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#$IntrinsicStateChangeEvent   events that inherently involves a change of state
A specialization of #$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 barbered undergoes an #$IntrinsicStateChangeEvent due to its role in that kind of event, but the barber undergoes no intrinsic change due to the hair cutting. Note that some events, such as an ice cube melting into a small puddle of water, could be represented either as an #$IntrinsicStateChangeEvent or as a #$PhysicalTransformationEvent, but not (within a single micro-theory) as both.
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direct instance of: #$TemporalObjectType
direct specialization of: #$Event-Localized  
direct generalization of: #$SomethingAppearingSomewhere #$RecoveringFromAilment #$SimpleRepairing #$IncurringDamage #$ImprovementEvent #$StateOfMatterChangeEvent #$ContaminationEvent #$ShapeChangeEvent #$Splitting #$Dissolving #$TemperatureChangingProcess #$Cracking #$Drying #$BiologicalDevelopmentEvent #$PreservingFood #$WakingUpFromSleep #$GoingToSleep #$ChangingDeviceState #$DiagnosingAndRepairingSomething #$PregnancyEndingEvent
#$objectOfStateChange   object of state change (actor predicate describing the actor's fate) (actor slot) (role)
The predicate #$objectOfStateChange is used to identify an object undergoing a change of state in an instance of #$IntrinsicStateChangeEvent. (#$objectOfStateChange EVENT OBJECT) means that the #$PartiallyTangible OBJECT undergoes some kind of intrinsic change of state (such as a change in one of its physical properties) in the #$IntrinsicStateChangeEvent EVENT. OBJECT exists before EVENT, is directly involved in EVENT, and persists after EVENT (accordingly, this predicate has as #$genlPreds both #$preActors and #$postActors). The change which OBJECT undergoes is internal or intrinsic; this predicate is not used for extrinsic changes, such as changes in location, orientation, ownership, or status. Note that if OBJECT were destroyed by EVENT and went out of existence in the course of EVENT, then the right predicate to use would be #$inputsDestroyed, rather than #$objectOfStateChange.
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direct instance of: #$ActorUseTypeSlot #$IndividualLevelPredicate
direct specialization of: #$postActors #$objectActedOn
#$PluggingInAPowerCord   plugging in of a power cord    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of events in which a #$PowerCord gets connected to an electrical outlet.
guid: bd5889ae-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$IntrinsicStateChangeEvent  #$SingleDoerAction  #$HandlingADevice  #$Translation-SingleTrajectory  #$Translation-LocationChange  
#$ChangingDeviceState   changes of device state    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of actions in which a device goes from one state (the #$fromState) to another state (the #$toState). A change of #$DeviceState may be due to an outside #$Agent adjusting a device, or it may happen automatically due to the behavior of a device. The two most general state changes (for powered devices) are from #$DeviceOn to #$DeviceOff, and vice versa. Many other states peculiar to specific devices can be identified; for example, the states of a #$Dishwasher include #$DeviceState-Washing and #$DeviceState-Rinsing; or the states that a trapping device may be in include #$TrapArmed, #$TrapTripped, #$TrapIdle. Note that a change in the state of a device is an intrinsic change in the device; i.e., #$ChangingDeviceState is a subcollection of #$IntrinsicStateChangeEvent.
guid: bd58d12d-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$Action  #$IntrinsicStateChangeEvent  #$PhysicalEvent  
direct generalization of: #$TurningOffPoweredDevice #$TurningOnPoweredDevice
#$TurningOffPoweredDevice   turning off
A specialization of #$ChangingDeviceState. Each instance of #$TurningOffPoweredDevice is an event in which the #$DeviceState of some instance of #$PhysicalDevice changes from #$DeviceOn to #$DeviceOff.
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direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$ChangingDeviceState  
#$TurningOnPoweredDevice   turning on    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of actions in which the #$DeviceState of a #$PhysicalDevice changes from #$DeviceOff to #$DeviceOn.
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direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$ChangingDeviceState  
#$DisarmingADevice   disarming a device    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of actions in which the #$DeviceState of a #$PhysicalDevice (such as a #$TrapDevice, #$Bomb, or #$AutomaticFirearm) is changed from armed (or cocked) to idle (or uncocked), without an intervening firing or triggering of the device. If it is a firing or triggering that causes the state change, that is a discharging of the device, not a disarming of it.
