;;; Upper CYC(R) Ontology flat-file ;;; Copyright Cycorp 1997. All rights reserved. ;;;Cycorp License Agreement ;;;Cycorp is providing this material from the Cyc(tm) Upper ;;;Ontology at no charge, for everyone to use, including ;;;commercial service use and incorporation into products. ;;;However, it is not 'Public Domain.' Please acknowledge ;;;Cycorp, 3721 Executive Center Dr., Austin, TX 78731 in ;;;any use or citation of this material, and request that each ;;;further user include a full copy of this notice as well, ;;;in any use or citation they make of the material. All ;;;these terms equally apply to renamings and other ;;;logically equivalent reformulations of the material in ;;;any natural or formal language. Cycorp intends to ;;;amend and expand the material from time to time; the ;;;latest version is available at http://www.cyc.com ;;; #$GeographicalDirection (#$isa #$GeographicalDirection #$ObjectType) (#$genls #$GeographicalDirection #$TerrestrialDirection) (#$genls #$GeographicalDirection #$UnitVectorInterval) (#$genls #$GeographicalDirection #$DirectionExpression) ;;; #$GeographicalRegion (#$isa #$GeographicalRegion #$ExistingObjectType) (#$genls #$GeographicalRegion #$Surface-Physical) (#$genls #$GeographicalRegion #$Place) (#$comment #$GeographicalRegion "A collection of spatial regions that include some piece of the surface of #$PlanetEarth. Each element of #$GeographicalRegion is a #$PartiallyTangible entity that may be represented on a map of the Earth. This includes both purely topographical regions like mountains and underwater spaces, and those defined by demographics, e.g., countries and cities. In all cases, though, note that the 'region' in question must contain some tangible component with which it is possible to make physical contact. The elements of #$GeographicalRegion contrast in this respect with the elements of #$GeographicalThing-Intangible, which are wholly 'imaginary'. Examples of #$GeographicalRegions: #$CityOfPittsburghPA, #$RockyMountainStates-USRegion, the #$Bahamas, #$YaleUniversity, #$SinaiPeninsula. Some important types of regions are represented by the subsets #$GeopoliticalEntity, #$LanguageArea, #$TimeZone, #$PostalCodeRegion, #$EcologicalRegion, #$ConstructionSite. No elements of #$GeographicalRegion are wholly indoor locations.") ;;; #$GeometricThing (#$isa #$GeometricThing #$ObjectType) (#$genls #$GeometricThing #$MathematicalObject) (#$genls #$GeometricThing #$SpatialThing) (#$comment #$GeometricThing "A collection of mathematical objects. Each element of #$GeometricThing is a spatial thing that can be described mathematically. #$GeometricThing includes abstract shapes of various dimensions (hence points, lines, curves, polygons, polyhedra), tensors, frames of reference, angles, etc.") ;;; #$GeopoliticalEntity (#$isa #$GeopoliticalEntity #$ExistingObjectType) (#$genls #$GeopoliticalEntity #$LegalAgent) (#$genls #$GeopoliticalEntity #$GeographicalRegion) (#$comment #$GeopoliticalEntity "A collection of geographical regions. Each element of #$GeopoliticalEntity is a `thick' geographical region, in other words, a politically defined geographical region taken together with its government, people, artifical habitats, etc. Important subsets include #$Country, #$IndependentCountry, #$State-Geopolitical, #$City, #$Province. Examples: #$CityOfTokyoJapan, #$BoroughOfBronxNY, #$Alaska-State, #$Rwanda, #$Singapore, #$InnerMongolia, #$SomershireCountyEngland, #$Taiwan-RepublicOfChina. Although the name #$GeopoliticalEntity may suggest, elements are not necessarily elements of #$Entity.") (#$synonymousExternalConcept #$GeopoliticalEntity #$SENSUS-Information1997 "GEOPOLITICAL-ENTITY") ;;; #$Gesture (#$isa #$Gesture #$TemporalStuffType) (#$genls #$Gesture #$Situation) (#$genls #$Gesture #$VisualInformationSource) (#$comment #$Gesture "A collection of configurations; a subset of #$VisualInformationSource. Each element of #$Gesture is a configuration of animal body parts that has some meaning to an observer with an understanding of the interpretive convention. A gesture may include some tool or prop. Gestures may be fleeting (e.g., a hello wave) or may last a long time (e.g., the gesture embodied in the #$StatueOfLiberty). Note that, as defined in Cyc, a gesture is a meaningful configuration of body parts, NOT the actions producing the arrangement; for representation of the actions, see #$MakingAGesture.") ;;; #$GiftGiving (#$isa #$GiftGiving #$TemporalObjectType) (#$isa #$GiftGiving #$DefaultDisjointScriptType) (#$genls #$GiftGiving #$GivingSomething) (#$comment #$GiftGiving "A collection of events. In an instance of #$GiftGiving, one #$Agent intentionally gives all use rights over an object (see #$UserRightsAttribute) to another #$Agent without taking payment in return.") ;;; #$GivingSomething (#$isa #$GivingSomething #$TemporalObjectType) (#$isa #$GivingSomething #$DefaultDisjointScriptType) (#$genls #$GivingSomething #$TransferringPossession) (#$genls #$GivingSomething #$AnimalActivity) (#$comment #$GivingSomething "A collection of events. In an instance of #$GivingSomething, one #$Agent gives a tangible thing to another #$Agent. Every #$GivingSomething event can also be thought of as a receiving event. Note: The common case in which one #$Agent gives ownership of an object to another #$Agent is represented by the subset #$GiftGiving.") ;;; #$Glass (#$isa #$Glass #$TangibleStuffCompositionType) (#$genls #$Glass #$InanimateThing) (#$genls #$Glass #$TangibleThing) (#$comment #$Glass "A collection of tangible things. Each element of #$Glass is a piece of glass; e.g., a wine bottle, a plate glass window, a microscope slide, a crystal water goblet, the mirrors of a reflecting telescope.") ;;; #$Goal (#$isa #$Goal #$StuffType) (#$genls #$Goal #$MentalObject) (#$comment #$Goal "Each element of this collection is a state of affairs that some #$Agent prefers would hold; moreover, the agent is/will be taking steps to achieve (or maintain) that state of affairs. A #$Goal may be a reified Cyc constant, or may be represented by a #$CycFormula. Some subsets of #$Goal (that is, some classes of goals) include: species preservation (#$PreservingOwnSpecies), self-preservation (#$PreservingSelf), accomplishing a milestone (#$Milestone), avoiding hunger (#$HungerAvoidanceGoal), etc.") ;;; #$GoingToSleep (#$isa #$GoingToSleep #$TemporalObjectType) (#$isa #$GoingToSleep #$DefaultDisjointScriptType) (#$genls #$GoingToSleep #$IntrinsicStateChangeEvent) (#$genls #$GoingToSleep #$SingleDoerAction) (#$genls #$GoingToSleep #$AnimalActivity) (#$comment #$GoingToSleep "The collection of events in which an #$Animal goes from the state of being awake to being in a state of sleep.") ;;; #$GolfCart (#$isa #$GolfCart #$ProductType) (#$isa #$GolfCart #$ExistingObjectType) (#$genls #$GolfCart #$TransportationDevice-Vehicle) (#$genls #$GolfCart #$LandTransportationDevice) (#$comment #$GolfCart "The collection of all motorized vehicles that are designed for golfers to use to drive around on #$GolfCourses while they are playing #$GolfGames. GolfCarts drive very slowly compared with #$Automobiles.") ;;; #$GovernmentCOC (#$isa #$GovernmentCOC #$ExistingObjectType) (#$isa #$GovernmentCOC #$MicrotheoryType) (#$genls #$GovernmentCOC #$FormalCOC) (#$comment #$GovernmentCOC "A collection of microtheories; a subset of #$FormalCOC (the set of formal codes of conduct). Each instance of #$GovernmentCOC is a formal regulation of behavior imposed upon agents -- including citizens, tourists, businesses, government entities, etc., in so far as they are subject to it -- who are located within the legal jurisdiction where that code of conduct holds. #$GovernmentCOC includes both individual laws and whole legal codes. Some examples of #$GovernmentCOC include: the Napoleonic Code, the United States Constitution and all Federal, State, and local laws of the United States, and the particular laws against stealing found in most, if not all, countries. Enforcement of a particular instance of #$GovernmentCOC is authorized by the government associated with that code and carried out by its agents within their jurisdiction(s). See also #$LegalCode and #$Law.") ;;; #$GovernmentFn (#$isa #$GovernmentFn #$IndividualDenotingFunction) (#$isa #$GovernmentFn #$ReifiableFunction) (#$resultIsa #$GovernmentFn #$RegionalGovernment) (#$arg1Isa #$GovernmentFn #$GeopoliticalEntity) (#$comment #$GovernmentFn "The Cyc function #$GovernmentFn is an #$IndividualDenotingFunction. Given an element of #$GeopoliticalEntity as its single argument, #$GovernmentFn forms a non-atomic term (NAT) used to denote the element of #$RegionalGovernment that governs that geopolitical entity. (#$GovernmentFn REGION) is the NAT used to denote the government of REGION. For example, what is denoted by #$UnitedStatesFederalGovernment is the same as -- i.e., #$equals -- what is denoted by (#$GovernmentFn #$UnitedStatesOfAmerica). See also #$government.") ;;; #$GovernmentLeaderNote (#$isa #$GovernmentLeaderNote #$SharedNote) (#$comment #$GovernmentLeaderNote "The distinction between #$HeadOfGovernment and #$HeadOfState is a subtle one. #$HeadOfGovernment is the set of #$Leaders who actually run the government. #$HeadOfState is the set of #$Leaders who are mainly ceremonial figures, fulfilling diplomatic roles such as hosting foreign dignitaries. For a given #$Country, these two roles may be filled by the same person, such as #$BillClinton for the #$UnitedStatesOfAmerica in 1996, or by two separate individuals; for example, in 1996 the #$HeadOfState for #$GreatBritain would be #$QueenElizabethII, while the #$HeadOfGovernment would be John Major (#$PrimeMinister-HeadOfGovernment). Cyc constant names indicate which government role is associated with a particular title; e.g., #$Sultan-HeadOfGovernment vs. #$Sultan-HeadOfState.") ;;; #$GovernmentMilitaryOrganization (#$isa #$GovernmentMilitaryOrganization #$ExistingObjectType) (#$genls #$GovernmentMilitaryOrganization #$LegalGovernmentOrganization) (#$genls #$GovernmentMilitaryOrganization #$MilitaryOrganization) (#$comment #$GovernmentMilitaryOrganization "The collection of all #$MilitaryOrganizations which belong to, and are directed by, the governing body of a geographical region or international organization. The government organization may be a national government, state or provincial government, or an international governing body such as the #$UnitedNationsOrganization. The military forces may include armies, navies, air forces, military border patrols, coast guards, etc. This collection excludes private armies and mercenary forces.") ;;; #$GovernmentOfCountry (#$isa #$GovernmentOfCountry #$ExistingObjectType) (#$genls #$GovernmentOfCountry #$RegionalGovernment) (#$comment #$GovernmentOfCountry "A collection of regional government organizations. An element of #$GovernmentOfCountry is the government of some element of #$Country; e.g., #$UnitedStatesFederalGovernment. See also the Cyc function #$GovernmentFn, which can be used to refer to the government of a political region. The governments of smaller regions within a country may or may not be #$subOrganizations of that country's government; in `federal' systems the smaller regions often have partly autonomous governments, as do the elements of #$State-UnitedStates.") ;;; #$Gram (#$isa #$Gram #$UnitOfMass) (#$isa #$Gram #$UnitOfMeasureNoPrefix) (#$isa #$Gram #$CGSUnitOfMeasure) (#$resultIsa #$Gram #$Mass) (#$resultIsa #$Gram #$ScalarInterval) (#$argsIsa #$Gram #$CycSystemRealNumber) (#$comment #$Gram "The measurement function used in Cyc to represent the gram used within the Metric system to measure mass. See also #$CGSUnitOfMeasure, #$UnitOfMeasure.") ;;; #$Granular (#$isa #$Granular #$PhysicalStructuralAttribute) (#$genlAttributes #$Granular #$Pourable) (#$comment #$Granular "A physical attribute. #$Granular is the #$PhysicalStructuralAttribute that describes a solid that consists of granules and has a grainy texture; e.g., sand, sugar, salt.") ;;; #$GraspingImplement (#$isa #$GraspingImplement #$ExistingObjectType) (#$genls #$GraspingImplement #$HandTool) (#$comment #$GraspingImplement "A collection of tools. An instance of #$GraspingImplement is a tool which is intended to be used to grasp (and often to subsequently immobilize or control the location/movement of) some other solid object. Examples include each #$Vise, each pair of #$Forceps, each #$MonkeyWrench, each pair of #$Tweezers, etc. But not a balloon, a syringe, a doorstop, a cage, etc. A marginal positive example would be a magnetic tool designed to pick up something without actually touching it.") ;;; #$GraspingSomethingWithATool (#$isa #$GraspingSomethingWithATool #$TemporalStuffType) (#$isa #$GraspingSomethingWithATool #$DefaultDisjointScriptType) (#$genls #$GraspingSomethingWithATool #$HandlingADevice) (#$comment #$GraspingSomethingWithATool "A collection of the events in which a tool is used to grasp some object.") ;;; #$Gratitude (#$isa #$Gratitude #$FeelingAttributeType) (#$genls #$Gratitude #$FeelingAttribute) (#$comment #$Gratitude "A feeling of appreciation towards another agent for a benefit or favor received from him/her. This is a #$Collection --- for an explanation of that, see #$Happiness.") ;;; #$GreetingSomeone (#$isa #$GreetingSomeone #$TemporalObjectType) (#$isa #$GreetingSomeone #$DefaultDisjointScriptType) (#$genls #$GreetingSomeone #$CommunicationAct-Single) (#$genls #$GreetingSomeone #$SociabilityBasedAction) (#$comment #$GreetingSomeone "The collection of actions performed by one #$Agent to greet another. Includes verbal and physical greetings.") ;;; #$Grilled (#$isa #$Grilled #$PreparationAttribute) (#$genlAttributes #$Grilled #$Cooked) (#$comment #$Grilled "The attribute #$Grilled is a specialized form of #$Cooked. Food that is #$Grilled has been prepared in an event of #$GrillingFood, using a #$BBQGrill or an #$ElectricGrill.") ;;; #$GrillingFood (#$isa #$GrillingFood #$ScriptType) (#$genls #$GrillingFood #$CookingFood) (#$comment #$GrillingFood "Cooking food on a #$BBQGrill or an #$ElectricGrill.") ;;; #$GroundsOfOrganization (#$isa #$GroundsOfOrganization #$ExistingObjectType) (#$genls #$GroundsOfOrganization #$OutdoorLocation) (#$genls #$GroundsOfOrganization #$GeographicalRegion) (#$genls #$GroundsOfOrganization #$RealEstate) (#$comment #$GroundsOfOrganization "A collection of smallish geographical regions. Each element of #$GroundsOfOrganization is an area which contains buildings inhabited by some organization. Examples: the campus of the #$UniversityOfTexasAtAustin or the grounds of #$SetonNorthwestHospital. Note that the `grounds' of an organization, especially an organization with urban locations, might not include a yard.") ;;; #$Group (#$isa #$Group #$ObjectType) (#$genls #$Group #$TemporalThing) (#$genls #$Group #$Individual) (#$genls #$Group #$Situation) (#$comment #$Group "A collection of objects. Each element of #$Group is a composite object, made up of individual members which may be either events or objects. A group is related to its members by the predicate #$groupMembers (q.v.). Note that elements of #$Group are NOT collections; consider: a group has temporal extent and may have spatial extent and location, while a collection is timeless and abstract. Nonetheless, it is possible to define a collection parallel to any group, so that the #$groupMembers of that group are also instances (#$isa's) of the correlated collection; e.g., each toe on my left foot is both an element of the collection of my left toes and a member of the group of toes on my left foot. But that group (of my left toes) is a spatiotemporal thing, while the correlated collection (of my left toes) is NOT. Another example: if I consider a certain flock of pigeons as having a location, a spatial extent, and a time of existence, then I am considering (the pigeon flock) a group and NOT a collection. As a default, a group whose #$groupMembers are elements of #$SomethingExisting is itself an element of #$SomethingExisting; and a group whose #$groupMembers are elements of #$Event is itself an element of #$Event. Finally, unlike a collection, a group cannot be empty; a group must have some #$groupMembers, or there is no group (at that point in time). Examples of #$Group: #$QueensGuard, #$ThreeWiseMen, #$SantasReindeer, #$InternationalCommunity.") ;;; #$GroupFn (#$isa #$GroupFn #$CollectionDenotingFunction) (#$resultIsa #$GroupFn #$ObjectType) (#$resultGenl #$GroupFn #$Group) (#$arg1Isa #$GroupFn #$ObjectType) (#$comment #$GroupFn "#$GroupFn is a Cyc #$CollectionDenotingFunction. #$GroupFn is used for referring to specializations of #$Group; esp. note that applications of #$GroupFn produce COLLECTIONS (of groups), not individual groups. #$GroupFn takes any element of #$ObjectType as its argument and returns a subset of #$Group, namely the collection containing those groups whose #$groupMembers are elements of that #$ObjectType. (#$GroupFn OBJ-TYPE) denotes the collection of all groups whose members belong to (#$isa) OBJ-TYPE. For example, (#$GroupFn #$BallisticMissile) represents the collection of all groups of ballistic missiles, e.g., Russia's ballistic missiles, China's ballistic missiles, the U.S.'s ballistic missiles, etc. Another example: A group of 101 (particular) Dalmatians #$isa (#$GroupFn #$Dog). Collections of groups of events may also be denoted; e.g., Columbus's voyages to North America constitute a group (of events) which #$isa (#$GroupFn #$Travel-TripEvent).") ;;; #$Guest (#$isa #$Guest #$HumanCyclist) ;;; #$GuidingAMovingObject (#$isa #$GuidingAMovingObject #$TemporalStuffType) (#$isa #$GuidingAMovingObject #$ScriptType) (#$genls #$GuidingAMovingObject #$ControllingSomething) (#$genls #$GuidingAMovingObject #$Movement-TranslationEvent) (#$comment #$GuidingAMovingObject "A collection of events; a subset of both #$ControllingSomething and #$Movement-TranslationEvent. An instance of #$GuidingAMovingObject is an event in which an agent guides or steers an object which is in motion. For example, someone steering a car or a motorcycle, controlling a surfboard, or flying a kite. If all you `guide' is a rotation, then that is not quite a #$GuidingAMovingObject event. Also, if no motion actually takes place, then it would be stretching things to call that a `guiding.' So a marginal example is #$Running (you are guiding yourself) and two marginal non-examples are: spinning in place, and running in place.") ;;; #$Guilt (#$isa #$Guilt #$FeelingAttributeType) (#$genls #$Guilt #$Shame) (#$comment #$Guilt "Negative, self-accusatory feeling of responsibility and blameworthiness for having caused harm by a past action, usually with conscious intent. Note that this is not `guilty vs. innocent', but rather the feeling of guiltiness. An unremorseful killer, though guilty (as opposed to innocent) of the murder, may not feel any #$Guilt (i.e., guiltiness) about it. This is a collection; for an explanation of a typical #$FeelingAttributeType, see #$Happiness.") ;;; #$Gulf (#$isa #$Gulf #$ExistingObjectType) (#$genls #$Gulf #$BodyOfWater) (#$comment #$Gulf "A collection of topographical features. Each element of #$Gulf is a part of a sea extending into a land mass. Many gulfs are the outlet for a large river system. Examples of #$Gulf include the #$SaronicGulf, #$GulfOfMexico, #$GulfOfArkangelsk, #$GulfOfCalifornia, and #$PersianGulf.") ;;; #$Gusty (#$isa #$Gusty #$WeatherAttribute) (#$comment #$Gusty "A #$WeatherAttribute indicating that the wind at an #$OutdoorLocation is subject to sudden changes in direction and intensity.") ;;; #$HOCObject (#$isa #$HOCObject #$ExistingObjectType) (#$genls #$HOCObject #$Artifact) (#$comment #$HOCObject "A collection of artifacts. #$HOCObject is a very general collection for all artifacts that are found in places where humans live or work, i.e., in some element of #$HumanOccupationConstruct (= HOC). Since these objects are considered to be found indoors, they are all roughly `human-sized'. Elements include everything from furniture to tools, appliances to artwork, medical examining tables to church altars and pews.") ;;; #$HPKB-User (#$isa #$HPKB-User #$HumanCyclist) (#$comment #$HPKB-User "The default Cyclist in the HPKB release.") ;;; #$HailProcess (#$isa #$HailProcess #$TemporalStuffType) (#$genls #$HailProcess #$PrecipitationProcess) (#$comment #$HailProcess "The collection of instances of #$PrecipitationProcess in which solid particles or small chunks of water ice fall to the earth from clouds.") ;;; #$HailStone (#$isa #$HailStone #$ExistingObjectType) (#$genls #$HailStone (#$SolidFn #$Water)) (#$genls #$HailStone #$PrecipitationParticle) (#$comment #$HailStone "The collection of solid particles or small chunks of ice emitted from clouds in instances of #$HailProcess.") ;;; #$Hand (#$isa #$Hand #$SymmetricAnatomicalPartType) (#$genls #$Hand #$Appendage-AnimalBodyPart) (#$comment #$Hand "The collection of all terminal parts of a #$Vertebrate forelimb which are structurally suited to function as a grasping organ (as in people, newts, etc.). E.g., FerdinandTheBull has his forelimbs end in hooves, which are not capable of grasping things, so those are NOT considered #$Hands.") ;;; #$HandTool (#$isa #$HandTool #$ExistingObjectType) (#$genls #$HandTool #$PortableObject) (#$genls #$HandTool #$Tool) (#$genls #$HandTool #$Device-SingleUser) (#$comment #$HandTool "The collection #$HandTool is a subset of #$Tool. Each element of #$HandTool fills all the requirements for a generic tool, plus the requirement that a hand tool is a portable object which is hand-guided throughout its operation. Examples include the elements of #$Screwdriver, #$ManualDrill, and #$BlowDryer. See also #$Tool, #$PortableObject.") ;;; #$HandlingADevice (#$isa #$HandlingADevice #$TemporalStuffType) (#$isa #$HandlingADevice #$DefaultDisjointScriptType) (#$genls #$HandlingADevice #$HumanActivity) (#$genls #$HandlingADevice #$HandlingAnObject) (#$comment #$HandlingADevice "A collection of #$Events; a subset of #$HandlingAnObject. An instance of #$HandlingADevice is an event in which a device is manipulated (with the operator holding and touching the device) in order to use it for its #$primaryFunction. Instances include elements of the subsets #$Pruning, #$PlayingAMusicalInstrument, #$OperatingAHouseholdAppliance, #$PumpingGasEvent, #$WritingByHand, and many more. Just carrying pruning shears around is not a #$HandlingADevice event.") ;;; #$HandlingAnObject (#$isa #$HandlingAnObject #$TemporalStuffType) (#$isa #$HandlingAnObject #$DefaultDisjointScriptType) (#$genls #$HandlingAnObject #$ActionOnObject) (#$genls #$HandlingAnObject #$PhysicalContactSituation) (#$genls #$HandlingAnObject #$ControllingSomething) (#$comment #$HandlingAnObject "A collection of events; a subset of both #$ControllingSomething and #$PhysicalContactEvent. An instance of #$HandlingAnObject is an event in which an object is touched and manipulated by some #$Agent. Examples of #$HandlingAnObject include instances of #$HoldingAnObject and of #$CausingAnotherObjectsTranslationalMotion. So just holding a rock in your hand is a #$HandlingAnObject; so is washing your cereal bowl (an instance of #$WashingDishes), cutting a loose thread on your shirt (an instance of #$CuttingAThread), and carrying the rock from one place to another (an instance of #$CarryingWhileLocomoting.) One very important class of #$HandlingAnObject instances involve operating some hand-held device --- i.e., events which are instances of the collection #$HandlingADevice. I.e., the performer handles an object which happens to be a device, but not just lugging it around but actually employing it for its intended #$primaryFunction --- not merely to look at it or rearrange or relocate it. For example, if you move a fork from the dishwasher to the silverware drawer, that's just #$HandlingAnObject; if you use that fork to eat some food, though, that is an instance of #$HandlingADevice.") ;;; #$Happiness (#$isa #$Happiness #$FeelingAttributeType) (#$genls #$Happiness #$FeelingAttribute) (#$comment #$Happiness "The enjoyment of pleasurable satisfaction that goes with well-being, security, effective accomplishments, or satisfied wishes. As with all #$FeelingAttributeTypes, this is a #$Collection -- the set of all possible amounts of happiness one can feel. One instance of #$Happiness is `extremely happy'; another is `just a little bit happy'. Note: Obviously there are no real units of measure for this quantity, ways of objectively measuring the amount of happiness possessed or gained or lost, etc., but still this has proven to be a useful way for Cyc to represent and reason with emotions. E.g., one can have a rule that says that most people have a greater `amount' of happiness at their wedding than at their high school graduation, etc. There are functions, such as #$LowAmountFn, which take a #$PrimitiveAttributeType (such as the instances of #$FeelingAttributeType) such as #$Happiness and return as their value a certain-sized amount of that feeling; e.g., (#$LowAmountFn #$Happiness) is an expression whose value is a positive but small amount of happiness, and that in turn will be an element of #$Happiness (and also will be an element of #$FeelingAttribute and an element of #$AttributeValue, etc.) #$FeelingAttributeTypes organize into a lattice; e.g., there are several more specialized forms of #$Happiness that are present in Cyc's ontology, such as #$Elation, #$Delight, #$Triumph-TheFeeling, etc.") ;;; #$Harbor (#$isa #$Harbor #$ExistingObjectType) (#$genls #$Harbor #$OutdoorLocation) (#$genls #$Harbor #$BodyOfWater) (#$comment #$Harbor "The collection of those parts of a #$BodyOfWater, each of which is protected from the open sea and deep enough to furnish fairly safe anchorage.") ;;; #$HardcopyInformationBearingObject (#$isa #$HardcopyInformationBearingObject #$ExistingObjectType) (#$genls #$HardcopyInformationBearingObject #$Artifact) (#$genls #$HardcopyInformationBearingObject #$InformationBearingObject) (#$comment #$HardcopyInformationBearingObject "A collection of information bearing objects (IBOs). Each element of #$HardcopyInformationBearingObject is an IBO in a `hard' format, e.g., written on paper, on wood, on palm leaves, engraved in metal, carved on stone. Humans can read hardcopy IBOs without using a computer or electronic device to access them. Thus, #$HardcopyInformationBearingObject does NOT include the tangible IBOs which are embodied in magnetic media (e.g., data or music on tapes or disks). Examples of #$HardcopyInformationBearingObject: a billboard, a greeting card, a restaurant check, a magazine, an engraving by Rembrandt, a ten dollar bill, a price tag.") ;;; #$Hardness (#$isa #$Hardness #$MaterialStrengthType) (#$genls #$Hardness #$ScalarInterval) (#$genls #$Hardness #$PhysicalAttribute) (#$comment #$Hardness "A collection of attributes; a subset of #$PhysicalAttribute. Each element of #$Hardness is an attribute describing how much pressure a tangible material can withstand before deforming or fragmenting. Hardnesses may be characterized using a #$GenericValueFunction (q.v.), or relative to certain substances, e.g., #$HardAsARock. Hardnesses of objects are reported using the predicate #$hardnessOfObject.") ;;; #$HardwareTool (#$isa #$HardwareTool #$ExistingObjectType) (#$genls #$HardwareTool #$Tool) (#$genls #$HardwareTool #$SolidTangibleProduct) (#$genls #$HardwareTool #$PhysicalDevice) (#$comment #$HardwareTool "A collection of tools. An instance of #$HardwareTool is an object used to perform a task, usually by applying a particular kind of force on another object. The tool is used to produce a physical effect in the position, structure, or arrangement of the other object. Subsets of #$HardwareTool include #$Hammer, #$Screwdriver, #$HandSaw. An electric drill is also a #$HardwareTool. Borderline nonexamples include eating utensils, robot servants, screws, nails, and levers.") ;;; #$HarvestingAPlant (#$isa #$HarvestingAPlant #$TemporalObjectType) (#$isa #$HarvestingAPlant #$ScriptType) (#$genls #$HarvestingAPlant #$DirectedTranslation) (#$genls #$HarvestingAPlant #$RemovingSomething) (#$genls #$HarvestingAPlant #$TransportationEvent) (#$genls #$HarvestingAPlant #$HumanActivity) (#$comment #$HarvestingAPlant "A collection of events. Each instance of #$HarvestingAPlant is an event in which a plant is harvested. Harvesting may involve separating some part of the plant and leaving the rest in place (e.g., fruit trees), or it may involve removing the entire plant from its growing location (e.g., carrots).") ;;; #$Hat (#$isa #$Hat #$ProductType) (#$isa #$Hat #$ExistingObjectType) (#$genls #$Hat #$ClothingAccessory) (#$comment #$Hat "A collection of objects. Each element of #$Hat is either a hat or other headgear or hatlike object. Subsets include #$Helmet, #$SwimmingCap, and #$Sombrero.") ;;; #$Hate (#$isa #$Hate #$FeelingAttributeType) (#$genls #$Hate #$Dislike) (#$genls #$Hate #$Contempt) (#$genls #$Hate #$Hostility) (#$comment #$Hate "An intense feeling of hostility and aversion, usually deriving from fear, anger, or a sense of injury, and usually coupled with enmity and malice. This is a #$Collection --- for an explanation of that, see #$Happiness.") ;;; #$HavingAMeal (#$isa #$HavingAMeal #$TemporalObjectType) (#$isa #$HavingAMeal #$DefaultDisjointScriptType) (#$genls #$HavingAMeal #$PurposefulAction) (#$genls #$HavingAMeal #$HumanActivity) (#$genls #$HavingAMeal #$DestructionEvent) (#$comment #$HavingAMeal "A collection of events. Each element of #$HavingAMeal is an event in which one or more diners consume a meal. In addition to #$HavingBreakfast, #$HavingLunch, and #$HavingDinner, this includes #$HavingASnack (among other subsets). Typically, instances of #$HavingAMeal include people eating some food and drinking one or more beverages.") ;;; #$Head-AnimalBodyPart (#$isa #$Head-AnimalBodyPart #$UniqueAnatomicalPartType) (#$isa #$Head-AnimalBodyPart #$AnimalBodyPartType) (#$genls #$Head-AnimalBodyPart #$SolidTangibleThing) (#$genls #$Head-AnimalBodyPart #$AnimalBodyPart) (#$comment #$Head-AnimalBodyPart "The collection of all heads of #$Animals. [Note: the hyphenated name reflects the need to have other terms in the knowledge base like #$Head-Vertebrate, representing a subset of this set, about which some useful specialized information is stated.]") ;;; #$Head-Vertebrate (#$isa #$Head-Vertebrate #$UniqueAnatomicalPartType) (#$genls #$Head-Vertebrate #$BiologicalLivingObject) (#$genls #$Head-Vertebrate #$Head-AnimalBodyPart) (#$comment #$Head-Vertebrate "The collection of all heads of #$Vertebrates (animals with backbones). Vertebrate heads all have faces (see #$FaceOfAnimal) and connect to the animal's torso via a neck; these things are not generally true for most non-vertebrates.") ;;; #$HeadOfGovernment (#$isa #$HeadOfGovernment #$OccupationType) (#$genls #$HeadOfGovernment #$Politician) (#$comment #$HeadOfGovernment "A collection of persons. Each element of #$HeadOfGovernment is a person who holds a political position as the titular head of the government in some element of #$Country. Titles that such a person might hold include Prime Minister, President, Premier, King or Queen, Minister of State, Sultan, Chacellor, Chairman. Examples: John Major, Benjamin Netanyahu, Bill Clinton. See also #$titleOfHeadOfGovernment. Cf. #$HeadOfState.") ;;; #$HeadOfState (#$isa #$HeadOfState #$OccupationType) (#$genls #$HeadOfState #$Politician) (#$genls #$HeadOfState #$Leader) (#$comment #$HeadOfState "A collection of persons. Each element of #$HeadOfState is a person who holds a political position as the titular leader of some element of #$Country. Titles that such a person might hold include President, Premier, Chairman, Sultan, King or Queen, Regent. Examples of #$HeadOfState: #$BillClinton, #$QueenElizabethII, Yasser Arafat, Hirohito, Jiang Zemin. See also #$titleOfHeadOfState. Cf. #$HeadOfGovernment.") ;;; #$HealthProfessional (#$isa #$HealthProfessional #$OccupationType) (#$genls #$HealthProfessional #$Professional) (#$comment #$HealthProfessional "The collection