Perception
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Sensors
#$Sensor sensors
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of devices, biological or
artificial, that gather information. Note: If a well-known
named part of such an entity does the data-gathering, then
generally only those parts are considered sensors, not the
whole entity. E.g., even though a person gathers
information, we generally do not consider them to be a
sensor, but rather the sensors are their eyes, ears, skin,
etc. In a context such as an ophthalmology convention,
`well-known part' has a different binding, and they would
consider just certain parts of the eye to be sensors.
guid: bd589e5a-9c29-11b1-9dad-c379636f7270
direct instance of:
#$ExistingObjectType
direct specialization of:
#$PartiallyTangible
direct generalization of:
#$ElectroMagneticRadiationSensor
#$VibrationThroughAMediumSensor
#$TactileSensor
#$ElectroMagneticRadiationSensor electromagnetic
radiation sensors
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A subcollection of #$Sensor, namely
those sensors that detect #$ElectromagneticRadiation.
guid: bd589e97-9c29-11b1-9dad-c379636f7270
direct instance of:
#$ExistingObjectType
direct specialization of:
#$Sensor
direct generalization of:
#$Eye
#$VibrationThroughAMediumSensor vibration sensors
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A subcollection of #$Sensor, namely
those sensors that detect amplitude and frequency of
vibrations through a physical medium. This includes ears,
skin, and also artificial devices such as microphones,
seismographs, etc. Note: #$Eyes are not #$VibrationThroughAMediumSensors
because there need not be any physical medium for
electromagnetic wave propagation. This is a somewhat close
call, and indeed in past centuries most people believed that
light propagated through aether, but what it comes down to
is this: consider all the axioms that apply only to the
structure, function, and operation, failure, etc. of a #$VibrationThroughAMediumSensor,
and of that set how many hold true for eyes --- and the
answer is No, most of them don't. So parsimony dictates that
#$Eye not be a
subcollection of #$VibrationThroughAMediumSensor.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Sensor
direct generalization of:
#$Skin #$Ear
#$TactileSensor tactile sensors
A specialization of #$Sensor. Each
instance of #$TactileSensor
is a sensor that operates by coming into physical contact
with the object being perceived. Instances of #$TactileSensor
are usually capable of perceiving properties such as
texture, hardness, and roughness.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Sensor
direct generalization of:
#$Skin
#$Perceiving perceptions
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A specialization of both #$SingleDoerAction
and #$InformationTransferPhysicalEvent. Each instance of #$Perceiving
is an event in which an agent (an instance of #$PerceptualAgent)
acquires information through the exercise of its senses.
guid: bd58c31c-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$InformationTransferPhysicalEvent #$IntentionalMentalEvent #$SingleDoerAction
direct generalization of:
#$Perceiving-Voluntary
#$Perceiving-Involuntary
#$TouchPerception
#$VisualPerception
#$WatchingSomething
#$SmellPerception
#$EcholocationPerception
#$TastePerception
#$Hearing
#$TouchPerception touches
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of sensory-perceptual events (#$Perceivings)
in which a #$PerceptualAgent
perceives (acquires information) by touch.
guid: bd58ea57-9c29-11b1-9dad-c379636f7270
direct instance of: #$MammalCapabilityType #$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$Perceiving #$ContinuousPhysicalContactEvent
#$SmellPerception smelling
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of sensory #$Perceivings
in which a #$PerceptualAgent
#$smells
something and thereby acquires information about it.
guid: bd58cb03-9c29-11b1-9dad-c379636f7270
direct instance of: #$MammalCapabilityType #$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$Perceiving
#$Hearing hearing
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of sensory #$Perceivings
in which, by means of vibratory sensors, a #$PerceptualAgent
#$hears
something that is causing (or consisting of) sound waves,
and thereby acquires information about it. See also: #$ListeningDeliberately,
the subcollection of #$Hearing events
in which the aural stimulus is intentionally attended to.
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direct instance of: #$MammalCapabilityType #$TemporalStuffType
#$DefaultDisjointScriptType
direct specialization of:
#$Perceiving
direct generalization of:
#$ListeningDeliberately
#$VisualPerception glimpses
A specialization of #$Perceiving.