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direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$ChangingDeviceState  #$HumanActivity  
#$LockingSomething   locked    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of actions in which the #$DeviceState of a lockable device is changed from #$Unlocked to #$Locked.
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direct instance of: #$FirstOrderCollection
direct specialization of: #$ChangingDeviceState  
#$DeviceState-Coll   device state - coll    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A subcollection of #$AttributeValue. Each instance of #$DeviceState is a state in which some device can be. Instances of #$DeviceState include #$DeviceOn, #$OffHook, and #$Unlocked.
guid: 10992938-74b2-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of: #$Collection  
#$fromState   from state    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
This predicate is used in connection with #$IntrinsicStateChangeEvent, to identify the #$AttributeValue that a thing has before the change. (#$fromState EVENT VALUE) means that immediately prior to EVENT (which is the intrinsic-state-changing action), the thing that is changed in EVENT has the value VALUE for the relevant attribute (and during the EVENT the thing changes from that to another value for that attribute). For example, prior to any X which is a #$TurningOnAnElectricalSwitch, the switch involved has (#$fromState X #$DeviceOff).
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direct instance of: #$BinaryPredicate
#$toState   to state    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
This predicate is used in connection with #$IntrinsicStateChangeEvent, to identify the #$AttributeValue a thing has immediately after the change. (#$toState EVENT VALUE) means that following the intrinsic-state-changing action, EVENT, the object undergoing the change is characterized by the the value VALUE of the relevant attribute. For example, after any X which is a #$TurningOnAnElectricalSwitch, the switch involved has (#$toState X #$DeviceOn).
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direct instance of: #$BinaryPredicate
#$StateOfMatterChangeEvent   physical state change events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
#$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 #$MatterTypeByPhysicalState and its individual state constants.
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direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$ReversibleProcess  #$IntrinsicStateChangeEvent  #$PhysicalTransformationEvent  
direct generalization of: #$Freezing #$Boiling #$Evaporating #$SublimatingToSolid #$Sublimating #$Melting #$Condensing
#$Evaporating   evaporations
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).
guid: be01164d-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$StateOfMatterChangeEvent  
#$Melting   melting events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
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 #$Liquid-StateOfMatter.
guid: bd58f9f4-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$StateOfMatterChangeEvent  
#$Condensing   condensation processes    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each instance of #$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.
guid: be01163d-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$HeatProductionProcess  #$StateOfMatterChangeEvent  
#$Boiling   boiling events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each #$Boiling, a piece of liquid matter is raised to its #$boilingPoint and is thereby changed from being in the #$Liquid-StateOfMatter to being in the #$Gaseous-StateOfMatter. Note: this is not intended to cover the cases of heat/evacuation causing a solid to sublime directly into a gas.
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direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$StateOfMatterChangeEvent  
#$Freezing   freezing events
A specialization of #$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.
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direct instance of: #$TemporalObjectType #$DefaultDisjointScriptType
direct specialization of: #$CoolingProcess  #$StateOfMatterChangeEvent  #$HeatProductionProcess  
#$MatterTypeByPhysicalState   states of matter
A collection of collections. Each instance of #$MatterTypeByPhysicalState is a collection of instances of #$PartiallyTangible (q.v.) that are in one of the basic physical states of matter. The only four instances of this collection are #$Solid-StateOfMatter, #$Liquid-StateOfMatter, #$Gaseous-StateOfMatter, and #$Plasma-StateOfMatter. Although the chemical composition of a substance does not change when its basic physical state changes, many of its intrinsic physical properties do change -- including its density, viscosity, brittleness, color, and size. States of matter concern the organization of matter at the molecular level, as determined by temperature and pressure. Sufficiently large changes in temperature or pressure will cause matter in one physical state to transform into another (see #$StateOfMatterChangeEvent).
guid: bd589108-9c29-11b1-9dad-c379636f7270
direct instance of: #$SecondOrderCollection
direct specialization of: #$FirstOrderCollection  
#$Solid-StateOfMatter   solids    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$PartiallyTangible and an instance of #$MatterTypeByPhysicalState. Each instance of #$Solid-StateOfMatter is an object of a single chemical species in the solid state of matter. Objects in the solid state of matter are at a sufficiently low enough temperature or high enough pressure for the particular type of matter involved that the molecules of the matter are bonded to each other by various sorts of forces, and don't move away from their neighbors. Solid objects are characterized at the macroscopic level by definite, persistent boundaries, independent of container. Examples of things that typically have this AttributeValue are: a piece of aluminum foil, a lump of coal, a quartz crystal, a gold ingot stored in Fort Knox.
