individual) #$Configuration. For example, a #$KnotConfiguration might correspond to a particular intertwining of end-segments of two #$CordlikeObjects, or to the intertwining of several segments of a single #$CordlikeObject. For configurations like the latter, whose characterizing relationship(s) hold between different parts of a single salient object, see the specialization #$ConfigurationOfComplexObject. Note that a static situation involving an #$Agent might be a configuration, but only so long as it's just the agent's _spatial_ relationship(s) to other partially tangibles that matters (see e.g. #$WearingSomething); static situations in which an agent's agency or sentience is crucial, on the other hand, are not configurations (cf. #$AgentRelationship and #$InterAgentRelationship).
guid: bd58ee23-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$SpatialThing-Localized  #$StaticSituation  
direct generalization of: #$WearingSomething
#$SituationFn   situation fn    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
#$SituationFn is a Cyc function. (#$SituationFn VAR FORM) denotes a collection of situations, whose instances satisfy VAR as used in the #$ELSentence-Assertible FORM. FORM will contain ?VAR as a free variable, and may contain other variables. For now (11/97), quantification of all other variables must be explicit, and we do not allow variables bound outside of #$SituationFn to appear within FORM. For example, FORM might describe the general situation in which a person speaks to their boss: (#$SituationFn SPK (#$thereExists PER (#$thereExists BOSS (#$and (#$isa SPK #$Speaking) (#$senderOfInfo SPK PER) (#$communicationTarget SPK BOSS) (#$boss PER BOSS))))). Every collection denoted by a #$SituationFn expression is an element of (#$isa) #$SituationType.--Pittman, Nov. 20, 1997
guid: c10ade5f-9c29-11b1-9dad-c379636f7270
direct instance of: #$BinaryFunction #$ReifiableFunction #$CollectionDenotingFunction #$ScopingRelation #$Individual
#$Role   roles    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$Predicate. Each instance of #$Role is a relation that can hold between a situation and something involved in that situation. Note that the involvement may be active (e.g., #$doneBy) or passive (e.g., #$objectActedOn or even #$eventOccursAt), central (e.g., #$primaryObjectMoving) or peripheral (e.g., #$assistingAgent). Important sub-collections of #$Role are #$ActorSlot and #$SubEventSlot.
guid: bd588003-9c29-11b1-9dad-c379636f7270
direct instance of: #$PredicateCategory
direct specialization of: #$Predicate  
direct generalization of: #$BinaryRolePredicate
#$Intangible   intangibles    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
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.
guid: bd58e3a3-9c29-11b1-9dad-c379636f7270
direct instance of: #$VariableOrderCollection
direct specialization of: #$PartiallyIntangible  
direct generalization of: #$GeometricallyDescribableThing-Intangible #$GeometricThing-Localized #$MathematicalOrComputationalThing #$IntangibleIndividual
#$IntangibleIndividual   intangible individual
The collection of wholly intangible individuals, a specialization of both #$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.
guid: bd58e3e3-9c29-11b1-9dad-c379636f7270
direct instance of: #$ObjectType
direct specialization of: #$PartiallyIntangibleIndividual  #$Intangible  
direct generalization of: #$SpaceRegion #$GeometricallyDescribableThing-Intangible #$Artifact-Intangible #$MathematicalObject #$Situation #$ComputationalObject #$Event #$TimeInterval #$IntangibleExistingThing #$AbstractInformationalThing #$GeographicalThing-Intangible
#$Indivisible   indivisibles    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of discrete entities without distinguishable parts, portions, entries, subsets, elements,... A couple examples are: the #$False truth-value; any single #$MathematicalPoint.
guid: bd58a5b0-9c29-11b1-9dad-c379636f7270
direct instance of: #$ObjectType
direct specialization of: #$IntangibleIndividual  
direct generalization of: #$Format
#$ObjectType   types of objects
The collection of all collections that are object-like in at least one respect. A collection COL is object-like just in case there is some sense of `part' according to which any (or nearly any) given proper part of an instance of COL is _not_ itself an instance of COL; when this happens COL is said to be object-like with respect to that sense of `part'. More precisely, for a collection COL to be an instance of #$ObjectType it is sufficient that there be some specialization PARTPRED of #$parts such that, for any OBJ1 and OBJ2 (with OBJ1 and OBJ2 distinct), if (#$isa OBJ1 COL) and (PARTPRED OBJ1 OBJ2), then _not_ (#$isa OBJ2 COL). (Also sufficient for COL's being an object-type is that there be some specialization INVPARTPRED of the inverse of #$parts (see #$genlInverse) such that (INVPARTPRED OBJ2 OBJ1), with everything else remaining the same as above.) Note that neither of the above sufficient conditions for COL's being an object-type is strictly necessary: some exceptions are allowed. Thus as long as either one of the above conditionals holds in _nearly_ all cases, COL should be considered an instance of #$ObjectType. Here are two examples. Consider #$Automobile. Take an instance of that, say my car. Now take one of the proper #$physicalParts of my car, say the steering wheel. The steering wheel is _not_ an instance of #$Automobile. And the same would be true for any proper physical part of any car. So #$Automobile is an #$ObjectType. Consider #$LeapYear. No proper #$timeSlices of a leap year is itself a leap year. So #$LeapYear is an #$ObjectType. See #$StuffType for the contrasting (though not disjoint) notion of being stuff-like.