of all health-related professionals - including medical professionals as well as professionals not in the medical field. For example, health inspectors.") ;;; #$Hearing (#$isa #$Hearing #$TemporalStuffType) (#$isa #$Hearing #$DefaultDisjointScriptType) (#$genls #$Hearing #$Perceiving) (#$comment #$Hearing "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 subset of #$Hearing events in which the aural stimulus is intentionally attended to.") ;;; #$Heart (#$isa #$Heart #$UniqueAnatomicalPartType) (#$isa #$Heart #$AnimalBodyPartType) (#$genls #$Heart #$Organ) (#$genls #$Heart #$MuscleTissue) (#$comment #$Heart "The collection of all hearts. A #$Heart is an #$Organ that pumps blood throughout the body of an #$Animal.") ;;; #$HeatingDevice (#$isa #$HeatingDevice #$ExistingObjectType) (#$genls #$HeatingDevice #$PhysicalDevice) (#$comment #$HeatingDevice "A collection of physical devices. The set of #$PhysicalDevices whose #$primaryFunction is to generate heat to raise the temperature of something else. The stuff being heated might be gaseous (air in a room or a hair dryer), liquid (water in a pool or hot water tank), or solid (food in an oven, hair with a curling iron, plastic during its shaping, etc.) An instance of #$HeatingDevice typically has some energy input, some way of converting that energy to heat, and some way of delivering the heat to the object(s) to be heated. A borderline positive example of this is a device which absorbs heat during warm periods such as daytimes, and radiates it back out again during cool periods such as nighttimes. Note that heating must be a primary function of the device; no matter how little you think of your personal computer, it is not a #$HeatingDevice.") ;;; #$HeatingProcess (#$isa #$HeatingProcess #$TemporalStuffType) (#$isa #$HeatingProcess #$DefaultDisjointScriptType) (#$genls #$HeatingProcess #$TemperatureChangingProcess) (#$comment #$HeatingProcess "#$HeatingProcess is a specialization of #$TemperatureChangingProcess -- that is, (#$genls #$HeatingProcess #$TemperatureChangingProcess). During each #$HeatingProcess event, the temperature of the #$objectOfStateChange is increased by applying heat to the object.") ;;; #$HeavenlyBody (#$isa #$HeavenlyBody #$ExistingObjectType) (#$genls #$HeavenlyBody #$AstronomicalObject) (#$genls #$HeavenlyBody #$PartiallyTangible) (#$comment #$HeavenlyBody "A collection of tangible objects. Each element of #$HeavenlyBody is an astronomical object located in outer space (including the Earth). Elements of #$HeavenlyBody are natural bodies, NOT artificially made objects such as spaceships or communications satellites. Examples: the #$Sun, #$Polaris-TheStar, #$PlanetPluto, #$MoonOfEarth.") ;;; #$Helicopter (#$isa #$Helicopter #$ProductType) (#$isa #$Helicopter #$ExistingObjectType) (#$genls #$Helicopter #$TransportationDevice-Vehicle) (#$genls #$Helicopter #$ContainerProduct) (#$genls #$Helicopter #$AirTransportationDevice) (#$comment #$Helicopter "The collection of rotary wing, self-powered mechanical devices that fly.") ;;; #$HemispheresAndCalendars (#$isa #$HemispheresAndCalendars #$SharedNote) (#$comment #$HemispheresAndCalendars "#$CalendarSeasons are defined by the Gregorian calendar and are synchronized with the equinoxes and solstices. #$SeasonOfYear instances are climatic seasons, events characterized by the weather in a given region. The relationship between #$SeasonOfYear instances and #$CalendarSeasons depends upon the hemisphere (or, more precisely, upon the lattitude.) In the northern hemisphere, north of the tropics, a #$CalendarSummer will significantly intersect with the a #$SummerSeason each year. But in the southern hemisphere, that same #$CalendarSummer (which is the same in both hemispheres) will intersect with what is locally, weatherwise, a #$WinterSeason.") ;;; #$Herbivore (#$isa #$Herbivore #$ExistingObjectType) (#$genls #$Herbivore #$Animal) (#$comment #$Herbivore "The collection of animals that do not eat other animals, or parts of animals, but instead eat plants or plant parts. #$Ruminant and its subsets #$Deer and #$Sheep are subsets of #$Herbivore.") ;;; #$HerdAnimal (#$isa #$HerdAnimal #$ExistingObjectType) (#$genls #$HerdAnimal #$Animal) (#$comment #$HerdAnimal "A subset of #$Animal; the collection of all large plant-eating animals that travel and graze in social groups. Elements of #$HerdAnimal also belong to #$Herbivore; they include most instances of #$Ruminant and may also include Triceretops.") ;;; #$Hertz (#$isa #$Hertz #$UnitOfFrequency) (#$isa #$Hertz #$StandardUnitOfMeasure) (#$isa #$Hertz #$UnitOfMeasureNoPrefix) (#$resultIsa #$Hertz #$Frequency) (#$resultIsa #$Hertz #$Rate) (#$resultIsa #$Hertz #$ScalarInterval) (#$argsIsa #$Hertz #$CycSystemRealNumber) (#$comment #$Hertz "A Cyc function, specifically an #$IndividualDenotingFunction. #$Hertz represents the basic unit of measure for elements of #$Frequency (1 Hz=1 cycle per second). (#$Hertz NUM) denotes the frequency NUM cycles per second.") ;;; #$HighAmountFn (#$isa #$HighAmountFn #$GenericValueFunction) (#$resultIsa #$HighAmountFn #$ScalarInterval) (#$arg1Isa #$HighAmountFn #$PrimitiveAttributeType) (#$arg1Genl #$HighAmountFn #$ScalarInterval) (#$comment #$HighAmountFn "#$HighAmountFn is a Cyc function, in particular, an element of #$IndividualDenotingFunction. It is one of several functions used to denote so-called generic values for a wide variety of attributes. When ATT is a type of attribute, (#$HighAmountFn ATT) returns an instance of ATT which is considered `a high amount of' ATT in the current context. A high amount of ATT is more than (#$MediumAmountFn ATT) but less than (#$VeryHighAmountFn ATT).") ;;; #$Highway (#$isa #$Highway #$ExistingObjectType) (#$genls #$Highway #$PathForWheeledVehicles) (#$comment #$Highway "The subcollection of #$PathForWheeledVehicles that contains all highways, inside or outside cities.") ;;; #$HindiLanguage (#$isa #$HindiLanguage #$LivingLanguage) (#$comment #$HindiLanguage "Language spoken in the Indic area.") ;;; #$Holdings (#$isa #$Holdings #$ExistingObjectType) (#$genls #$Holdings #$Group) (#$comment #$Holdings "A collection of sets of objects, tangible or intangible, which have some special financial, scientific, cultural, or educational value. An instance of #$Holdings is a set of objects kept and usually maintained by some agent for their value, or to preserve the objects, or to make them available for public display or use (as in a museum's `holdings' or a library's `holdings'). The elements in a group of holdings may or may not be all of a similar type (e.g., books, paintings). An agent's holdings may or may not all be kept in the same location.") ;;; #$Holiday (#$isa #$Holiday #$ScriptType) (#$isa #$Holiday #$TemporalObjectType) (#$genls #$Holiday #$HumanActivity) (#$genls #$Holiday #$Event) (#$comment #$Holiday "Each #$Holiday is an #$Event wherein social celebrations and/or rituals are performed, typically lasting for one #$DaysDuration and typically coinciding with a #$CalendarDay. While #$Holidays are often #$AnnualEvents, they may also be one-time events or scheduled in some other manner. They are also contextual, as different nationalities, eras, etc. celebrate different ones.") ;;; #$HolidaySeason (#$isa #$HolidaySeason #$TemporalObjectType) (#$genls #$HolidaySeason #$Event) (#$comment #$HolidaySeason "Instances of #$HolidaySeason are events which encompass the activities around a #$Holiday (or group of #$Holidays). The clearest example is #$ChristmasSeason. While the exact boundaries of a #$HolidaySeason may be vague, it is nonethless a useful concept; in fact, much of the usefulness comes from that very fuzziness: it is hard to define exactly, but there are many things worth saying about it.") ;;; #$Hope (#$isa #$Hope #$FeelingAttributeType) (#$genls #$Hope #$FeelingAttribute) (#$comment #$Hope "Expectation of fulfillment or success. This is a collection; for an explanation of a typical #$FeelingAttributeType, see #$Happiness.") ;;; #$Horizon (#$isa #$Horizon #$ExistingObjectType) (#$genls #$Horizon #$Place) (#$comment #$Horizon "The collection of all horizons, each being the far-off region within a few degrees of the horizontal plane, where the sky appears to join the distant landscape. The horizon is always relative to a particular point of observation.") ;;; #$HorizontalDirection (#$isa #$HorizontalDirection #$TerrestrialDirection) (#$comment #$HorizontalDirection "The element of #$VectorInterval that comprises all the vectors which are perpendicular to #$Up-Directly and #$Down-Directly.") ;;; #$HorizontalOrientation (#$isa #$HorizontalOrientation #$OrientationAttribute) (#$comment #$HorizontalOrientation "(#$orientation OBJECT #$HorizontalOrientation) means that OBJECT is horizontal with respect to the current instance of #$FrameOfReference. A linear (#$LongAndThin) object is horizontal if and only if its longest axis lies in the horizontal plane. A planar (#$SheetShaped) object is horizontal if and only if its two longest axes lie in the horizontal plane. Typically, horizontal objects include dinner plates, mousepads, ice skating rinks, parking lots, and stratus clouds.") ;;; #$HorsePower (#$isa #$HorsePower #$UnitOfPower) (#$isa #$HorsePower #$UnitOfMeasureNoPrefix) (#$resultIsa #$HorsePower #$PhysicalAttribute) (#$resultIsa #$HorsePower #$ScalarInterval) (#$argsIsa #$HorsePower #$CycSystemRealNumber) (#$comment #$HorsePower "An english unit of power. The power that, roughly, a single workhorse can continually supply") ;;; #$Hospital (#$isa #$Hospital #$ExistingObjectType) (#$genls #$Hospital #$MedicalCareInstitution) (#$genls #$Hospital #$LocalCustomerContactPoint) (#$genls #$Hospital #$MedicalCareOrganization) (#$comment #$Hospital "Local (at one site) organizations composed of physicians, support personnel, and usually also administrators. The main function of the organization is to provide medical care (short or long term) to a number of patients/clients, for a fee if the patient/client is able to pay. A clinic services out-patients, while a hospital has in-patients. A hospital may have a clinic as a sub-organization, though.") ;;; #$HospitalCareEvent (#$isa #$HospitalCareEvent #$TemporalObjectType) (#$isa #$HospitalCareEvent #$DefaultDisjointScriptType) (#$genls #$HospitalCareEvent #$MedicalCareEvent) (#$comment #$HospitalCareEvent "What happens when you are in the hospital being treated for a disease like Cancer or Hepatitis or AIDS, or recovering from Surgery. This is not just a #$MedicalCareEvent which happens in a hospital; it's the whole event meant by a hospital stay. Also see #$HospitalRoomStay which only represents the stay in the room.") ;;; #$HostileSocialAction (#$isa #$HostileSocialAction #$TemporalStuffType) (#$isa #$HostileSocialAction #$DefaultDisjointScriptType) (#$genls #$HostileSocialAction #$PurposefulAction) (#$genls #$HostileSocialAction #$SocialOccurrence) (#$comment #$HostileSocialAction "The collection of all hostile or pugnacious events, adverse to someone, in which multiple agents take part, at least one of whom is acting deliberately. See also #$PurposefulAction. An element of this collection is #$AssassinationOfPresidentLincoln.") ;;; #$Hostility (#$isa #$Hostility #$FeelingAttributeType) (#$genls #$Hostility #$FeelingAttribute) (#$comment #$Hostility "A feeling of strong antagonism towards another agent, organization, or group, sufficient to motivate harmful speech or actions against them. This is a #$Collection --- for an explanation of that, see #$Happiness. Some more specialized #$FeelingAttributeTypes than #$Hostility include feelings of #$Hate.") ;;; #$HotAirBalloon (#$isa #$HotAirBalloon #$ProductType) (#$isa #$HotAirBalloon #$ExistingObjectType) (#$genls #$HotAirBalloon #$AirTransportationDevice) (#$genls #$HotAirBalloon #$ContainerProduct) (#$comment #$HotAirBalloon "The collection of all hot-air buoyant balloons, #$AirTransportationDevices that usually lack a motor or a means of steering. Each consistes of a gas-bag into which hot air is introduced, and from which a basket or passenger compartment hangs.") ;;; #$HourFn (#$isa #$HourFn #$IndividualDenotingFunction) (#$isa #$HourFn #$NonPredicateFunction) (#$resultIsa #$HourFn #$CalendarHour) (#$arg1Isa #$HourFn #$NonNegativeInteger) (#$arg2Isa #$HourFn #$CalendarDay) (#$comment #$HourFn "(#$HourFn ?H ?D) denotes a #$CalendarHour -- in particular, hour number ?H (military time) of day ?D. For example, (#$HourFn 18 (#$DayFn 14 (#$MonthFn #$February (#$YearFn 1966)))) denotes 6pm Feb. 14th, 1966") ;;; #$HourOfDayType (#$isa #$HourOfDayType #$CyclicalIntervalGroupType) (#$genls #$HourOfDayType #$TemporallyDisjointIntervalType) (#$genls #$HourOfDayType #$TimeOfDayType) (#$comment #$HourOfDayType "A collection of collections. Instances #$HourOfDayType are 24 canonical subsets of #$CalendarHour, such as #$TimeOfDay-8AM. This is a proper subset of #$TimeOfDayType, which could include larger or smallers times of the day, such as `before noon' (which in Cyc in named #$TimeOfDay-AM).") ;;; #$HourlyWork (#$isa #$HourlyWork #$WorkStatus) (#$comment #$HourlyWork "An attribute; an element of #$WorkStatus. The attribute of being paid an hourly rate for work done.") ;;; #$HoursDuration (#$isa #$HoursDuration #$UnitOfTime) (#$isa #$HoursDuration #$UnitOfMeasureNoPrefix) (#$isa #$HoursDuration #$UnitOfMeasure) (#$resultIsa #$HoursDuration #$ScalarInterval) (#$resultIsa #$HoursDuration #$Time-Quantity) (#$argsIsa #$HoursDuration #$CycSystemRealNumber) (#$comment #$HoursDuration "This is a function that takes one or two numbers and returns, as its value, some amount of #$Time. An expression of the form (#$HoursDuration ?min ?max) denotes a quantity of #$Time that is at least ?min hours and at most ?max hours. (#$HoursDuration ?num) denotes a quantity of #$Time that is exactly ?num hours.") ;;; #$HouseholdAppliance (#$isa #$HouseholdAppliance #$ExistingObjectType) (#$genls #$HouseholdAppliance #$MechanicalDevice) (#$genls #$HouseholdAppliance #$PoweredDevice) (#$genls #$HouseholdAppliance #$HOCObject) (#$comment #$HouseholdAppliance "A collection of devices, a subset of #$MechanicalDevice. It includes those mechanical devices typically found inside a #$HumanResidence. An instance of #$HouseholdAppliance is a device used in one of the tasks typically carried on in a home, such as food preparation, food storage, laundry, household cleaning, personal cleaning, cooling or heating the house for comfort, etc. Examples include elements of the collections #$Oven, #$Refrigerator, #$ClothesDryer, #$VacuumCleaner, #$HotWaterHeater, #$Furnace. Note that a bed, which naively is thought of as having no moving parts, is not a mechanical device, and hence not a #$HouseholdAppliance --- the same is true for most chairs, tables, sofas, and other articles of furniture.") ;;; #$HumanActivity (#$isa #$HumanActivity #$TemporalObjectType) (#$isa #$HumanActivity #$ScriptType) (#$genls #$HumanActivity #$AnimalActivity) (#$comment #$HumanActivity "A collection of events. Each element of #$HumanActivity is an activity that is performed by some instance(s) of #$Person.") ;;; #$HumanAdult (#$isa #$HumanAdult #$ConventionalClassificationType) (#$isa #$HumanAdult #$ExistingObjectType) (#$genls #$HumanAdult #$Person) (#$genls #$HumanAdult #$AdultAnimal) (#$comment #$HumanAdult "The collection of human beings old enough to participate as independent, mature members of society. Since different societies have different age or maturity requirements for people to be considered adults, different axioms in various society-specific microtheories express these requirements. For most modern, Western, middle-class,... purposes, e.g., the current view is that anyone over 18 is an adult. In many cultures, adulthood occurs when one reaches puberty. Adulthood is #$contiguousAfter childhood; that is, a #$Person is a #$HumanChild for a while, and then is a #$HumanAdult.") ;;; #$HumanChild (#$isa #$HumanChild #$ExistingObjectType) (#$genls #$HumanChild (#$JuvenileFn #$Person)) (#$comment #$HumanChild "The collection of all #$Persons in the childhood stage of life. Functionally, this ends when the child begins to take responsibility for themselves, work, have children of their own,... or, at latest, when the person's age greatly exceeds that at which most people reach those milestones. Generally, this means that it spans the period from birth to teenage years. This is highly dependent on context, of course; childhood in Shakespeare's culture ended around age 12.") ;;; #$HumanCultureType (#$isa #$HumanCultureType #$Collection) (#$genls #$HumanCultureType #$ConventionalClassificationType) (#$genls #$HumanCultureType #$ExistingObjectType) (#$comment #$HumanCultureType "A collection of all collections. Each #$HumanCultureType is a set of #$Persons with its own distinctive culture. Some elements of #$HumanCultureType are: #$FrenchPerson, #$EthnicGroupOfAustralianAborigines, etc.") ;;; #$HumanCyclist (#$isa #$HumanCyclist #$Collection) (#$genls #$HumanCyclist #$Person) (#$genls #$HumanCyclist #$Cyclist) (#$comment #$HumanCyclist "Cyclists who are also human (not androids)") ;;; #$HumanFamilyNameString (#$isa #$HumanFamilyNameString #$IDStringType) (#$genls #$HumanFamilyNameString #$IDString) (#$genls #$HumanFamilyNameString #$HumanNameString) (#$comment #$HumanFamilyNameString "The collection of family name strings such as ``Lenat'', ``Jones'', etc., which are given as last names (in most Western countries), usually at birth. Note: elements of this collection are really just character strings, not concepts like TheNameSmith that represent character strings.") ;;; #$HumanGivenNameString (#$isa #$HumanGivenNameString #$IDStringType) (#$genls #$HumanGivenNameString #$IDString) (#$genls #$HumanGivenNameString #$HumanNameString) (#$comment #$HumanGivenNameString "The collection of non-family name strings such ``Betty'' and ``Phillip'' which are given as first or middle names (in most Western countries), usually shortly after birth. This also includes nicknames like ``Red'' or ``The Refrigerator''. Note: elements of this collection are really just character strings, not reified concepts like ''TheNameBetty'' that might be used to represent character strings.") ;;; #$HumanInfant (#$isa #$HumanInfant #$ExistingObjectType) (#$genls #$HumanInfant #$HumanChild) (#$comment #$HumanInfant "The collection of #$Persons in the infant stage of life. Functionally, this ends when the infant learns to walk (even just toddle) and/or talk (even a few words)... or, at latest, when the person's age greatly exceeds that at which most people develop those skills. Generally, this means that it spans the period from birth to about 12 - 18 months old. One of the subsets of this collection is #$NewbornBaby.") ;;; #$HumanNameString (#$isa #$HumanNameString #$IDStringType) (#$genls #$HumanNameString #$IDString) (#$genls #$HumanNameString #$ProperNameString) (#$comment #$HumanNameString "This is the class of names which human beings give themselves. See two of its important subsets, #$HumanGivenNameString and #$HumanFamilyNameString, for examples.") ;;; #$HumanOccupationConstruct (#$isa #$HumanOccupationConstruct #$ExistingObjectType) (#$genls #$HumanOccupationConstruct #$ContainerProduct) (#$genls #$HumanOccupationConstruct #$HumanlyOccupiedSpatialObject) (#$genls #$HumanOccupationConstruct #$ConstructionArtifact) (#$comment #$HumanOccupationConstruct "A collection of places. Each #$HumanOccupationConstruct is a place where people do things, such as: the Empire State Building, an individual office in that building, the White House, the Lincoln Bedroom in the White House, an elevator, a tent, etc. An instance of #$HumanOccupationConstruct is an artificial construction belonging to the collection #$ContainerProduct, and its #$primaryFunction is as a place in which humans perform activities. Some large subsets include (a) instances of #$HumanShelterConstruction (e.g., houses); (b) sub-regions within a #$HumanShelterConstruction or within any building which are intended for human use (e.g., rooms, shower stalls), and (c) regions in any transportation vehicle which are designed for human occupancy (e.g., the cockpit, passenger compartment). Note: Some buildings which are not themselves instances of #$HumanOccupationConstruct, such as #$HooverDam, may have a sub-region which is a #$HumanOccupationConstruct (e.g., the control room at the top of the dam). Note: The collection #$HumanOccupationConstruct is broad enough to include tents, boiler rooms, elevator shafts, steam tunnels, and the space inside the #$LincolnMemorialInWashingtonDC. Thus, an instance of #$HumanOccupationConstruct need not be strictly #$Indoors (q.v.), since #$Indoors is meant to include many characteristics that those places do not necessarily share (such as humanly comfortable temperature, lighting at night, not terribly noisy or windy, clean). We therefore do not make the default assertion that a #$HumanOccupationConstruct is #$Indoors; however, an instance of #$HumanOccupationConstruct is certainly not a purely #$OutdoorLocation (q.v.), so we DO assert that those two collections are disjoint. Certain subsets of #$HumanOccupationConstruct, however, do have `indoor' characteristics, and so we assert (for example) that anything found inside instances of #$RoomInAConstruction or #$ModernShelterConstruction is found #$Indoors. Note: For places designed to be occupied by humans but which are purely outdoor locations (such as elements of #$Lawn, #$ParkingLot, and #$Playground), see #$HumanlyOccupiedSpatialObject.") ;;; #$HumanOccupationConstructResident (#$isa #$HumanOccupationConstructResident #$ExistingObjectType) (#$genls #$HumanOccupationConstructResident #$Animal) (#$comment #$HumanOccupationConstructResident "The collection of those #$Animals that (commonly) reside in #$HumanOccupationConstructs -- i.e., in structures that also house people. This mostly just includes domestic pets and people.") ;;; #$HumanResidence (#$isa #$HumanResidence #$ProductType) (#$isa #$HumanResidence #$ContactLocationType) (#$genls #$HumanResidence #$PhysicalContactLocation) (#$genls #$HumanResidence #$HumanShelterConstruction) (#$comment #$HumanResidence "A collection of construction artifacts. Each element of #$HumanResidence is a humanly constructed shelter (or a part of one) in which humans reside--as opposed to, say, their places of employment (though the two might be the same). #$HumanResidence includes residential huts, igloos, longhouses, hotels, barracks, palaces, houseboats, mobile homes, as well as apartments, duplexes, and detached houses. A person's residence is typically the place where she/he usually sleeps and keeps most personal effects.") ;;; #$HumanResidenceArea (#$isa #$HumanResidenceArea #$ExistingObjectType) (#$genls #$HumanResidenceArea #$HumanlyOccupiedSpatialObject) (#$genls #$HumanResidenceArea #$EcologicalRegion) (#$comment #$HumanResidenceArea "A collection of geographical regions. Each element of #$HumanResidenceArea is a region in which a number of people live, at least semi-permanently (i.e., for a year or more). Examples: #$SanFranciscoBayArea, #$ResearchTrianglePark, research stations at the #$SouthPole, radar posts in the Aleutians.") ;;; #$HumanShelterConstruction (#$isa #$HumanShelterConstruction #$ExistingObjectType) (#$genls #$HumanShelterConstruction #$HumanOccupationConstruct) (#$genls #$HumanShelterConstruction #$ShelterConstruction) (#$genls #$HumanShelterConstruction #$ContainerProduct) (#$comment #$HumanShelterConstruction "A collection of artifacts; a subset of #$HumanOccupationConstruct. An instance of #$HumanShelterConstruction is a place made to shelter people from the elements by allowing them to get #$Indoors. Subsets include #$ModernHumanResidence, #$SchoolBuilding, #$ShoppingMallBuilding, many others. An instance of #$HumanShelterConstruction must have a roof and typically has sides, though the latter may be flimsy (as in elements of #$TentTheShelter) or even absent (as in some elements of #$ParkingGarage).") ;;; #$HumanlyOccupiedSpatialObject (#$isa #$HumanlyOccupiedSpatialObject #$ExistingObjectType) (#$genls #$HumanlyOccupiedSpatialObject #$PartiallyTangible) (#$comment #$HumanlyOccupiedSpatialObject "A collection of places. Each element of #$HumanlyOccupiedSpatialObject is a place that humans occupy, not restricted to (though including) the interiors of things built by humans, such as houses, office buildings, and ships. #$HumanlyOccupiedSpatialObject also extends to campsites, caves, villages, and towns. Examples: Doug Lenat's house, North Austin, the Five Boroughs of New York, Minnesota, the Vatican, an Antarctic research station, and (briefly) the Moon.") ;;; #$HumidClimateCycle (#$isa #$HumidClimateCycle #$ClimateCycleType) (#$genls #$HumidClimateCycle #$AnnualClimateCycle) (#$comment #$HumidClimateCycle "A collection of annual climate cycles. Each element of #$HumidClimateCycle is a year-long event consisting of weather occurring (typically) in various continental and subtropical regions. Characteristics of a humid climate include copious precipitation and high humidity.") ;;; #$HumidContinentalClimateCycle (#$isa #$HumidContinentalClimateCycle #$ClimateCycleType) (#$genls #$HumidContinentalClimateCycle #$TemperateClimateCycle) (#$genls #$HumidContinentalClimateCycle #$HumidClimateCycle) (#$comment #$HumidContinentalClimateCycle "A collection of annual climate cycles. Each element of #$HumidContinentalClimateCycle is a year-long event consisting of weather occurring (typically) in continental interiors within a temperate climate zone. Characteristics of a humid continental climate cycle include a warm summer and cold winter, with precipitation throughout. A good example of a region whose annual climate cycles are instances of #$HumidContinentalClimateCycle is the American Midwest. Cf. #$HumidSubtropicalClimateCycle.") ;;; #$HumidSubtropicalClimateCycle (#$isa #$HumidSubtropicalClimateCycle #$ClimateCycleType) (#$genls #$HumidSubtropicalClimateCycle #$TemperateClimateCycle) (#$genls #$HumidSubtropicalClimateCycle #$HumidClimateCycle) (#$comment #$HumidSubtropicalClimateCycle "A collection of annual climate cycles. Each element of #$HumidSubtropicalClimateCycle is a year-long event consisting of weather occurring (typically) within a temperate climate zone. Characteristics of a humid subtropical climate cycle include a hot summer and a cool winter, with precipitation and moist air throughout. Cycles of this kind occur closer to the equator than do instances of #$HumidContinentalClimateCycle. For instance, the Southeastern United States is a good example of a region whose annual climate cycles are instances of #$HumidSubtropicalClimateCycle.") ;;; #$Hungry (#$isa #$Hungry #$OrderOfMagnitudeInterval) (#$isa #$Hungry #$LevelOfHunger) (#$comment #$Hungry "Hungry") ;;; #$IBOCreation (#$isa #$IBOCreation #$TemporalObjectType) (#$isa #$IBOCreation #$ScriptType) (#$genls #$IBOCreation #$IBTGeneration) (#$genls #$IBOCreation #$CreationEvent) (#$genls #$IBOCreation #$InformationTransferEvent) (#$genls #$IBOCreation #$HumanActivity) (#$comment #$IBOCreation "A collection of events; a subset of #$IBTGeneration. Each element of #$IBOCreation is an event which creates a new IBO (i.e., an element of #$InformationBearingObject). An IBO is a relatively long-lasting instance of #$InformationBearingThing. Examples of #$IBOCreation include publishing a book, making a film, printing a photograph, molding a plastic credit card, painting a billboard, minting a coin. When an IBO is created, its content may be either original or be copied from a prior IBO. For creation of IBOs with new content, e.g., a personal letter, see the subset #$IBTGeneration-Original; for creation of IBOs with pre-existing content, e.g., reprinting a photograph, see #$IBTGeneration-Replication.") ;;; #$IBTCopying (#$isa #$IBTCopying #$TemporalObjectType) (#$genls #$IBTCopying #$IBTGeneration-Replication) (#$comment #$IBTCopying "A collection of events; a subset of #$IBTGeneration-Replication. Each element of #$IBTCopying is an event which generates a new IBT (i.e., an element of #$InformationBearingThing) by copying the information and format from a source IBT (see #$informationOrigin). The new IBT encodes approximately the same information in approximately the same way as the source IBT. Examples: photocopying a document, faxing a document, duplicating a videotape.") ;;; #$IBTGeneration (#$isa #$IBTGeneration #$TemporalObjectType) (#$genls #$IBTGeneration #$Action) (#$genls #$IBTGeneration #$TransferOut) (#$genls #$IBTGeneration #$InformationTransferEvent) (#$comment #$IBTGeneration "A collection of information transfer events. Each element of #$IBTGeneration is an event which creates some information-bearing thing--thus, an event in which some idea or information is expressed. In elements of #$IBTGeneration, the particular IBT (i.e., element of #$InformationBearingThing) which is created may be either a transient wave phenomenon (e.g., made of sound, light, or radio waves), or it may be a relatively long-lasting instance of #$InformationBearingObject (cf. #$IBOCreation). Humans frequently generate such IBTs as spoken language, gestures, and handwritten notes. It is irrelevant for elements of #$IBTGeneration whether there is another agent who immediately (or, indeed, ever) accesses the resulting IBTs. Note the difference: reading is NOT an IBT generation event, but writing (usually) is. IBTs may be generated intentionally or unintentionally. Also, every communication act starts with an instance of #$IBTGeneration. See also: #$Communicating and its subsets, esp. #$CommunicationAct-Single.") ;;; #$IBTGeneration-Original (#$isa #$IBTGeneration-Original #$DefaultDisjointScriptType) (#$isa #$IBTGeneration-Original #$TemporalObjectType) (#$genls #$IBTGeneration-Original #$HumanActivity) (#$genls #$IBTGeneration-Original #$IBTGeneration) (#$genls #$IBTGeneration-Original #$PurposefulAction) (#$comment #$IBTGeneration-Original "A collection of events; a subset of #$IBTGeneration. Each element of #$IBTGeneration-Original is an event in which some original idea is expressed; that is, the content of the IBT generated is not a copy of the content of a previously created information-bearing thing. See also #$IBTGeneration, #$Communicating.") ;;; #$IBTGeneration-Replication (#$isa #$IBTGeneration-Replication #$TemporalObjectType) (#$genls #$IBTGeneration-Replication #$IBTGeneration) (#$comment #$IBTGeneration-Replication "A collection events; a subset of #$IBTGeneration. Each element of #$IBTGeneration-Replication is an event in which a new IBT (i.e., an #$InformationBearingThing) is created whose content is based on that of a preexisting IBT (which is the #$informationOrigin of the generation event). The new IBT contains at least part of the information content of the original IBT. It may use the same or a different way of encoding the information.") ;;; #$IBTRecoding (#$isa #$IBTRecoding #$ScriptType) (#$isa #$IBTRecoding #$TemporalObjectType) (#$genls #$IBTRecoding #$IBTGeneration-Replication) (#$comment #$IBTRecoding "A collection of events; a subset of #$IBTGeneration-Replication. Each element of #$IBTRecoding is an event which generates a new IBT (i.e., an element of #$InformationBearingThing), by taking information from a source IBT (see #$informationOrigin), encoding it a new way, and incorporating it into a new information-bearing thing (see #$ibtGenerated). Elements of #$IBTRecoding may be done either by agents (e.g., people) or by non-agents (e.g., record players, or computers running translation software). Recoding the content of a pre-existing IBT presupposes some instance of accessing it (i.e., of #$AccessingAnIBT).") ;;; #$IDDocument (#$isa #$IDDocument #$ExistingObjectType) (#$genls #$IDDocument #$OfficialDocument) (#$comment #$IDDocument "A collection of official documents. Each element of #$IDDocument is an accepted credential for identifying some object. Important subsets of #$IDDocument include #$Passport, #$DriverLicense, #$SocialSecurityCard. Other