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direct instance of: #$MatterTypeByPhysicalState
direct specialization of: #$SolidTangibleThing  
direct generalization of: #$Glass
#$Liquid-StateOfMatter   liquid
A specialization of #$PartiallyTangible and an instance of #$MatterTypeByPhysicalState. Each instance of #$Liquid-StateOfMatter is an object of a single chemical species in the liquid state of matter. Objects in the liquid state of matter are at a temperature and pressure such that the molecules of the matter move freely relative to their neighbors, but are not excited enough to break free. Liquid objects are characterized at the macroscopic level by special qualities of flow, such as being pourable and conforming to whatever container they occupy. Instances of #$Liquid-StateOfMatter include a quantity of liquid nitrogen, the water component of a gallon of seawater, a lump of mercury at room temperature, and some molten silver about to be poured into a teapot mold. Counterexamples include a gallon of seawater (since it has dissolved minerals) and 190 proof ethanol (since it is 5% water).
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direct instance of: #$MatterTypeByPhysicalState
direct specialization of: #$LiquidTangibleThing  
#$Gaseous-StateOfMatter   gaseous    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$PartiallyTangible and an instance of #$MatterTypeByPhysicalState. Each instance of #$Gaseous-StateOfMatter is an object of a single chemical species in the gaseous state of matter. Objects in the gaseous state of matter are at a high enough temperature or low enough pressure for the type of matter involved that the molecules are not bonded even weakly to their neighbors, and readily break free. Gaseous objects are characterized at the macroscopic level by having diffuse boundaries (when outside of containers), no shape independent of a container, and by great expandability and compressibility. Examples of things that typically have this attribute are: the helium in a child's balloon; the oxygen in Earth's atmosphere; the water vapor in Earth's atmosphere.
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direct instance of: #$MatterTypeByPhysicalState
direct specialization of: #$GaseousTangibleThing  
#$boilingPoint   boiling point    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
(#$boilingPoint STUFF TEMP) means that TEMP is the temperature at which the substance STUFF changes from having the attribute #$Liquid-StateOfMatter to #$Gaseous-StateOfMatter (when sufficient energy is input to raise STUFF's temperature through that point). Note that the boiling point of most substances is context-dependent; on a mountaintop in Tibet the boiling point of water is much lower than it is in New York City.
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direct instance of: #$TangibleObjectPredicate #$IntervalBasedQuantitySlot
#$freezingPoint   freezing point    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
(#$freezingPoint STUFF TEMP) means that TEMP is the temperature at which the substance STUFF changes from having the attribute #$Liquid-StateOfMatter to #$Solid-StateOfMatter (when sufficient energy is output to lower STUFF's temperature through this point). Note that the freezing point of most substances is context-dependent (e.g., based on altitude and other factors.)
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direct instance of: #$TangibleObjectPredicate #$IntervalBasedQuantitySlot
#$TemperatureChangingProcess   temperature changes    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$IntrinsicStateChangeEvent. In each instance of #$TemperatureChangingProcess, the temperature of some object is changed. Specializations of #$TemperatureChangingProcess include the collections #$CookingFood and #$Freezing.
guid: bd58f9ad-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$EnergyTransferEvent  #$IntrinsicStateChangeEvent  
direct generalization of: #$CoolingProcess #$HeatingProcess
#$HeatingProcess   heating processes    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
#$HeatingProcess is a specialization of #$TemperatureChangingProcess -- that is, (#$genls #$HeatingProcess #$TemperatureChangingProcess). During each #$HeatingProcess event, the temperature of the #$objectOfStateChange is increased by applying heat to the object.