Each instance of #$VisualPerception
is an event in which an agent (an instance of #$PerceptualAgent
(q.v.)) sees something by means of an #$ElectroMagneticRadiationSensor
(usually, the agent's own #$Eyes) detecting
wavelengths of visible light.
guid: bd58f0b6-9c29-11b1-9dad-c379636f7270
direct instance of: #$MammalCapabilityType #$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$Perceiving
direct generalization of:
#$WatchingSomething
#$TastePerception tasting
(perception) (carrying information)
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of sensory #$Perceivings
in which a #$PerceptualAgent
#$tastes
some object, by means of the appropriate #$Sensor, and
thereby acquires information about it.
guid: bd58d619-9c29-11b1-9dad-c379636f7270
direct instance of: #$MammalCapabilityType #$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$Perceiving
#$EcholocationPerception echo location
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
#$EcholocationPerception
is the collection of spatial #$Perceivings
in which a #$PerceptualAgent
(such as a bat or a submarine) generates sounds (potentially
ultra- or sub- sonic in frequency), hears the sounds
reflected from surfaces, and thereby acquires information
about the position of other objects in its environment.
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direct instance of:
#$TemporalStuffType
direct specialization of:
#$Perceiving
#$LookingForSomething searches
A specialization of #$Perceiving-Voluntary.
Each instance of #$LookingForSomething
is an event in which an agent searches for some object. Note
that #$LookingForSomething
includes cases in which the search is successful, and the
object is found, as well as cases in which the search is
unsuccessful, and the object is not found.
guid: bd58fb33-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$LookingForAThingOrTypeOfThing #$Perceiving-Voluntary
#$propositionsPerceived propositions perceived
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$propositionsPerceived
PERCEIVING PROP) means that in the #$Perceiving
event PERCEIVING, the perceiver mentally grasps the
proposition(s) PROP. E.g., ten people witness a particular
car crash, and yet each one gets their own particular set of
propositions which they later can relate to the police;
there are ten separate #$Perceivings
in this case, and each one has its own unique set of #$propositionsPerceived.
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direct instance of: #$BinaryPredicate
#$perceives perceived
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$perceives
AGENT OBJECT) means that AGENT is perceiving OBJECT. That
is, AGENT is consciously aware of the presence of OBJECT via
the functioning of at least one of her/his/its senses (e.g.
sight, hearing, smell, etc). Precisely which tangible
features of OBJECT AGENT apprehends depends in part on the
sensory modality used (see the specializations of #$perceives).
For example, if (#$sees AGENT
OBJECT) then AGENT is aware of certain visible features of
OBJECT (such as color or shape), whereas if (#$smells AGENT
OBJECT) then AGENT apprehends certain aromatic features of
OBJECT (such as its wearing L'air Du Temps perfume). Only
tangible objects and situations involving such objects (see
#$constituentInSituation) -- #$PartiallyTangibles,
#$PhysicalEvents,
and #$Configurations
(which are #$StaticSituations
involving partially tangibles) -- can be perceived.
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direct instance of: #$PerceivingSlot
direct specialization of: #$awareOf #$thinksAbout
#$sees saw
(#$sees
AGENT OBJECT) means that the #$PerceptualAgent
AGENT perceives the #$SpatialThing-Localized OBJECT via the
sense of sight. (#$sees AGENT
OBJECT) implies that AGENT is sensuously aware of at least
some of OBJECT's visible properties, such as its color,
shape, or texture.
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direct instance of: #$PerceivingSlot
direct specialization of:
#$perceives
#$hears hears (predicate
describing perception) (cognitive awareness
predicate) (mental predicate)
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$hears AGT OBJ)
means that the #$PerceptualAgent
AGT perceives sounds emananating from or as the result of
OBJ. Events such as the shooting of a gun and tangible
objects such as telephones are things which can emit audible
sound and thus be perceived auditorily.
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direct instance of: #$PerceivingSlot
direct specialization of:
#$perceives
#$tastes taste
(predicate describing perception) (cognitive
awareness predicate) (mental predicate)
(#$tastes AGENT
THING) means that AGENT perceives the (partially) tangible
object or physical event THING via the sense of taste.
Perceptual agents can taste certain objects (such as
lollipops) as well as, arguably, certain events (such as the
finish of a wine).