guid: bd58ab9d-9c29-11b1-9dad-c379636f7270
direct instance of: #$SecondOrderCollection
direct specialization of: #$FirstOrderCollection  
direct generalization of: #$CycLExpressionType #$LinguisticObjectType #$TemporalObjectType #$ExistingObjectType #$IDStringType #$SpecifiedInformationBearingThingType #$PhysiologicalConditionType #$LanguageGroupingType #$OrganizationByEntityType #$OrganizationByCustomers #$OrganizationByGeographicReach #$OrganizationByStructuralCharacteristic #$OrganizationByIndustry #$OrganizationByActivityType #$ShapeType #$PathSystemType-Structural #$PathType #$ObjectTypeByColor
#$TemporalObjectType   types of temporally object-like thing
A specialization of #$ObjectType (q.v.) whose instances are all and only those collections that are temporally object-like. A collection COL is temporally object-like just in case there is some sense of `temporal part' (see #$timeSlices) according to which any given proper temporal part of an instance of COL is generally _not_ itself an instance of COL. More precisely, for a collection COL to be an instance of #$TemporalObjectType it is sufficient that there be some (proper or improper) specialization TEMPPARTPRED of #$timeSlices such that the following holds: for any OBJ1 and OBJ2 (with OBJ1 and OBJ2 distinct), if (isa OBJ1 COL) and (TEMPPARTPRED OBJ1 OBJ2), then _not_ (isa OBJ2 COL). (Also sufficient for COL's being temporally object-like is that there be some spec-inverse INVTEMPPARTPRED of #$timeSlices such that (INVTEMPPARTPRED OBJ2 OBJ1), with everything else remaining the same as above.) Note that neither of the above sufficient conditions for COL's being a temporal-object-type is strictly necessary: some exceptions are allowed; thus as long as either one of the above conditionals holds in _nearly_ all cases, COL should be considered an instance of #$TemporalObjectType. As an example, consider #$LeapYear. No proper #$timeSlices of a leap year is itself a leap year. So #$LeapYear is an instance of #$TemporalObjectType. See #$TemporalStuffType for the disjoint notion of being temporally stuff-like.
guid: bd58aadf-9c29-11b1-9dad-c379636f7270
direct instance of: #$SecondOrderCollection
direct specialization of: #$ObjectType  
direct generalization of: #$WeeklyEventType #$TemporallyDisjointIntervalType #$AccessingScriptType #$TimeOfDayType #$ClimateCycleType
#$TemporalStuffType   types of temporally stuff-like thing    **GAFs NOT REVIEWED**
A specialization of #$StuffType (q.v.) whose instances are all and only those collections that are temporally stuff-like. A collection COL is temporally stuff-like just in case every time slice (see #$timeSlices) of an instance of COL (at or above COL's temporal graularity level; see #$granuleOfTemporalStuff) is itself an instance of COL. More precisely, for a collection COL to be an instance of #$TemporalStuffType it is sufficient that for any OBJ1 and OBJ2 (with OBJ2 at or above COL's temporal granularity level), if (#$isa OBJ1 COL) and (#$timeSlices OBJ1 OBJ2), then (#$isa OBJ2 COL). Consider #$WalkingOnTwoLegs. Take an arbitrary instance WALK of this collection (say Miss America 2000's victory walk down the runway and back); and then take an arbitrary time-slice SUBWALK of WALK that subsumes at least one instance of (the #$granuleOfTemporalStuff for #$WalkingOnTwoLegs) #$TakingAStep (say her trip back from the end of the runway). SUBWALK is itself an instance of #$WalkingOnTwoLegs. So #$WalkingOnTwoLegs is an instance of #$TemporalStuffType. See #$TemporalObjectType for the disjoint notion of being temporally object-like.
guid: bd58ad37-9c29-11b1-9dad-c379636f7270
direct instance of: #$SecondOrderCollection
direct specialization of: #$StuffType  
direct generalization of: #$WavePropagationType #$ExistingStuffType #$ExistingObjectType #$OrganismConstituentType #$IBTContentType #$TransportationEventByVehicleType #$PhysiologicalConditionType
#$ExistingStuffType, 
#$ExistingObjectType, and related constants:
#$ExistingObjectType   types of temporally enduring object
A collection of collections. Each instance of #$ExistingObjectType is a collection that is temporally stuff-like (see #$TemporalStuffType) but spatially object-like (see #$ObjectType) -- i.e. object-like with respect to some spatial part-whole predicate (e.g. some specialization of #$physicalDecompositions). Consider the collection #$BookCopy. #$BookCopy is temporally stuff-like: any one of the #$timeSlices of a given copy COPY of (say) Moby Dick is still a copy of Moby Dick . (Most collections of tangible objects are temporally stuff-like in this way.) But #$BookCopy is spatially _object-like_: if we take a scalpel and slice COPY into ten pieces, each piece is not a copy of Moby Dick . So #$BookCopy is an instance of #$ExistingObjectType. See also #$StuffType and #$ExistingStuffType.
guid: bd65d880-9c29-11b1-9dad-c379636f7270
direct instance of: #$SecondOrderCollection
direct specialization of: #$TemporalStuffType  #$ObjectType  
direct generalization of: #$OrganismTypeByHabitat #$PersonTypeByCulture #$LifeStageType #$MoleculeTypeByChemicalCompoundType #$PersonTypeByPositionInOrg #$EmployeeTypeByWorkStatus #$GeographicalEntityByHierarchy #$OrganismClassificationType #$TangibleObjectTypeBySide #$RegionType #$MoneyTenderType #$AccountType #$ContactLocationType #$OrganismPartType #$PersonTypeByActivity #$RoadVehicleType
#$ExistingStuffType   types of temporally and spatially stuff-like thing    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of collections. Each instance of #$ExistingStuffType is a collection of things (including portions of things) which are both temporally and spatially stufflike; they may also be stufflike in other ways, e.g., in some physical property. Division in time or space does not destroy the stufflike quality of the object (down to a certain granularity). ``STUFF is an instance of #$ExistingStuffType' implies: a) for most instances, OBJ, of STUFF, for any proper physical part PART of OBJ, PART is also an instance of STUFF. b) for all instances, OBJ, of STUFF, for most proper physical parts PART of OBJ, PART is also an instance of STUFF. For example, every piece of wood is temporally stufflike: if W-168 is a piece of wood during 1996, then it's also a piece of wood for the one-minute time-slice 9:05am 7/7/96. It's also spatially stufflike: if we take that piece of wood W-168 and cut it in half, we have two things which are both pieces of wood. The fact that every piece of wood is both temporally and spatially stufflike is represented in Cyc by the assertion (#$isa #$Wood #$ExistingStuffType). Other examples of #$ExistingStuffType: #$AppleJuice, #$IceCream, #$Diamond, #$WaxedPaper, #$StriatedMuscle. See the comment for #$StuffType to learn more about the distinctions between, and the need for, these four collections: #$StuffType, #$ObjectType, #$ExistingStuffType, and #$ExistingObjectType.