guid: bd58d2c2-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$TemperatureChangingProcess  
direct generalization of: #$CookingFood
#$CookingFood   cooked    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of #$PreparingFoodItem and #$HeatingProcess. Each instance of #$CookingFood is an event in which some item of #$Food (q.v.) is prepared by heating it. Typically, the foodstuff is heated until it reaches a certain temperature over some period of time; during the heating, chemical and/or physical changes occur which are supposed to make the foodstuff healthier or tastier (or, in some cases, ethically acceptable). A #$CookingFood event may last from a few minutes (e.g., #$SteamingFood (vegetables), #$MakingToast) to several hours (e.g., #$RoastingFood).
guid: bd58ad09-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$HeatingProcess  #$PreparingFoodItem  
direct generalization of: #$Microwaving #$GrillingFood #$SteamingFood #$BakingFood #$Frying
#$HeatingAir   heating air    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. Each instance of this collection is a #$HeatingProcess event in which the #$objectOfStateChange is some piece of air which is heated. Every time your thermostat clicks at home, and the heater fires up, and the blower runs, there is a new instance of this collection (namely one subevent of that whole process --- the subevent in which the heater actually heats the air for a few minutes).
guid: bd58f971-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$HeatingProcess  
#$Baking-Hardening   baking something to harden it    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events, and a subset of #$HeatingProcess. In each #$Baking-Hardening event, a semisolid object is heated to a high temperature in order to transform it to a rigid, hardened, solid state. Examples of this collection include: a particular event in which someone bakes cookie dough into cookies, or fires a clay pot, etc.
guid: be01166e-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType
direct specialization of: #$PhysicalTransformationProcess  #$HeatingProcess  
direct generalization of: #$BakingFood
#$CoolingProcess   cooling processes
A specialization of #$TemperatureChangingProcess. Each instance of #$CoolingProcess is an event in which the temperature of some object (related to the instance of #$CoolingProcess by #$objectOfStateChange) is lowered.
guid: bd58f7dc-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$TemperatureChangingProcess  
direct generalization of: #$Freezing
#$Chilling   chilling    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The subset of #$CoolingProcesses in which a substance is cooled to a #$Cold temperature. For example, the preparation of Jello involves chilling it; so each time someone makes a batch of Jello, that is an element of the collection #$Chilling.
guid: c0fbd8ab-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$CoolingProcess  
#$CoolingAir   cooling air    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events, and a subset of #$CoolingProcess. During each #$CoolingAir event, the #$objectOfStateChange is some piece of air which is cooled. Every time the thermostat in an office building clicks on, in the summer, and the building air conditioner kicks in, and blowers run to circulate the air to the offices, etc., there is a new instance of this collection (namely one subevent of that whole process --- the subevent in which the air conditioner actually cools the air that passes by it, for a few minutes).
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direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$CoolingProcess  
#$temperatureOfObject   temperature of object
A #$PhysicalAttributeDescriptionSlot that relates a given tangible thing to its current temperature. (#$temperatureOfObject OBJECT TEMPERATURE) means that OBJECT has TEMPERATURE. Note that OBJECT need not be a discrete entity; e.g. it might be a particular spot in the ocean. A notable specialization of this predicate is #$bodyTemperature. See also #$ambientTemperature and #$UnitOfTemperature.
guid: bd5889fc-9c29-11b1-9dad-c379636f7270
direct instance of: #$PhysicalAttributeDescriptionSlot #$IntervalBasedQuantitySlot
direct specialization of: #$hasAttributes
#$Drying   dried    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events in which involves a reduction in the moistness of something -- either its water content or its surface wetness -- by evaporation, absorption (e.g. with towels), or some other process. Typical objects of a #$Drying event include instances of: paint, food, dishes, clothes, humans. The event of a clothes dryer running is a #$Drying.
guid: bd58d388-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$PhysicalEvent  #$IntrinsicStateChangeEvent  
#$HumidifyingAir   humidifying    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of intrinsic state-change processes which increase the concentration of water vapor in some portion of air.
guid: bd58f715-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$IntrinsicStateChangeEvent  #$PhysicalEvent  
#$BiologicalDevelopmentEvent   developing (biological event) (event that inherently involves a change of state) (physical event)    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events, and a subcollection of #$IntrinsicStateChangeEvent. In each instance of #$BiologicalDevelopmentEvent, one or more living things undergo biological changes in which they progress from one developmental stage to another. For example, the germination of a seed, the opening of a flower, the pupating of a caterpillar, a teenager reaching puberty. Some borderline non-examples include: Groucho Marx being born, Groucho Marx dying.