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direct instance of: #$PerceivingSlot
direct specialization of:
#$perceives
#$touchesDirectly-NotAsPart
#$smells smelled
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$smells AGENT
OBJECT) means that AGENT perceives the physical object or
event OBJECT via the sense of smell. This implies that
OBJECT releases (or involves the release of) a scent (see
#$Odor) of which AGENT is sensuously aware. In the situation
described by Joe smells the coffee brewing , both of the
following are true: (#$smells Joe
Coffee01) and (#$smells Joe CoffeeBrewingEvent09).
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direct instance of: #$PerceivingSlot #$CotemporalObjectsSlot
direct specialization of:
#$perceives
Similarity In Attributes
#$identicalInAttribute identical
in attribute
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$identicalInAttribute
THING1 THING2 ATTRIBUTE) means that the two things THING1
and THING2 have the same values of the #$AttributeType
ATTRIBUTE. Here 'the same' means complete identity or very
close resemblance -- what this means, and what the standard
of closeness or identity is, depends on the context, but #$identicalInAttribute
and #$differentInAttribute
cannot both be correctly asserted of the same two things.
See also #$resemblesInAttribute,
and #$differentInAttribute.
guid: c13b28fa-9c29-11b1-9dad-c379636f7270
direct instance of: #$ComparisonWRTPredicate
#$TernaryPredicate
#$differentInAttribute different
in attribute
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$differentInAttribute
THING1 THING2 ATTRIBUTE) means that the two things THING1
and THING2 do not have the same values of the #$AttributeType
ATTRIBUTE. Here 'the same' could mean complete identity or
close resemblance -- what this 'different' means, and what
the standard of closeness or identity is, depends on the
context, but #$differentInAttribute
and #$identicalInAttribute
cannot both be correctly asserted of the same two things.
See also #$resemblesInAttribute,
and #$identicalInAttribute.
guid: bda14357-9c29-11b1-9dad-c379636f7270
direct instance of: #$ComparisonWRTPredicate
#$IndividualLevelPredicate #$TernaryPredicate
#$resemblesInAttribute resembles
in attribute
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$resemblesInAttribute
THING1 THING2 ATTRIBUTE) means that the two things THING1
and THING2 resemble each other in their values of the #$AttributeType
ATTRIBUTE. Here 'resembles' means has a 'close' or similar
value in that attribute -- what this means, and what the
standard of closeness or similarity is, depends on the
context. See also #$identicalInAttribute
and #$differentInAttribute.
guid: bfbb8404-9c29-11b1-9dad-c379636f7270
direct instance of: #$ComparisonWRTPredicate
#$TernaryPredicate
Sensory Reactions And Attributes And Urges
#$SensoryReactionType types
of sensory reaction
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of collections. Each instance of #$SensoryReactionType
is a type of sensation (e.g., pain, pressure, pleasure, or
warmth) that may be felt by instances of #$PerceptualAgent
(q.v.). Instances of #$SensoryReactionType
include #$LevelOfPain, #$LevelOfDiscomfort, and #$LevelOfRelaxationFeeling.
guid: bd58e2b8-9c29-11b1-9dad-c379636f7270
direct instance of: #$SecondOrderCollection
direct specialization of:
#$PrimitiveScalarIntervalType
#$PhysicalUrgeType urges
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of collections, and a specialization
of #$SensoryReactionType.
Each instance of #$PhysicalUrgeType
is a type of urge (to do something) that animals have.
Instances of #$PhysicalUrgeType
include the collections #$UrgeToSneeze, #$UrgeToScratch, and #$LevelOfHunger.
guid: bd5886eb-9c29-11b1-9dad-c379636f7270
direct instance of: #$SecondOrderCollection
direct specialization of:
#$SensoryReactionType
#$sensoryResponse sensory response
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$sensoryResponse
EVT ROLE SENSTYPE DEGREE) means that a #$PerceptualAgent
who participates in the #$PhysicalEvent
EVT in the manner ROLE has an immediate sensory reaction of
the #$SensoryReactionType
SENSTYPE with DEGREE of intensity. For example, if TOUCH is
a touching-something-very-cold action, then (#$sensoryResponse
TOUCH #$doneBy
#$LevelOfDiscomfort #$Positive) is true --- i.e., whoever
does that touching action is likely to feel some discomfort.