guid: bd59f2ea-9c29-11b1-9dad-c379636f7270
direct instance of: #$SecondOrderCollection
direct specialization of: #$TemporalStuffType  
direct generalization of: #$TangibleStuffCompositionType #$ElementStuffType #$TangibleStuffStateType #$FoodGroupType #$OutdoorLocationByWeatherType #$ClimaticTerrainType
#$TemporalThing   things that exists in time
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.
guid: bd5880c4-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$Individual  
direct generalization of: #$Artifact-Generic #$Situation-Temporal #$SpatialThing-Localized #$Series #$BeliefSystem #$Credential #$SomethingExisting #$TimeInterval #$Product #$Group
This is the class of things which have temporal extent. Physical objects are elements of #$SomethingExisting: they exist for some span of time, so #$SomethingExisting is a subset of #$TemporalThing. Actions, which are instances of #$Event (such as man's first step on the moon or the 1995 Indy 500) occur in time and can be related in time to other events, so #$Event is also a subset of #$TemporalThing. Finally, #$TimeInterval is the subset of #$TemporalThing which has elements defined solely by their temporal properties, such as "the year 1849," "this instant," and "the 21st century."

#$TemporalThing and its subsets:


#$TemporalThing and its subsets:
#$SomethingExisting   things existing stably in time

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.
guid: bd58b6e7-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$TemporalThing  
direct generalization of: #$Agent-Generic #$GeographicalThing #$Place #$LiquidAsset #$PartiallyTangible #$Entity #$IntangibleExistingThing #$Holdings #$Portal #$Path-Spatial
#$SomethingExisting is the class of things that exist in time, which includes all physical objects as well as people and organizations. The next six concepts are important subclasses of #$SomethingExisting:
#$PartiallyTangible   tangible things
A subcollection of #$SpatialThing-Localized and #$TemporalThing. Each instance of #$PartiallyTangible has a tangible (i.e. material) part and a temporal extent (i.e. it exists in time). It might or might not also have an intangible part. For example, a particular copy of a book is made of matter, has temporal extent, and also has an intangible part: the information content of the text markings on its pages.
guid: bd58f6ed-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingStuffType
direct specialization of: #$TwoOrHigherDimensionalThing  #$SpatialThing-Localized  #$SomethingExisting  
direct generalization of: #$AstronomicalObject #$Liquid-StateOfMatter #$Gaseous-StateOfMatter #$Solid-StateOfMatter #$Plasma-StateOfMatter #$FluidTangibleThing #$SemiSolidTangibleThing #$CavityWithWalls #$SolidTangibleThing #$Protrusion #$Mixture #$SolidSurfacePathThroughAir #$ControlStructure-Physical #$FluidConduit #$PipingSystem-Generic #$SemiconductorStuff #$ConvexTangibleObject #$JunctionOfPaths #$MineralOre #$PortableObject #$InorganicStuff #$PartiallyTangibleProduct #$CordlikeObject #$CavityInteriorContent #$ContainerShapedObject #$PhysicalSeries #$MolecularStuff #$Corner-2or3d #$RightObject #$LeftObject #$VisualMark #$ContactLocation #$ConductingMedium #$HeavenlyBody #$Particle #$Wall-GenericBarrier #$ComplexPhysicalObject #$Sensor #$MicroscopicScaleObject #$NaturalTangibleStuff #$InanimateThing #$OrganicStuff #$EdgeOnObject #$Surface-Physical #$SheetOfSomeStuff #$CompositeTangibleAndIntangibleObject #$HumanScaleObject #$DrugSubstance #$EdibleStuff
#$PartiallyIntangible   partially intangible things
The collection of things that either are wholly intangible (see #$Intangible) or have at least one intangible (i.e. immaterial) part (see #$intangibleParts). This includes intangible individuals, such as instances of #$Number-General or #$Agreement, as well as non-individuals (all of which are intangible), i.e. instances of #$SetOrCollection. It also includes things that have both tangible and intangible components (see #$CompositeTangibleAndIntangibleObject), such as a printed copy of a newspaper (as its information content is intangible) or a person (as her mental states are intangible).
guid: bd58f7b6-9c29-11b1-9dad-c379636f7270
direct instance of: #$VariableOrderCollection
direct specialization of: #$Thing  
direct generalization of: #$PartiallyIntangibleIndividual #$CompositeTangibleAndIntangibleObject #$Intangible
#$IntangibleExistingThing   intangible existing thing
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.
guid: bd58b123-9c29-11b1-9dad-c379636f7270
direct instance of: #$StuffType
direct specialization of: #$SomethingExisting  #$IntangibleIndividual  
direct generalization of: #$DevisedPracticeOrWork #$SpaceRegion-Empirical #$Obligation #$Proposal #$Specification #$Trajectory #$Agreement #$GeographicalThing-Intangible
#$CompositeTangibleAndIntangibleObject   composite tangible and intangible things
The collection of individuals that have both a tangible and an intangible component. Instances include people (who have bodies and minds), information bearing objects (which consist of intangible information encoded in a tangible object, such as the music on a CD or the text in a book), and many other things. Each instance of #$CompositeTangibleAndIntangibleObject, being partially tangible, exists in time (see #$TemporalThing). Although occasionally it can be useful to reify separately the tangible and intangible components of a composite object (e.g. to state certain things about Lenin's body as opposed to his mind), in most cases it is sufficient simply to reify the composite.
guid: bd58f771-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PartiallyIntangibleIndividual  #$PartiallyTangible  
direct generalization of: #$InformationBearingObject #$Agent #$Computer #$ArtObject
Subsets and disjoint relations between collections of tangible and intangible objects.
#$Event   events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
An important specialization of #$TemporalThing. Instances of #$Event are events or actions, things that we say are `happening', or changes in the state of the world. #$Event is also a specialization of #$Intangible, since an event consists of the `actions' per se, and THEY then refer to the tangible objects which participate in them. In contrast, the collection #$SomethingExisting (another important specialization of #$TemporalThing) has instances which have temporal extent yet are `static', such as a rock at the bottom of a pond. Note: While `#$SomethingExisting vs. #$Event' might seem at first to be an obvious partition of things with temporal extent, there are interesting borderline cases -- such as agreements -- which Cyc treats as instances of #$SomethingExisting, but which could also be represented as instances of #$Event. And there are still other cases, such as the pure disembodied instances of #$TimeInterval, which are instances of #$TemporalThing yet belong neither to #$SomethingExisting nor to #$Event.
guid: bd58800d-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$Situation-Temporal  
direct generalization of: #$Event-Localized #$EconomicEvent #$GeneralizedTransfer #$AtLeastPartiallyMentalEvent #$Action #$IntrinsicStateChangeEvent #$ImprovementEvent #$QualitativeTimeOfDay #$Compounding-WordFormationProcess #$Conversion-WordFormationProcess
#$Event is the collection of everything that can be said to "happen", all the events and actions we might think of as changing the world somehow. #$Event includes both physical events, such as a rock falling or a bird flying, and mental actions, such as a person thinking or learning.