guid: bd58d906-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$IntrinsicStateChangeEvent  #$BiologicalEvent  
direct generalization of: #$BirthEvent
#$BiologicalMaturationEvent   maturing    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each #$BiologicalMaturationEvent, a living thing undergoes biological processes and changes from its species' juvenile form to its species' mature form. In humans, this means reaching puberty; i.e., #$Puberty is a subset of this collection. Note that many episodes of maturation are accompanied by growth, but not all are (e.g., the final stages of seed maturation, during which the seed loses water and actually shrinks in size).
guid: bd5894ea-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$BiologicalDevelopmentEvent  
#$JuvenileFn   juvenile fn    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
#$JuvenileFn is a Cyc function, and in particular a #$CollectionDenotingFunction. (#$JuvenileFn ORGCLASSTYPE) represents that subcollection of #$JuvenileAnimal whose instances are the juveniles of the group of animals denoted by ORGCLASSTYPE. E.g., (#$JuvenileFn #$Deer) denotes the collection of all fawns. Certain kinds of organisms have no juveniles (e.g., the members of #$Amoeba).
guid: c10c2004-9c29-11b1-9dad-c379636f7270
direct instance of: #$MacroRelation #$UnaryIntersectionFunction #$Individual
#$Cleaning   sanitations    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each #$Cleaning event, dirt (or other unwanted substances) is removed from the #$objectOfStateChange of that event. If a #$Cleaning event is successful, then the #$Dirtiness level of the object will have been lowered.
guid: bd58c9de-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$TakingCareOfSomething  #$RemovingSomething  
direct generalization of: #$DailyPersonalCleaning #$TeethCleaning #$Washing #$PolishingSomething
#$PolishingSomething   polishing events
A specialization of #$Rubbing. In each instance of #$PolishingSomething, a surface of an object is made smooth and glossy by rubbing that surface.
guid: bd58ead9-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$PhysicalTransformationEvent  #$Rubbing  #$Cleaning  
#$DailyPersonalCleaning   daily personal cleaning    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. Each #$DailyPersonalCleaning encompasses the standard cleaning and grooming activities that an animal engages in over the course of a day. Such a `daily routine' is almost sure to include many brief grooming and cleaning actions, such as licking one's paws, combing one's hair, washing one's hands, shaving, bathing, etc., and those are sub-events of that #$DailyPersonalCleaning event. For example, a human's #$DailyPersonalCleaning might have a #$TeethCleaning as one of its sub-events, along with a #$TakingABath, two instances of #$CombingHair, etc. Note: Those specialized kinds of events, like #$CombingHair, are NOT subsets of #$DailyPersonalCleaning, since it would be abnormal for someone to JUST comb their hair each day (and do absolutely no other daily cleaning activity whatsoever). Note: In the context #$HumanActivitiesMt --- where all the performers of actions are, by default, human beings --- #$DailyPersonalCleaning designates human grooming activities only. In that microtheory, dog-grooming performed by human beings does not constitute #$DailyPersonalCleaning, even if it happens on a daily basis for some pampered poodle, as it is not PERSONAL (i.e, self-) cleaning.
guid: bd58d05d-9c29-11b1-9dad-c379636f7270
direct instance of: #$MammalCapabilityType #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$Cleaning  
#$TeethCleaning   teeth cleaning    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each #$TeethCleaning event, an animal's teeth are cleaned. In order to distinguish, e.g., professional teeth cleaning by a dental technician from daily personal care, different microtheories are used. Consider just the frequencies of performing this action: in the #$HumanActivitiesMt, where a person brushes their own teeth as a subevent of #$DailyPersonalCleaning, this occurs once or twice per day. In the #$ProviderOfServicePerspectiveMt, that is from the dental hygienist's point of view, it occurs about ten times per day. In the #$RecipientOfServicePerspectiveMt, that is from the point of view of someone going to get their teeth cleaned at a dentist's office, it happens a couple times per year.