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direct instance of:
#$FunctionalPredicate
#$QuaternaryPredicate
#$feelsSensationInRegionAtLevel feels
sensation in region at level
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The Cyc predicate #$feelsSensationInRegionAtLevel
is used to represent localized somatic feelings of a
perceptive being. (#$feelsSensationInRegionAtLevel
AGT BODYPARTTYPE SENS DEGREE) means that the #$PerceptualAgent
AGT feels on its body, in the area specified by
BODYPARTTYPE, the sensory reaction SENS with an intensity of
DEGREE. For example, Cyc's knowledge base contains an
assertion that the very same part of one's body doesn't feel
both hot and cold at the same time. #$feelsSensationInRegionAtLevel
can also be used to state symptoms, e.g., when you're
feverish, your head feels hot. See also #$SensoryReactionType.
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direct instance of:
#$FunctionalPredicate
#$QuaternaryPredicate
#$feelsSensation feel
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$feelsSensation
BLO SENSTYPE DEGREE) means that the #$BiologicalLivingObject
BLO feels a sensation of type SENSTYPE with the intensity
DEGREE. #$feelsSensation
may be used to describe an organism's feeling during a
particular time period or activity (see #$holdsIn); for
example, we might say of a particular person who is doing
yoga: (#$holdsIn
`TodaysYoga' (#$feelsSensation
Prakriti #$LevelOfRelaxationFeeling #$VeryHigh). Note that
the first argument of #$feelsSensation
could also be filled by a part of an organism, e.g., `John
F. Kennedy's head'; however, by using the more specialized
predicate #$feelsSensationInRegionAtLevel,
we can express localized feelings without reifying each such region.
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direct instance of:
#$FunctionalPredicate
#$TernaryPredicate
#$urgeSatisfied urge satisfied
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$urgeSatisfied
EVT URGETYPE) means that the sensory event EVT satisfies an
instance of a physical urge of type URGETYPE. Use the
predicate, #$urgeTypeSatisfied,
to stateg rules about what sorts of actions relieve what
sorts of urges. E.g., scratching relieves an #$UrgeToScratch.
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direct instance of: #$BinaryPredicate
#$SensoryAttribute-Coll sensory
information (mathematical concept)
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of attributes. Each instance of
#$SensoryAttribute is a sensory quality detectable by
sentient beings. #$SensoryAttribute includes colors, odors,
tastes, sounds, and feels, as well as the various feelings
represented by its subset #$InternalSensoryAttribute.
Examples of #$SensoryAttribute : #$Rough, #$Smooth, #$Slimy,
#$GoldColor, #$VeryBrightLightIntensity, (#$HighAmountFn #$NoiseLevelAttribute).
guid: 3dc91db4-74b2-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of:
#$Collection
#$InternalSensoryAttribute-Coll internal
sensory attribute - coll
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A specialization of #$AttributeValue.
Each instance of #$InternalSensoryAttribute is a state of a
sentient being in which it experiences within itself some
somatic or psycho-somatic feeling, urge, or impulse. An
internal sensory attribute differs from an `external' one in
that the sensing being refers the former to itself and the
latter to external objects. #$InternalSensoryAttribute
includes states of feeling hungry, thirsty, tired, or in
pain, as well as various bodily urges such as the urge to
sneeze, burp, or urinate. Sensory attributes that may occur
with more or less intensity are represented by indicating a
#$LevelOfPain, #$LevelOfPhysicalPleasure, #$LevelOfStress,
and so on.
guid: 4386e5a6-74b2-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of:
#$Collection
Caveat:
The following is just a representative sample of the many
reaction types and physical urges that are contained in the
entire current Cyc knowledge base. These concepts are more
specific than the ``treeline'' where we decided what concepts
to release, at this time, but we felt that readers would
greatly benefit by seeing at least a few examples of these
things, so here they are:
#$LevelOfDiscomfort-Coll discomfort levels
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
An #$AttributeType
whose elements represent the various levels of discomfort
that may be felt by a perceptual agent. Typically, the agent
must be a living entity. Typically, the sensation is an
internal feeling, and is more of a long-lasting dull ache
than a sharp pain (see: #$LevelOfPain).
guid: 3e4ec8be-74ae-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of:
#$LevelOfPain-Coll pain
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
An #$AttributeType
whose elements represent the qualitative levels of pain that
may be felt by a perceptual agent. Although the agent is
often a living entity, this is not required. The source of
the pain could be either external or internal; in either
case, the subjective feeling is generally `sharper' and
hopefully shorter-lived than just `a feeling of discomfort'
(see: #$LevelOfDiscomfort.)