examples include student ID cards, dog tags (worn by military personnel), dog tags (worn by dogs), authentication certificates for a work of art or an antique.") ;;; #$IDString (#$isa #$IDString #$IDStringType) (#$genls #$IDString #$CharacterString) (#$comment #$IDString "A collection of objects; a subset of #$CharacterString. Each element of #$IDString is a character string which is used to denote a specific object in some identification mapping; for example, instances of #$ModelNumber (e.g., ``JHS146973S2''), or instances of #$PostalCode (e.g., ``78751''). See also #$DenotedObjectFn and #$objectID.") ;;; #$IDStringType (#$isa #$IDStringType #$Collection) (#$genls #$IDStringType #$ObjectType) (#$comment #$IDStringType "A collection of collections. Each element in #$IDStringType is a collection of character strings which is a subset of #$IDString (q.v.). A few instances of #$IDStringType: #$ProductName, #$ProductVersion, #$EMailAddress, #$PhoneNumber, #$PostalCode.") ;;; #$IllocutionaryForce (#$isa #$IllocutionaryForce #$ObjectType) (#$genls #$IllocutionaryForce #$PropositionalInformationThing) (#$genls #$IllocutionaryForce #$SupposedToBeMicrotheory) (#$comment #$IllocutionaryForce "A collection of pieces of information; a subset of #$PropositionalInformationThing. Each element of #$IllocutionaryForce is a specialized component of a communication; its function is to indicate how the speaker in a communication wants the agent(s) whom s/he is addressing to understand, and respond to, the situation--i.e., the state of affairs--described in that communication. Isolating the `illocutionary force' of a communication allows us to characterize the intention of a speaker; e.g., whether s/he means to assert that the described state of affairs in fact holds; or to express a desire that such a state of affairs hold; or to command someone to make that state of affairs hold; or to offer to make the state of affairs hold. S/he may even intend to make something true by stating it (e.g., ``I name this ship `The Intrepid'.''). Usually, apprehending a speaker's intention is important for understanding what s/he means and what s/he intends the hearer to do. Although illocutionary forces can be represented propositionally, they are not generally communicated so explicitly. For example, questions in English are typically communicated by inverting subject-object word order and raising one's intonation at the end of the utterance. (The intonation marker so strongly indicates a question that it may suffice without the inverted word order, as in `You are going tonight' uttered with a rising intonation.) Commands in English typically have an (unexpressed) understood subject and perhaps a forceful tone. In every culture and language there are conventional sets of commonly used illocutionary forces which would be the subsets of #$IllocutionaryForce for that culture; e.g., in English, they include #$Inform contexts, #$Request, #$Offer, #$Promise, and #$Query. Note: although in this comment #$IllocutionaryForce is explained in terms of utterances, it applies to communication generally; so `speaker' and `listener' should be broadly interpreted to mean, respectively, any #$senderOfInfo and #$recipientOfInfo. See also #$Communicating, #$CommunicationAct-Single. The portion of a communication's information content that represents the illocutionary force is indicated using #$componentIF.") ;;; #$IlluminationModeAttribute (#$isa #$IlluminationModeAttribute #$UnorderedAttributeType) (#$genls #$IlluminationModeAttribute #$AttributeValue) (#$comment #$IlluminationModeAttribute "A collection of attributes. Each element of #$IlluminationModeAttribute describes something about the type of illumination falling on a region or an object. For example, #$DirectIllumination, #$IndirectIllumination, #$ReflectedIllumination, #$PartDirectPartIndirect.") ;;; #$ImmediateWeatherProcess (#$isa #$ImmediateWeatherProcess #$TemporalStuffType) (#$isa #$ImmediateWeatherProcess #$DefaultDisjointScriptType) (#$genls #$ImmediateWeatherProcess #$WeatherEvent) (#$comment #$ImmediateWeatherProcess "The collection of meteorological events of a duration shorter than seasonal processes. A particular hurricane event, for example, might be characteristic of a seasonal process for a region; but the hurricane event itself is an instance of #$ImmediateWeatherProcess. Another example of an #$ImmediateWeatherProcess is a single #$LightningEvent. (Cf. #$AnnualClimateCycle.)") ;;; #$InanimateObject-Natural (#$isa #$InanimateObject-Natural #$ExistingObjectType) (#$genls #$InanimateObject-Natural #$InanimateThing-Natural) (#$comment #$InanimateObject-Natural "A collection of natural (i.e. not man-made) objects. It is a subclass of #$InanimateThing-Natural, distinguished from it mainly by only having subclasses which are existing object-types. Thus, #$CelestialObject would be a subclass of this collection, but #$Dirt would not.") (#$synonymousExternalConcept #$InanimateObject-Natural #$SENSUS-Information1997 "NATURAL-OBJECT") ;;; #$InanimateThing (#$isa #$InanimateThing #$ExistingObjectType) (#$genls #$InanimateThing #$TangibleThing) (#$comment #$InanimateThing "A collection of tangibles. Each element of #$InanimateThing is a tangible thing which is not a living structure. Examples: #$YaleUniversity, the #$StatueOfLiberty, a U.S. ten-dollar bill, the #$MoonOfEarth, a safety pin.") (#$synonymousExternalConcept #$InanimateThing #$SENSUS-Information1997 "INANIMATE-OBJECT") ;;; #$InanimateThing-Natural (#$isa #$InanimateThing-Natural #$TemporalStuffType) (#$genls #$InanimateThing-Natural #$InanimateThing) (#$comment #$InanimateThing-Natural "A collection of tangibles. Each element of #$InanimateThing-Natural is an #$InanimateThing that is not man-made. Thus, the #$MoonOfEarth and the #$AtlanticOcean belong to this class, but the #$ArcDeTriomphe does not.") ;;; #$Inch (#$isa #$Inch #$FPSUnitOfMeasure) (#$isa #$Inch #$UnitOfDistance) (#$isa #$Inch #$UnitOfMeasureNoPrefix) (#$resultIsa #$Inch #$Distance) (#$resultIsa #$Inch #$ScalarInterval) (#$argsIsa #$Inch #$CycSystemRealNumber) (#$comment #$Inch "The measurement function used in Cyc to represent the inch used to measure length within the British (FPS) system. See also #$FPSUnitOfMeasure, #$UnitOfMeasure.") ;;; #$IncurringAnInjury (#$isa #$IncurringAnInjury #$ScriptType) (#$genls #$IncurringAnInjury #$SingleDoerAction) (#$genls #$IncurringAnInjury #$AnimalActivity) (#$genls #$IncurringAnInjury #$IncurringDamage) (#$comment #$IncurringAnInjury "A collection of events. An instance of #$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.") ;;; #$IncurringDamage (#$isa #$IncurringDamage #$ScriptType) (#$genls #$IncurringDamage #$PhysicalEvent) (#$genls #$IncurringDamage #$IntrinsicStateChangeEvent) (#$comment #$IncurringDamage "The collection of events in which some sort of damage is incurred to a person or property.") ;;; #$IndependentCountry (#$isa #$IndependentCountry #$SpatiallyDisjointRegionType) (#$genls #$IndependentCountry #$Country) (#$comment #$IndependentCountry "A collection of geopolitical entities. Each element of #$IndependentCountry is a distinct, independent geopolitical entity generally recognized by the international community. An independent country typically has a (relatively) stable government and enforced borders, its own currency, laws, culture, etc. Examples: #$UnitedStatesOfAmerica, #$Germany, #$Liberia, #$Mongolia-PeoplesRepublic, #$India, #$Taiwan-RepublicOfChina, #$Honduras.") ;;; #$IndependentOrganization (#$isa #$IndependentOrganization #$ExistingObjectType) (#$genls #$IndependentOrganization #$Organization) (#$comment #$IndependentOrganization "A collection of organizations. An element of #$IndependentOrganization is an organization which is not affiliated with any #$ChainOrganization and that is not a sub-organization of any other #$Organization. An independent organization is neither the top-level organization of a chain, nor a lower level organization in a chain, nor is it an element of #$ChainOrganization. Note, however, that an #$IndependentOrganization may have several locations within a small geographical region; e.g., Texas French Bread (a single, independent business) has multiple locations in Austin, TX.") ;;; #$IndexedInfoSource (#$isa #$IndexedInfoSource #$ObjectType) (#$genls #$IndexedInfoSource #$AbstractInformation) (#$comment #$IndexedInfoSource "The collection of all information sources in which the information contained theirein is indexed by some set of terms, names, #$CharacterStrings, #$IDNumbers or codes. Given such an index term, there is a specific part of the #$IndexedInfoSource associated with that term. Each instance has some format or organizing structure imposed on the information, although the format might not be intrinsically ordered.. An instance of #$IndexedInfoSource is the abstract informational content of the source, not any particular physical object in which the information is stored. Examples include a #$Dictionary, #$Thesaurus, #$Database-AbstractContent, or a #$KnowledgeBase. Some examples that do not qualify are #$PaintingAsArtForm, or a #$CharacterString without any structuring information about it or that has no structure beyond being a string of characters.") ;;; #$IndexicalConcept (#$isa #$IndexicalConcept #$Collection) (#$genls #$IndexicalConcept #$Thing) (#$comment #$IndexicalConcept "#$IndexicalConcepts are those whose referent essentially depends on the occasion of use and the user, e.g., #$Now, I, Here. When I use the concept 'I,' I am referring to myself (#$OKeefe), but 'I' does not mean #$OKeefe, but refers to whomever the user is. Similarly, #$Now denotes the moment in which it used.") (#$overlappingExternalConcept #$IndexicalConcept #$SENSUS-Information1997 "RELATIVE-SPATIAL-TEMPORAL") ;;; #$Individual (#$isa #$Individual #$Collection) (#$genls #$Individual #$Thing) (#$comment #$Individual "#$Individual is the collection of all things that are NOT sets or collections. Thus, #$Individual includes (among other things) physical objects, temporal subabstractions of physical objects, numbers, relations, and groups (see #$Group). An element of #$Individual may have parts or a structure (including parts that are discontinuous); but NO instance of #$Individual can have elements or subsets. Important distinction: Though an element of #$Individual may have parts (e.g., #$physicalParts or #$groupMembers), that individual is NOT the same thing as the collection containing those same parts. For example, your car is an individual, but the collection of all the parts of your car is an instance of #$Collection. The latter -- the collection of