guid: bd58a8f8-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$DentalCareEvent  #$Cleaning  
#$Washing   washes    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events, and a subcollection of #$Cleaning. In a #$Washing event, some #$Water is being employed in the cleaning, typically with some surfactant such as soap dissolved in the water. If only water (i.e., no soap) is used in a #$Washing, then the event also belongs to a particular subcollection of #$Washing, namely #$Rinsing.
guid: bd589c84-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$Cleaning  
#$CleaningAnObject   cleaning an object    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. Each #$CleaningAnObject event is a #$Cleaning event in which some particular object is cleaned.
guid: bd58c319-9c29-11b1-9dad-c379636f7270
direct instance of: #$ProductType #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$Cleaning  
#$Crumpling   crumpled    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. A #$Crumpling event is an event of #$ShapingWithoutRemovingMaterial in which some particular sheetlike object (e.g., a piece of paper, a cloth sheet, or a fender) is crumpled.
guid: be01129b-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$ShapingWithoutRemovingMaterial  
#$TighteningAConnection   tauts    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each #$TighteningAConnection event, a connection between two (or more) objects (or parts of one object) is made more rigid or secure by increasing the tension in some aspect of the connection. E.g., tightening the connection between two pipes by screwing them together more firmly; pulling a knot tighter; fitting a cork more securely into a wine bottle.
guid: bd58ec8e-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of: #$IntrinsicStateChangeEvent  #$HandlingAnObject  
#$Ablation   ablations    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In an #$Ablation, a (usually relatively thin) layer of material is removed from the surface of an object.
guid: bd58b6b3-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$RemovingSomething  #$Separation-Complete  
direct generalization of: #$AbradingSomething
#$AbradingSomething   abrading events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In an #$AbradingSomething event, the surface of some object is gradually worn away by scraping or similar physical contact involving friction. Devices used in elements of #$AbradingSomething include files and sand paper; elements of #$AbradingSomething would include the event in which Howard Hughes sanded down the Spruce Goose for the last time, the event in which Lucy Ricardo filed her fingernails just before her singing debut at Rickie's club, etc.
guid: bd5899e7-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType
direct specialization of: #$Rubbing  #$Ablation  
#$ShavingSomething   shaved    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each #$ShavingSomething event, thin pieces of material on an object's surface are removed. An example would be someone whittling a wooden spoon, someone using a lathe to make a table leg, someone scraping the top layer of mold and cheese off a brick of cheese that was left in the refrigerator just a little too long, etc. WARNING: an event in which someone ``shaves'' their body hair (a #$ShavingBody event) from one's face, legs, etc. with a shaver or razor is NOT a #$ShavingSomething event; rather, it is an instance of the collection #$CuttingSomething.
guid: be011ba6-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$LearnedActivity  #$RemovingSomething  #$Motion-SolidAgainstSolid  
#$Cracking   cracking events    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of change events. In each #$Cracking, something becomes cracked. I.e., two or more areas of the thing are separated from one another (though perhaps not divided wholly into parts). In order to undergo a #$Cracking, the #$objectOfStateChange must be in a #$Solid-StateOfMatter.
guid: bd58f8e2-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of: #$IntrinsicStateChangeEvent  #$SeparationEvent  
#$Weathering   weathering    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In a #$Weathering event, the physical state of an object is altered due to the action of weather, typically over some extended period of time such as years or decades or centuries or millenia. To undergo a #$Weathering process, the #$objectOfStateChange must be outdoors (or at least exposed to the outdoor weather). The specific processes involved in a particular #$Weathering event depend upon (1) the climate in which the process occurs, and (2) the type of material that the #$objectOfStateChange is made of. One typical effect of a #$Weathering is the removal of paint (and other coatings) from the object, through the action of sun, rain, freezing, and wind.
guid: bd5886f3-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$IntrinsicStateChangeEvent  #$PhysicalEvent  
#$ConnectingTogether   mergers    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In a #$ConnectingTogether event, two or more tangible things get physically connected together (attached) by means of some sort of connector or fastener. Some specializations of this include welding, buckling-up, using nailing, tying-up, etc. #$ConnectingTogether need not be a spec of #$Movement-TranslationEvent since two objects being connected may be already at rest with each other.