guid: 4579d7c8-74ae-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of:
#$LevelOfRelaxationFeeling-Coll level
of relaxation feeling - coll
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
An #$AttributeType
whose elements represent the qualitative levels of
comfort/relaxation/ease that an animal may have. This
feeling is generally internal, and relatively long-lasting
(compared with, e.g., the duration of a painful twinge.) Any
positive degree of this #$LevelOfRelaxationFeeling is
incompatible with a high level of #$MuscleTenseness, a high
#$LevelOfPain, or a high #$LevelOfDiscomfort.
guid: da05ecfc-74ad-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of:
#$LevelOfExhaustion-Coll exhaustion
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
An #$AttributeType
whose elements represent the qualitative degrees of
exhaustion that an animal may feel. For instance, the
assertion (#$feelsSensation
#$JimiHendrix #$LevelOfExhaustion #$Positive), means that
Jimi Hendrix feels some degree of physical exhaustion (a not
unlikely state of affairs after one of his guitar solos).
Note that this predicate is NOT properly used for purposes
such as to describe metal fatigue, or the depletion of
natural resources.
guid: 4c95dcc8-74ae-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of:
#$UrgeToScratch-Coll urge
to scratch - coll
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
This is a #$Collection
of physical urges of a certain type, namely the urges that
animals have to scratch an itch (and their accompanying
internal sensations.)
guid: 4c088bfc-74ae-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of:
#$Collection
#$UrgeToSneeze-Coll urge
to sneeze (mathematical concept)
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
This is a #$Collection
of physical urges of a certain type, namely the urges that
animals have to sneeze (and their accompanying internal sensations.)
guid: 25390ab0-74ae-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of:
The following
constants apply to many areas beyond perception. Once a
documentation file corresponding to cognitive processes is
released, this constant should be placed in such a file. Perhaps
the scope of this file should be broadened to include the
following constant.
#$AtLeastPartiallyMentalEvent mental events
A collection of events. Each instance of #$AtLeastPartiallyMentalEvent
is an event involving the mental functions of a participant
or group of participants (see #$actors) in that
event. The collection includes such things as dreaming,
perceiving, sensing, theorizing about something, having a
realization, making a decision, building something,
designing something, and consciously carrying out a task.
Note that the above list includes both purposeful events and
non-purposeful events that involve mental functions. Note
also that any event that has a mental component is also an
instance of this collection, so that events like preparing
lunch would be classified as instances of #$AtLeastPartiallyMentalEvent.
In entering knowledge, it is almost always possible and
preferable to use one of the specializations of #$AtLeastPartiallyMentalEvent.
If an event seems mostly mental in nature, modulo neurons
firing and related brain activity, use #$StrictlyMentalEvent
or one of its specializations. If it essentially involves
both mental and physical activity, see #$CompositePhysicalAndMentalEvent
or #$PurposefulPhysicalAction. For mental events that are
intentionally and purposefully performed, see the
specialization #$PurposefulMentalActivity.
guid: bd588615-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalStuffType
direct specialization of:
#$AnimalActivity #$MentalSituation
direct generalization of:
#$CompositePhysicalAndMentalEvent
#$IntentionalMentalEvent #$StrictlyMentalEvent #$PurposefulAction
#$Learning
#$Thinking thought
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A specialization of both #$IntentionalMentalEvent
and #$StrictlyMentalEvent. Each instance of #$Thinking is a
mental process in a general sense that assumes
consciousness, has some propositional content and differs
from experiencing a sensation or emotion. The collection
includes both atomic mental events of having a single
thought, with propositional content, and composite mental
events involving the processing of thoughts. Thinking need
not necessarily be purposeful mental activity. Obsessive
thoughts and thinking of a solution to a math problem would
both be examples of events that belong in this collection.
guid: bd58875c-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalStuffType
#$DefaultDisjointScriptType
direct specialization of: #$IntentionalMentalEvent #$StrictlyMentalEvent
#$MentalAttribute-Coll mental
attribute - coll
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A specialization of #$AttributeValue.
Each instance of #$MentalAttribute is an attribute which
pertains to an agent's mental state or mental ability.
Instances of #$MentalAttribute include #$HighIntelligence,
#$VisualAwareness, and #$InattentiveMentalActivityLevel.
guid: 1ff3641c-74b1-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of:
#$Collection
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