Subsets and disjoint relations between collections of tangible and intangible objects.
#$subEvents   subevent (sub event slot)    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**

(#$subEvents WHOLE PART) means that the event PART is a meaningful part of the event WHOLE. So both WHOLE and PART are instances of #$Event. The predicate #$subEvents can be used to decompose events in time, in space, and/or in other ways. Following a recipe often has this property: the task is broken down into several sub-tasks, some of which happen before others, and some of which happen simultaneously but involve different ingredients. One could also decompose `making dinner' into #$subEvents according to how dangerous they are, which might be useful if one had kids of various ages helping. Often, a more specialized relation than #$subEvents can be used; e.g., if you have subevents that decompose an action in time only, then the more specialized predicate #$subProcesses should be used.
guid: bd589099-9c29-11b1-9dad-c379636f7270
direct instance of: #$IndividualLevelPredicate #$ComplexTemporalRelation #$SubEventSlot #$AntiSymmetricBinaryPredicate #$ReflexiveBinaryPredicate #$TransitiveBinaryPredicate
direct specialization of: #$temporallySubsumes #$subSituations #$eventOverlap
#$subEvents is a special instance of #$ComplexTemporalRelation which conveys more than just the temporal relationship.

(#$subEvents EVENT SUB) indicates that SUB is completely temporally contained within EVENT, i.e., that SUB begins on or after the beginning of EVENT, and SUB ends on or before the end of EVENT, which is the same as (#$temporallySubsumes EVENT SUB).

But #$subEvents is also a partonomic relationship, indicating that the event SUB is a part of the event EVENT. For example, if C is the making of a particular cake, and S is the stirring of the batter, then (#$subEvents C S) is true. But other events are presumably happening in the world while the cake is being made, and most of them are not #$subEvents of the cake making, even if they are temporally subsumed by it. So if Z is the woman across the street getting into her car, it might be true that (#$temporallySubsumes C Z) but (#$subEvents C Z) would not be true.
#$timeSlices   time slices

(#$timeSlices WHOLE PART) means that the #$TemporalThing PART is one of the temporal parts of the #$TemporalThing WHOLE. Since PART is a temporal part of WHOLE, the temporal extent of PART is included in the temporal extent of WHOLE (see #$temporallySubsumes). Unlike #$subEvents, which can divide up an #$Event both in space and time, #$timeSlices divides up its first argument in time only. So #$timeSlices is more specialized than #$subEvents. On the other hand, it has broader application; #$timeSlices makes sense for any #$TemporalThing, not just #$Events; for instance, one can talk about year-long #$timeSlices of a rock.
guid: bd69f839-9c29-11b1-9dad-c379636f7270
direct instance of: #$AntiSymmetricBinaryPredicate #$TemporalPartSlot #$ReflexiveBinaryPredicate #$TransitiveBinaryPredicate
direct specialization of: #$parts #$temporallySubsumes
#$cotemporalSubEvents   cotemporal sub events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The predicate #$cotemporalSubEvents is used to relate an event to some sub-event which has the same duration as the whole event, but doesn't necessarily include everything that happens in the whole event. (#$cotemporalSubEvents WHOLE PART) means that WHOLE and PART are cotemporal events (i.e., they have the same exact duration), and PART is a component of WHOLE. For example, a particular instance of #$RainStorm may have distinguishable #$cotemporalSubEvents for (1) raining and (2) wind blowing, and an instance of swimming #$Backstroke has separable events for (1) kicking and (2) arm motion throughout the swimming. See also #$cotemporal, #$subEvents.
guid: bd5906be-9c29-11b1-9dad-c379636f7270
direct instance of: #$AntiSymmetricBinaryPredicate #$ReflexiveBinaryPredicate #$TransitiveBinaryPredicate #$SubEventSlot
direct specialization of: #$cotemporal #$subEvents
#$subAbstractions   sub abstractions    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
(#$subAbstractions WHOLE SUB) means SUB is a temporal part (one of the #$timeSlices) of WHOLE, where WHOLE and SUB are both instances of #$SomethingExisting. Both entities and subabstractions are subabstractions of themselves. So the predicate #$subAbstractions is the restriction of the predicate #$timeSlices to the domain, and hence also range, #$SomethingExisting. `AlbertEinsteinWhileAtPrinceton' is a #$subAbstractions of `AlbertEinsteinAsAnAdult', which in turn is a #$subAbstractions of 'AlbertEinstein', which in turn is a #$subAbstractions only of itself (hence 'AlbertEinstein' is an instance of #$Entity (q.v.)).
guid: bd5901e3-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalPartSlot #$AntiSymmetricBinaryPredicate #$ReflexiveBinaryPredicate #$TransitiveBinaryPredicate
direct specialization of: #$timeSlices
#$postEvents   post events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
This predicate relates one event to another that follows it. (#$postEvents BEFORE AFTER) implies two things: (1) BEFORE occurs strictly before AFTER; i.e., AFTER starts after BEFORE has ended; i.e., (#$startsAfterEndingOf AFTER BEFORE); and (2) BEFORE and AFTER are significantly relevant to each other. This required `relevance' of the two arguments to each other is difficult to formalize but often intuitively clearcut. Often, e.g., AFTER is caused by BEFORE. For example we would say (#$postEvents TakingAShower001ExitingShower001); we would not say (#$postEvents BolshevikRelvolution DeathOfJohnLennon) since they are not at all relevant to each other.
guid: bd58bbe9-9c29-11b1-9dad-c379636f7270
direct instance of: #$ComplexTemporalRelation #$BinaryRolePredicate #$AsymmetricBinaryPredicate #$TransitiveBinaryPredicate
direct specialization of: #$eventOutcomes
#$postSituation   post situation
(#$postSituation EVENT SIT) means that SIT is a #$StaticSituation that begins after the #$Event EVENT ends, and that SIT is directly (usually causally) related to EVENT. See #$postEvents and #$preSituation for related predicates.