guid: bd589c6d-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType #$DefaultDisjointScriptType
direct specialization of: #$ActionOnObject  #$AttachmentEvent  
#$DiagnosingAndRepairingSomething   diagnosing and repair something    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A specialization of both #$IntrinsicStateChangeEvent and #$HumanActivity. Each instance of #$DiagnosingAndRepairingSomething is an event in which something is diagnosed and repaired. Such events can range from fixing an instance of #$PhysicalDevice (q.v.) to killing pests that infest a place. All instances of #$DiagnosingAndRepairingSomething involve an intrinsic change in the thing which undergoes repairs. Note that a diagnosis action alone, or a repair action alone, would not be instances of this collection, although they could be sub-events of an instance of this collection.
guid: bd58ab98-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType
direct specialization of: #$SimpleRepairing  
direct generalization of: #$DentalCareEvent
#$SimpleRepairing   repairing activities    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of events in which something gets fixed.
guid: bd5893d5-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$WorkingEvent  #$ImprovementEvent  
direct generalization of: #$DebuggingAComputerProgram #$DiagnosingAndRepairingSomething #$MedicalTreatmentEvent
#$Refinishing   refinishing    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each #$Refinishing event, some type of coating or finish is removed from the surface of an object in order to replace it with a new coating (of possibly a different type). Thus, a #$Refinishing will have some sub-events in which the old finish is removed and some later sub-events in which the new finish is added. The #$objectOfStateChange in a #$Refinishing may be a car, a doorframe, one of your fingernails, etc., but in general must be in a #$Solid-StateOfMatter. Note that an event such as stripping the wood away from a doorframe, though prepatory to refinishing that doorframe, is not in and of itself an element of #$Refinishing; it is just one of the #$subEvents of a #$Refinishing event.
guid: bd58a17b-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of: #$SimpleRepairing  
#$DebuggingAComputerProgram   debugging    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events, and a specialization of #$SimpleRepairing. In each #$DebuggingAComputerProgram event, a computer program is tested, analyzed, and modified (perhaps repeatedly) in order to remove unwanted features, restore intended functionality, etc. This is more of a #$TemporalStuffType than a #$TemporalObjectType (i.e., more substance-like than object-like), since each `portion' of the total #$DebuggingAComputerProgram event is itself a small #$DebuggingAComputerProgram event.
guid: bd58cae7-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType #$DefaultDisjointScriptType
direct specialization of: #$SimpleRepairing  #$ComputerActivity  
#$MedicalTreatmentEvent   medical treatments    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A subcollection of #$MedicalCareEvent. Each instance of #$MedicalTreatmentEvent is a procedure performed by one or more medical professionals to alleviate or ameliorate a #$PhysiologicalCondition (q.v.).
guid: bd58ba4f-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$MedicalCareEvent  #$SimpleRepairing  
direct generalization of: #$DrugTherapy
#$TreatmentFn   treatment fn
An instance of #$CollectionDenotingFunction. When applied to an instance CONDITION of #$PhysiologicalConditionType, #$TreatmentFn returns the collection of medical treatment events in which an instance of CONDITION is treated (so that the collection in question is a specialization of #$MedicalTreatmentEvent). For example, (#$TreatmentFn #$HeartCondition) is the collection of all events in which some heart condition is medically treated.
guid: c0fdda78-9c29-11b1-9dad-c379636f7270
direct instance of: #$CollectionDenotingFunction #$UnaryFunction #$Individual
#$Rehabilitation-Medical   drug rehabilitations    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. Each #$Rehabilitation-Medical event is likely to have numerous #$subEvents. Taken together, the #$Rehabilitation-Medical event is intended and expected to restore, perhaps over an extended period of time, personal capabilities removed by injury, disease, addiction, etc. A physical rehabilitation event, such as a regime of treatment for someone who was in a badcar crash, typically involves repeated physical therapy and exercise #$subEvents. A mental rehabilitation event, such as a regime of psychotherapy for a recovering cocaine addict, typically involves repeated psychological counseling and/or behavioral modification techniques as #$subEvents.