guid: bd61e57f-9c29-11b1-9dad-c379636f7270
direct instance of: #$ComplexTemporalRelation #$AsymmetricBinaryPredicate
direct specialization of: #$eventOutcomes
#$preSituation   pre situation    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
(#$preSituation EVENT SIT) means that the #$StaticSituation SIT holds just prior to the start of the #$Event EVENT, and SIT is directly related to EVENT in some salient way. The required `salience' of the two arguments to each other is difficult to formalize but usually intuitively clearcut. Commonly, SIT and EVENT share many of the same objects involved in various roles, and there is often a causal connection as well. For instance, if SIT is an instance of #$Configuration (q.v.), then SIT might be somehow `taken apart' by EVENT or might `trigger' EVENT.
guid: bd67abd9-9c29-11b1-9dad-c379636f7270
direct instance of: #$AsymmetricBinaryPredicate
direct specialization of: #$startsAfterEndingOf
#$laterSubAbstractions   later sub abstractions
(#$laterSubAbstractions EARLIER LATER) means that LATER and EARLIER are both sub-abstractions (see the predicate #$subAbstractions) of the same entity (so that (#$hasSameEntityAs LATER EARLIER) holds) and the sub-abstraction LATER starts sometime after the beginning of EARLIER (so that (#$startsAfterStartingOf LATER EARLIER) holds).
guid: bd58d765-9c29-11b1-9dad-c379636f7270
direct instance of: #$AsymmetricBinaryPredicate #$TransitiveBinaryPredicate #$ComplexTemporalRelation
direct specialization of: #$hasSameEntityAs
#$PhysicalEvent   physical events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of localized spatial events each instance of which involves one or more physical objects or stuffs. #$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 specialization #$CompositePhysicalAndMentalEvent.
guid: bd58e98d-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$Event-Localized  
direct generalization of: #$MovementOrShapeChangeEvent #$Malfunction #$IncurringDamage #$CompositePhysicalAndMentalEvent #$InformationTransferPhysicalEvent #$ConfiguringEvent #$ActionOnObject #$RecoveringFromAilment #$ReversibleProcess #$SeasonOfYear #$ApplyingAForce #$GenerationOrConversionEvent #$ElectricalEvent #$SeparationEvent #$PhysicalCreationOrDestructionEvent #$Incorporation-Physical #$Drying #$PhysicalContactEvent #$WeatherEvent #$BiologicalEvent #$ChangingDeviceState #$ComputerActivity #$DeviceRunning
#$CreationOrDestructionEvent   creation or destruction events
A specialization of #$Event-Localized. During each instance of #$CreationOrDestructionEvent, one or more instances of #$Entity (q.v.) come into or go out of existence. Notable specializations of #$CreationOrDestructionEvent include #$Manufacturing, #$MakingSomething, and #$Killing-Biological.
guid: bd675149-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$Event-Localized  
direct generalization of: #$DestructionEvent #$CreationEvent #$PhysicalCreationOrDestructionEvent
#$CreationEvent   creation events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$CreationOrDestructionEvent. In each instance of #$CreationEvent, at least one instance of #$Entity (related to the instance of #$CreationEvent by #$outputsCreated (q.v.)) is brought into existence.
guid: bd58de89-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$CreationOrDestructionEvent  #$Action  
direct generalization of: #$PhysicalCreationEvent #$Production-Generic #$CreatingAnArtifact #$MakingAnAgreement
#$DestructionEvent   destruction events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each instance of #$DestructionEvent, at least one instance of #$Entity (the #$inputsDestroyed) ceases to exist.
guid: bd58f920-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$CreationOrDestructionEvent  
direct generalization of: #$PhysicalDestructionEvent
#$TransformationEvent   transforms    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each instance of #$TransformationEvent , at least one thing ceases to exist and at least one thing comes into existence. Usually at least some portion of the thing(s) destroyed becomes incorporated into the thing(s) that are created. Note: this collection is a superset of, but NOT coextensional with, #$TransformationProcess (q.v.).
guid: bd589b02-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$PhysicalDestructionEvent  #$PhysicalCreationEvent  
direct generalization of: #$PolishingSomething #$PreparingFoodOrDrink #$StateOfMatterChangeEvent #$ChemicalReaction #$TransformationProcess #$EnergyConversionProcess
#$IntrinsicStateChangeEvent   changes of state    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of #$Events which are characterized primarily by a change in some intrinsic property of one main entity involved in the event (i.e., one of the #$actors). Such intrinsic changes may include changes of a thing's color, temperature, device state, size, and so on. Events where the main change is extrinsic (such as a change in location or ownership) are not #$IntrinsicStateChangeEvents. In events which have more than one actor, the event may be an #$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 (i.e., who is #$HandlingADevice) does not change intrinsically, but only in its configuration to the belt, an external object. Another example: in a #$HairCuttingEvent, the hair that is barbered undergoes an #$IntrinsicStateChangeEvent due to its role in that kind of event, but the barber undergoes no intrinsic change due to the hair cutting. Note: Some events, such as an ice cube melting into a small puddle of water, could be represented in Cyc either as an #$IntrinsicStateChangeEvent or as a #$TransformationEvent but not (within a single micro-theory) as both; see the comments on those constants.
guid: bd611277-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$Event  
direct generalization of: #$SomethingAppearingSomewhere #$RecoveringFromAilment #$SimpleRepairing #$IncurringDamage #$ImprovementEvent #$StateOfMatterChangeEvent #$ContaminationEvent #$ShapeChangeEvent #$Splitting #$TemperatureChangingProcess #$Cracking #$Drying #$BiologicalDevelopmentEvent #$PreservingFood #$WakingUpFromSleep #$GoingToSleep #$ChangingDeviceState #$DiagnosingAndRepairingSomething #$PregnancyEndingEvent
#$GeneralizedTransfer   transfers    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$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 #$transferredThing, and the specializations of this collection.
guid: bd588eb6-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$Event  #$Path-Simple  
direct generalization of: #$TransferIn #$TransferOut #$ChangeInUserRights #$MovementEvent #$GroupTransfer #$InformationTransferEvent #$DistributionEvent #$InfectingEvent #$TransferOfControl
#$transferredThing   thing transferred (actor slot)    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The predicate #$transferredThing is used to identify the object whose external relationships change in some event considered generically as a `transfer'. (#$transferredThing TRANSFER OBJ) means that OBJ is being moved, transferred, or exchanged in the #$GeneralizedTransfer event TRANSFER. Note that in general, and if possible, it is preferable to use a more specialized instance of #$ActorSlot than #$transferredThing (e.g., #$objectMoving for physical transfer of an object, or #$objectOfPossessionTransfer for an object that changes possession but not necessarily location) in representing ground facts about transfers.
guid: bd67a405-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorSlot
direct specialization of: #$preActors #$postActors
#$TransferOut   transfers away
A specialization of #$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).
guid: bdc16356-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$GeneralizedTransfer  
direct generalization of: #$IBTGeneration #$LosingUserRights #$LeavingAPlace #$DistributionEvent #$GroupTransferOut #$Emission
#$TransferIn   transfer in    **GAFs NOT REVIEWED**
A collection of events. Each instance of #$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 #$CollectionEvent, #$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 #$IBTGeneration (when the information may go to various unspecified locations).
guid: bd631969-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$GeneralizedTransfer  
direct generalization of: #$AccessingAnIBT #$GainingUserRights #$CollectionEvent #$Receiving #$GroupTransferIn
#$MovementEvent   moves    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$GeneralizedTransfer. Each instance of #$MovementEvent is an event in which at least one object translates some distance, or in which at least one object moves from one rotational orientation to another rotational orientation. Each instance of #$MovementEvent is thus a rotation or translation of some object (an instance of #$SomethingExisting), where the movement occurs relative to a frame of reference which is not part of the rotating or translating object. Notable specializations of #$MovementEvent include #$Translocation, #$Rotation-NonPeriodic, and #$Movement-Periodic.
guid: bd590401-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$MovementOrShapeChangeEvent  #$GeneralizedTransfer  
direct generalization of: #$Translocation #$Movement-NonPeriodic #$Movement-Periodic #$MovementProcess #$Motion-SolidAgainstSolid #$Movement-Rotation #$ChemicalInteraction #$DisappearingFromSight
#$InformationTransferEvent   information transfers
A specialization of #$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 #$InformationTransferPhysicalEvent.
guid: bd589f07-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$GeneralizedTransfer  
direct generalization of: #$InformationTransferPhysicalEvent #$AccessingAnIBT #$Communicating #$MeetingTakingPlace #$IBTGeneration #$Trial #$InformationGathering
#$ExchangeOfUserRights   exchanges
A specialization of both #$SocialOccurrence and #$ChangeInUserRights. In each instance of #$ExchangeOfUserRights, two instances of #$Agent (the #$exchangers) perform two distinct (though related) instances of #$TransferringPossession with each other. Two objects are exchanged. Each agent gains possession -- in the form of some #$UserRightsAttribute -- of something (an #$objectOfPossessionTransfer) from the other. Each transfer is related to the other as some kind of condition, usually as a precondition or an intended result; for example, the news seller will hand over a paper if given fifty cents, and a buyer will give the news seller fifty cents so that the seller will turn over a newspaper to the buyer. The two #$TransferringPossession events are #$subEvents of the #$ExchangeOfUserRights event.
guid: bd589096-9c29-11b1-9dad-c379636f7270
direct instance of: #$AccessingScriptType
direct specialization of: #$ChangeInUserRights  #$SocialOccurrence  
direct generalization of: #$MonetaryExchangeOfUserRights #$Bartering
#$ChangeInUserRights   changes in user rights    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. 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 class, 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.
guid: bd5e7431-9c29-11b1-9dad-c379636f7270
direct instance of: #$AccessingScriptType
direct specialization of: #$GeneralizedTransfer  
direct generalization of: #$MoneyTransfer #$GainingUserRights #$LosingUserRights #$ExchangeOfUserRights #$TemporaryChangeOfUserRights
#$CollectionEvent   accumulations    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$TransferIn. Each instance of #$CollectionEvent is an event in which tangible or intangible objects are collected together at a single place . The objects might come from various sources, and might be gathered via some collection network.
guid: bd58dc1e-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$TransferIn  
direct generalization of: #$GroupingObjects
#$DistributionEvent   distributions    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of both #$PurposefulPhysicalAction and #$TransferOut. Each instance of #$DistributionEvent is an event in which tangible objects are distributed from a source to various destinations via some distribution network.
guid: bd58fd6b-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType #$DefaultDisjointScriptType
direct specialization of: #$PurposefulPhysicalAction  #$ActionOnObject  #$TransferOut  
#$Translocation   translocations    **GAFs NOT REVIEWED**
A subcollection of #$MovementEvent. Each instance of #$Translocation is a movement of something 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.) Two important subcollections of #$Translocation are #$Movement-TranslationEvent and #$WavePropagation (qq.v.).
guid: bf81a890-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$MovementEvent  
direct generalization of: #$WavePropagation #$EnergyTransferEvent #$Movement-TranslationEvent #$InfectingEvent #$Emission
#$fromLocation   origin    **GAFs NOT REVIEWED**
This predicate is used to indicate the starting point of a particular movement from one place to another. (#$fromLocation MOVE LOC) means that LOC is where some salient moving-object (see #$objectMoving) in the #$Translocation MOVE is found at the beginning of MOVE and is where it begins this motion. This moving-object might or might not be #$Stationary at LOC at the beginning of MOVE. If MOVE is a single-pathway translation (see #$Translation-SingleTrajectory), then each of its salient moving-objects is found at LOC when MOVE starts. If MOVE has multiple movers and multiple pathways (see #$Translation-MultiTrajectory), then at least some of the moving-objects can be found at LOC when MOVE starts. If MOVE is a flow (such as a river flowing, a wind blowing, a tornado, a typhoon, some clouds moving, or air filling your lungs when you take a breath; see #$Translation-Flow), then at least some portion of the fluid moving-object can be found at LOC when MOVE starts. See also #$motionPathway-Complete and #$pathConnects.