guid: bd5ba2c5-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$MedicalTreatmentEvent  
#$BoneRepair   bone repair    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each #$BoneRepair event, a broken bone is repaired. Typically, each such event has a sub-event of `setting' the bone. The whole #$BoneRepair event goes far beyond this, however, probably lasting for weeks or months, during which time the bone heals; if the bone belongs to a civilized human being, they may wear a cast or be in traction to immobilize the broken place until the bone heals.
guid: c0fd50b6-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of: #$MedicalTreatmentEvent  
#$StitchingAWound   stitching a wound    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each #$StitchingAWound, a wound is sewed up, typically with a suture. Notice that each taking of one single stitch is not a #$StitchingAWound, though it is one of the #$subEvents of the entire #$StitchingAWound event.
guid: c0fd507d-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of: #$MedicalTreatmentEvent  
#$InfectionTransmissionEvent   infection transmission
A specialization of #$InfectingEvent. Each instance of #$InfectionTransmissionEvent is an event in which some infection is transmitted from one host to another (where both the old and new hosts are instances of #$BiologicalLivingObject).
guid: c0fd53e7-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$InfectingEvent  
#$RecoveringFromAilment   recoveries    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In an instance of #$RecoveringFromAilment, some member of #$BiologicalLivingObject recovers from an #$AilmentCondition it has at the beginning of this recovery period.
guid: c10c3620-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$ImprovementEvent  
#$IncurringDamage   incurring damage    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of events in which some sort of damage is incurred to a person or property.
guid: bd58a555-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of: #$IntrinsicStateChangeEvent  #$PhysicalEvent  
direct generalization of: #$DegenerationEvent #$IncurringAnInjury
#$IncurringAnInjury   instances of incurring an injury    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. An instance of #$IncurringAnInjury is an event in which an animal becomes injured. In such events, the animal which is hurt is the #$bodilyActedOn in the event. The condition which results of an instance of #$IncurringAnInjury would be an instance of #$InjuryCondition (q.v.). Also see the comment on #$AilmentCondition.
guid: bd58c658-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType
direct specialization of: #$SingleDoerAction  #$IncurringDamage  #$AnimalActivity  
#$DegenerationEvent   degenerates    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In each #$DegenerationEvent, some object loses its function(s) through a process of deterioration and/or a series of discrete breakdowns.
guid: bd58c357-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$IncurringDamage  
#$BiologicalDegenerationEvent   biological degeneration    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
Those #$DegenerationEvents in which the object degenerating is a living biological structure.
guid: bd588eee-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$DegenerationEvent  #$BiologicalDestructionEvent  
#$Spoiling   spoils    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In a #$Spoiling event, an object deteriorates to the point that it is no longer suitable for its intended purpose (whether that purpose is natural or imposed). For example, spoiled food is food which has become inedible (either too unhealthy and/or too unappetizing to eat). Note that spoiled food might still be quite suitable for compost; being `spoiled' is always relative to some intended use.
guid: bd58c31e-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$DegenerationEvent  #$PhysicalDestructionEvent  
#$IncurringEquipmentDamage   incurring equipment damage    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of events in which some piece of equipment gets damaged or broken.
guid: bd588203-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of: #$IncurringDamage  
#$BreakingATool   breaking a tool    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
A collection of events. In a #$BreakingATool event, some #$PhysicalDevice becomes no longer #$behaviorCapable of performing its #$primaryFunction. Such breaking events are #$IntrinsicStateChangeEvents, and the tool is the #$objectOfStateChange in the event.
guid: bd5905d1-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$PhysicalDestructionEvent  
#$GoingToSleep   falling asleep    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of events in which an #$Animal goes from the state of being awake to being in a state of sleep.
guid: bd58b14a-9c29-11b1-9dad-c379636f7270
direct instance of: #$MammalCapabilityType #$TemporalObjectType #$DefaultDisjointScriptType
direct specialization of: #$IntrinsicStateChangeEvent  #$SingleDoerAction  #$AnimalActivity  
#$WakingUpFromSleep   woke    **COMMENT NOT REVIEWED**    **GAFs NOT REVIEWED**
The collection of events in which an #$Animal goes from the state of being asleep to being in a waking state.
guid: bd58abc5-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType #$MammalCapabilityType #$DefaultDisjointScriptType
direct specialization of: #$IntrinsicStateChangeEvent  #$SingleDoerAction  #$AnimalActivity  


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