guid: bd58e223-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorSlot
direct specialization of: #$preActors #$from-Generic
#$toLocation   destination (actor slot)    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The predicate #$toLocation is used to indicate the ending point of a particular movement. (#$toLocation MOVE LOC) means that LOC is where the #$objectMoving in MOVE (a #$Movement-TranslationEvent) is found when the event MOVE ends; the final location of the #$objectMoving in that event is LOC. The #$objectMoving may or may not be #$Stationary at LOC. If MOVE is a single-pathway translation (see #$Translation-SingleTrajectory), then every #$objectMoving in it is found at LOC when MOVE ends. If MOVE has multiple movers and multiple pathways (see #$Translation-MultiTrajectory), then at least some of the #$objectMoving(s) can be found at LOC at the end of MOVE. If MOVE is a fluid flow (see #$Translation-Flow), then at least some portion of the fluid #$objectMoving can be found at location LOC at the end of MOVE. See also #$motionPathway-Complete, #$pathConnects.
guid: bd58d77a-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorSlot
direct specialization of: #$to-Generic #$postActors
#$Emission   emission
A specialization of #$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, #$EmittingAWave.
guid: bed006f8-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$TransferOut  #$Translocation  
direct generalization of: #$EmittingAWave #$EmittingAnObject #$HeatProductionProcess #$LightningEvent
#$emitter   emitter (actor slot)    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The Cyc predicate #$emitter is used to identify the source of an emission. (#$emitter EMIT OBJ) means that OBJ provides the force involved in making the #$objectEmitted move from OBJ to someplace outside of OBJ. See also #$providerOfMotiveForce, #$fromLocation.
guid: bd58dcf1-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorSlot
direct specialization of: #$providerOfMotiveForce #$fromLocation
#$transferOutSubEvent   initial transfer-out subevent (sub event slot)    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The Cyc predicate #$transferOutSubEvent indicates the initial stage of a particular #$GeneralizedTransfer in which the #$transferredThing leaves the point of origin. For example, (#$transferOutSubEvent TRANSLOC EMISSION) means that EMISSION is the initial stage (see #$firstSubEvents) of the #$Translocation TRANSLOC. (The #$emitter in EMISSION is a #$fromLocation of TRANSLOC.)
guid: be4d48d4-9c29-11b1-9dad-c379636f7270
direct instance of: #$SubEventSlot #$AsymmetricBinaryPredicate #$TransitiveBinaryPredicate
direct specialization of: #$firstSubEvents
#$Receiving   receiving    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$TransferIn. Each instance of #$Receiving is an event in which something `comes in' to an object. Typically, a receiving has associated with it an instance of #$Translocation (q.v.); a particular receiving and its associated translocation(s) are related by the predicate #$transferInSubEvent. If the thing which `comes in' is an instance of #$PartiallyTangible (such as a baseball, or a SCUD missile), then its reception is an instance of the specialization #$ReceivingAnObject (q.v.). If the translocation associated with the receiving is an instance of #$WavePropagation (such as a radio broadcast, or heat radiation from the Sun), then the receiving is an instance of the specialization #$ReceivingAWave (q.v.).
guid: bdaf0276-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$TransferIn  
direct generalization of: #$ReceivingAnObject #$ReceivingAWave
#$transferInSubEvent   transfer in sub event    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The Cyc predicate #$transferInSubEvent indicates the final stage of a particular #$GeneralizedTransfer in which the #$transferredThing reaches the destination. For example, (#$transferInSubEvent COMM LISTENING) means that LISTENING is the final stage (see #$lastSubEvents) of the #$CommunicationAct-Single COMM.
guid: beabc2a1-9c29-11b1-9dad-c379636f7270
direct instance of: #$SubEventSlot #$AsymmetricBinaryPredicate #$TransitiveBinaryPredicate
direct specialization of: #$lastSubEvents
#$Action   actions
The collection of #$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 #$performedBy.
guid: bd58a841-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType #$AnimalCapabilityType
direct specialization of: #$Event  
direct generalization of: #$Synthesis-Generic #$ActionOnObject #$SingleDoerAction #$PurposefulAction #$InformationGathering #$Communicating #$AnimalActivity #$IBTGeneration #$RudeAction #$ChangingDeviceState #$HostileSocialAction #$LearnedActivity #$CreationEvent #$ComputerActivity
#$PurposefulAction   intentional actions
A specialization of both #$Action and #$AtLeastPartiallyMentalEvent. Each instance of #$PurposefulAction is an action consciously, volitionally, and purposefully done by (see #$performedBy) at least one actor.
guid: bd589e3f-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$AtLeastPartiallyMentalEvent  
direct generalization of: #$MoneyTransfer #$Requesting-CommunicationAct #$CreatingAnArtifact #$Inform-CommunicationAct #$Investigation #$VisitingSomeone #$InfluencingAnAgent #$AbandoningSomething #$LookingForAThingOrTypeOfThing #$EconomicAction #$ArrangingForSomething #$LawEnforcementActivity #$Evaluating #$WorkingEvent #$Transaction #$HostileSocialAction #$GroupingObjects #$GroupTransfer #$PurposefulPhysicalAction #$PoliticalEvent #$Perceiving-Voluntary #$PurposefulMentalActivity #$EndingAnAgreement #$AccessingAnIBT #$HelpingAnAgent #$Paying #$SelectingSomething #$ContractNegotiation #$TakingSomething #$Ritual #$SocialGathering #$Research #$Competition
#$SingleDoerAction   actions with only one performer    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$Action. Each instance of #$SingleDoerAction is an action which can have only one `doer' (see the predicate #$doneBy). Such events may be intentional, but they need not be. Most bodily functions (e.g., the instances of #$Heartbeating or #$Bleeding) belong to subcollections of #$SingleDoerAction, because the only doer of a normal bodily function is the agent whose body it is. In order for a type of action (i.e., a subcollection of #$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.
guid: c0fd4844-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of: #$Action  
direct generalization of: #$Perceiving #$IncurringAnInjury #$Ambulation #$WritingByHand #$DigestionEvent #$BodyMovementEvent #$Starvation #$Ingesting #$AnimalWalkingProcess #$Dying #$BodilyFunctionEvent #$WakingUpFromSleep #$GoingToSleep
#$SocialOccurrence   social events
A specialization of #$CompositePhysicalAndMentalEvent. Each instance of #$SocialOccurrence is an event in which two or more agents take part. In many cases, instances of #$SocialOccurrence involve communication among the participating agents. Some instances of #$SocialOccurrence have very elaborate role structures (for instance, a typical lawsuit), while others have fairly simple role structures (for instance, greeting a colleague at work).
guid: bd588f3b-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$CompositePhysicalAndMentalEvent  #$HumanActivity  
direct generalization of: #$CulturalEvent #$Trial #$ArrestingSomeone #$RudeAction #$Interviewing #$EntertainmentEvent #$ConflictEvent #$CooperationEvent #$ChangeOfStatusEvent #$EndingAnAgreement #$Negotiating #$SocialGathering #$TransferringPossession #$HostileSocialAction #$SociabilityBasedAction #$HelpingAnAgent #$Holiday #$PublicEvent #$ExchangeOfUserRights #$BusinessEvent #$MeetingSomeone #$InfluencingAnAgent
#$HumanActivity   human activities    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$AnimalActivity. Each instance of #$HumanActivity is an action each of whose doers (see the predicate #$doneBy) is either a person (i.e., an instance of the collection #$Person) or a group of people (i.e., an instance of the collection #$Group, all of whose group-members are instances of the collection #$Person).
guid: bd588deb-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$AnimalActivity  
direct generalization of: #$DeliveringSomeoneSomething #$DiagnosingAndRepairingSomething #$Ordering-CommunicationAct #$PreservingFood #$PreparingFoodOrDrink #$PuttingOnAClothingItem #$TakingOffAClothingItem #$IBOCreation #$SelectingSomething #$AthleticActivity #$TakingCareOfSomething #$HavingAMeal #$SocialOccurrence #$IBTGeneration-Original #$Investigation #$GameEvent #$SpokenCommunicating #$Teaching #$Exercising #$SkilledActivity #$MedicalCareEvent #$VisitingSomeone #$ServingFoodOrDrink #$EntertainmentEvent #$ActsCommonlyConsideredCriminal #$HandlingADevice #$ReligiousEvent #$Event-Organized #$MakingSomethingAvailable #$LawEnforcementActivity #$Holiday #$SocialGathering #$CommercialActivity #$ExchangeOfUserRights #$Research #$WagingWar #$EndingAnAgreement #$SimpleRepairing #$BusinessEvent #$TransportingPeople #$ConveyingMaterials #$HarvestingAPlant #$Writing #$SendingSomething
#$CompositePhysicalAndMentalEvent   composite physical and mental events
A specialization of both #$AtLeastPartiallyMentalEvent and #$PhysicalEvent. Each instance of #$CompositePhysicalAndMentalEvent is an event that involves some mental event(s), as well as some interaction between physical objects. Examples include a news broadcast program, a court trial, someone inheriting property, someone writing a letter, a physical examination, and a charity ball.
guid: bd588d27-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$AtLeastPartiallyMentalEvent  #$PhysicalEvent  
direct generalization of: #$PurposefulPhysicalAction #$SocialOccurrence
#$DefaultDisjointScriptType   types of sibling disjoint script    **GAFs NOT REVIEWED**
A collection of collections and an instance of #$SiblingDisjointCollection. Each instance TYPE of #$DefaultDisjointScriptType is a specialization #$Event of which the following is true, as a default assumption: Every instance of #$DefaultDisjointScriptType, other than TYPE, is either a specialization of TYPE, a generalization of TYPE, or it is disjoint with TYPE.
guid: bd58efca-9c29-11b1-9dad-c379636f7270
direct instance of: #$SecondOrderCollection #$SiblingDisjointCollection
direct specialization of: #$FirstOrderCollection  
direct generalization of: #$ControllableAutonomousActionType
#$granuleOfTemporalStuff   granule of temporal stuff    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
(#$granuleOfTemporalStuff STUFFTYPE OBJTYPE) means that the collection STUFFTYPE has as its temporal granules (or granularity level) the collection OBJTYPE. If some collection is temporally stuff-like, that means that the instances of that collection can be divided temporally, and the temporal slices remaining will still be instances of that collection; e.g., a time slice of some instance of #$Person is still a person, and a temporal slice of a walking process is still a walking process (cf. #$TemporalStuffType). Such division cannot always go on indefinitely, however: eventually, division of something temporally stuff-like will result in the temporally object-like 'granules' out of which the stuff-like thing is composed. For instances, division of a walking process would eventually result in individual steps. At this level of division or below, the remaining temporal slices do NOT count as instances of the temporal stuff-type from which they were divided. This may seem counter-intuitive, but since the individual temporal granules of a temporal stuff typically do NOT have most of the properties that the groups made of the granules have (including the property of being temporally stuff-like), we do not count the individual granules as instances of the collection of which they are granules. See also #$granuleOfSpatialStuff.
guid: bd58da24-9c29-11b1-9dad-c379636f7270
direct instance of: #$BinaryPredicate
direct specialization of: #$granuleOfStuff #$disjointWith
#$granuleOfSpatialStuff   granule of spatial stuff    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
(#$granuleOfSpatialStuff STUFFTYPE OBJTYPE) means that the collection STUFFTYPE has as its spatial granules (or granularity level) the collection OBJTYPE. If some collection is spatially stuff-like, that means that the instances of that collection can be divided spatially, and the physical portions remaining will still be instances of that collection; e.g., a physical portion of some instance of #$SandMob is still sand (cf. #$ExistingStuffType). Such division cannot go on indefinitely in this way, however: eventually, division of something spatially stuff-like will result in the object-like 'granules' out of which the stuff-like thing is composed. For instances, division of sand would eventually result in individual grains of sand, division of water would eventually get down to individual molecules of water, etc. At this level of division or below, the remaining physical portions do NOT count as instances of the stuff-type from which they were divided. This may seem counter-intuitive: isn't an individual molecule of water still water? Perhaps in some sense, but since the individual granules of a stuff typically do _not_ have most of the properties that the groups made of the granules have (including the property of being stuff-like), we do not count the individual granules as instances of the collection of which they are granules.
guid: bd58c3c4-9c29-11b1-9dad-c379636f7270
direct instance of: #$BinaryPredicate
direct specialization of: #$granuleOfStuff #$disjointWith


Copyright© 1996-2002. All rights reserved. See Terms of Usage.