parts of your car -- is an abstract collection; it doesn't have a location, it doesn't have a top speed, etc. -- it's just a collection! -- but it does have subsets, supersets, and members. Similarly: `Bill Clinton's immediate family' is an individual; however, the collection of persons who belong to that family is a collection. One final example: A company belongs to #$Individual and is distinct from the collection of its employees (which #$isa #$Collection).") ;;; #$IndividualAgent (#$isa #$IndividualAgent #$ExistingObjectType) (#$genls #$IndividualAgent #$Agent) (#$comment #$IndividualAgent "The collection of all individuals belonging to the collection #$Agent. Each person, each animal, etc., is an element of #$IndividualAgent, in most contexts. Note that instances of #$Organization will in general NOT be elements of #$IndividualAgent.") ;;; #$IndividualDenotingFunction (#$isa #$IndividualDenotingFunction #$RelationType) (#$genls #$IndividualDenotingFunction #$NonPredicateFunction) (#$comment #$IndividualDenotingFunction "The collection of all Cyc functions which return elements of #$Individual. Examples: #$PerimeterFn, #$InteriorFn, #$GoalFn, #$MedalAwardCeremonyFn, all return particular individuals when applied to their proper arguments; e.g., (#$InteriorFn #$LincolnMemorialInWashingtonDC) designates the particular space inside the Lincoln Memorial. Cf. #$CollectionDenotingFunction.") ;;; #$Indonesia-TheNation (#$isa #$Indonesia-TheNation #$IndependentCountry) (#$isa #$Indonesia-TheNation #$Entity) (#$comment #$Indonesia-TheNation "The country of Indonesia, which comprises 13500 islands. Includes both physical and political aspects.") ;;; #$Infection (#$isa #$Infection #$PhysiologicalConditionType) (#$genls #$Infection #$AilmentCondition) (#$comment #$Infection "A collection of ailments; a subset of #$AilmentCondition. An instance of #$Infection is a disease condition in which microorganisms are abnormally present (or abnormally numerous) within an animal's body. The microorganisms involved in an infection may be some instance of the collections #$Bacterium, #$Virus, or #$ProtistaKingdom. Specialized subsets of #$Infection include: #$Bronchitis, #$Tonsillitis, #$SexuallyTransmittedInfection (which has further subsets). A particular case of tonsilitis is thus an element of the collection #$Infection.") ;;; #$InfectionFn (#$isa #$InfectionFn #$CollectionDenotingFunction) (#$resultIsa #$InfectionFn #$InfectionType) (#$resultGenl #$InfectionFn #$Infection) (#$arg1Isa #$InfectionFn #$ExistingObjectType) (#$arg1Genl #$InfectionFn #$AnimalBodyPart) (#$comment #$InfectionFn "#$InfectionFn is a Cyc function, and in particular a #$CollectionDenotingFunction. It is used to decribe ailments according to the region of the animal's body in which they are found. (#$InfectionFn REGION) denotes the collection of infections of the region of the body, REGION. For example, (#$InfectionFn #$Throat) is the set of all throat infections, and hence a subset of #$Infection. When you get a case of strep throat, that is an element of (#$InfectionFn #$Throat). When you get appendicitis, that is an element of the set represented by (#$InfectionFn #$Appendix-OrganPart).") ;;; #$InfectionTransmissionEvent (#$isa #$InfectionTransmissionEvent #$TemporalObjectType) (#$isa #$InfectionTransmissionEvent #$ScriptType) (#$genls #$InfectionTransmissionEvent #$IntrinsicStateChangeEvent) (#$genls #$InfectionTransmissionEvent #$GeneralizedTransfer) (#$comment #$InfectionTransmissionEvent "The collection of events in which some instance of #$Infection is transmitted from one member of #$BiologicalLivingObject to another.") ;;; #$InfectionType (#$isa #$InfectionType #$SiblingDisjointCollection) (#$genls #$InfectionType #$PhysiologicalConditionType) (#$comment #$InfectionType "Elements are the subsets of #$Infection. This type collection may be removed from the KB.") ;;; #$InferenceRelatedBookkeepingPredicate (#$isa #$InferenceRelatedBookkeepingPredicate #$PredicateCategory) (#$isa #$InferenceRelatedBookkeepingPredicate #$Collection) (#$genls #$InferenceRelatedBookkeepingPredicate #$BookkeepingPredicate) (#$comment #$InferenceRelatedBookkeepingPredicate "A collection of predicates. Each element of #$InferenceRelatedBookkeepingPredicate is a predicate involved in assertions used by the Cyc application to direct inferencing. Examples: #$defnIff, #$defnSufficient, #$termOfUnit, #$afterAdding.") ;;; #$InflatableBoat (#$isa #$InflatableBoat #$ExistingObjectType) (#$genls #$InflatableBoat #$Boat-WaterTransportationDevice) (#$comment #$InflatableBoat "The collection of all inflatable boats, that is, boats (mostly small watercraft) that are composed of some fabric or membrane and are inflated with air to give them buoyancy in water.") ;;; #$Inform (#$isa #$Inform #$ObjectType) (#$genls #$Inform #$IllocutionaryForce) (#$comment #$Inform "A collection of illocutionary forces. Each instance of #$Inform consists of a piece of information contained (usually implicitly) in a communication, and which expresses the speaker's intention to inform the listener that the propositional content of what s/he utters is true. `Speaker' and `listener' are broadly interpreted to mean, respectively, any #$senderOfInfo and #$recipientOfInfo. See also #$IllocutionaryForce.") ;;; #$Inform-CommunicationAct (#$isa #$Inform-CommunicationAct #$ScriptType) (#$isa #$Inform-CommunicationAct #$TemporalObjectType) (#$genls #$Inform-CommunicationAct #$CommunicationAct-Single) (#$comment #$Inform-CommunicationAct "The collection of acts of conveying information by means of intentional communication.") (#$synonymousExternalConcept #$Inform-CommunicationAct #$SENSUS-Information1997 "ASSERTION") (#$synonymousExternalConcept #$Inform-CommunicationAct #$SENSUS-Information1997 "ASSERTIVE-ACT") ;;; #$InformationAdding (#$isa #$InformationAdding #$TemporalStuffType) (#$genls #$InformationAdding #$InformationUpdating) (#$comment #$InformationAdding "A collection of events; a subset of #$InformationUpdating. Each element of #$InformationAdding is an event in which information is added to the information content of an IBO (i.e., an element of #$InformationBearingObject). After the action, the IBO which is the #$informationDestination of the update `has' the new information (i.e., #$infoAdded). The resulting information content of that IBO includes both its content immediately prior to the addition, plus the newly added information. Examples of #$InformationAdding: recording a check in the check register of one's checkbook; taking the next photograph on a roll of film; adding a new constant to the #$CycKB.") ;;; #$InformationBearingObject (#$isa #$InformationBearingObject #$ExistingObjectType) (#$genls #$InformationBearingObject #$InformationBearingThing) (#$genls #$InformationBearingObject #$CompositeTangibleAndIntangibleObject) (#$comment #$InformationBearingObject "A collection of objects which are both tangible and intangible. (See also the comment for its superset #$CompositeTangibleAndIntangibleObject.) Each element of #$InformationBearingObject is an object that can be interpreted, by an interpreter understanding its conventions, to yield a chunk or chunks of information. #$InformationBearingObject includes all of the following: (1) artifacts made solely for the purpose of conveying information (e.g., a newspaper, or a children's science video); (2) artifacts that convey information in addition to their intended function (e.g., Neolithic pottery); and (3) non-artifacts, such as a person's fingerprints, gestures, and utterances, which may be interpreted to yield information. Note: `an IBO' abbreviates `an information bearing object'. Cf. #$InformationBearingWavePropagation. See also #$containsInformation.") ;;; #$InformationBearingThing (#$isa #$InformationBearingThing #$Collection) (#$genls #$InformationBearingThing #$TemporalThing) (#$comment #$InformationBearingThing "A collection of temporal objects, including actions and events as well as physical objects. Each element of #$InformationBearingThing is an item that carries information, for an interpreter who understands its conventions. Examples: a copy of the novel `Moby Dick'; a signal buoy; a photograph; a flag; an elevator sign in Braille; a map; a US dollar bill; a resume; an account ledger; a word in ASL; a musical score; the #$Cyc program itself. Note: `an IBT' abbreviates `an information bearing thing'. See also #$SpecifiedInformationBearingThingType. For representation of the propositional content of information bearing things, see #$PropositionalInformationThing; but note that not all IBTs have a propositional content (cf. #$ArtObject).") ;;; #$InformationBearingWavePropagation (#$isa #$InformationBearingWavePropagation #$TemporalStuffType) (#$genls #$InformationBearingWavePropagation #$WavePropagation) (#$genls #$InformationBearingWavePropagation #$InformationBearingThing) (#$comment #$InformationBearingWavePropagation "A collection of information bearing things (IBTs). Each element of #$InformationBearingWavePropagation is a #$WavePropagation (q.v.) event that carries information, for an interpreter which understands its conventions. Examples of #$InformationBearingWavePropagation include sounds, radio signals, and images of visible light. These eventlike IBTs should be contrasted with the relatively static, persistent, objectlike IBTs in the collection #$InformationBearingObject.") ;;; #$InformationRecordingDevice (#$isa #$InformationRecordingDevice #$ExistingObjectType) (#$genls #$InformationRecordingDevice #$PhysicalDevice) (#$comment #$InformationRecordingDevice "A collection of physical devices. An instance of #$InformationRecordingDevice is a device used for the recording of sensory information (i.e., audio and visual, but not encoded as character strings.) So an instance would be your answering machine at home (an #$AnsweringMachine), your cam-corder (a #$VideoCamera), but NOT your address book or your copy of the Yellow Pages. Note: A borderline case is a PDA (such as an Apple Newton) used to record handwritten script. If it then processes that information and converts it to ASCII characters, it has stopped being an #$InformationRecordingDevice in the currently intended sense. Probably a better name for this concept, therefore, would be DeviceToRecordAnalogInformation.") ;;; #$InformationRecordingProcess (#$isa #$InformationRecordingProcess #$TemporalStuffType) (#$isa #$InformationRecordingProcess #$DefaultDisjointScriptType) (#$genls #$InformationRecordingProcess #$PhysicalEvent) (#$genls #$InformationRecordingProcess #$IBOCreation) (#$comment #$InformationRecordingProcess "A collection of events in which information is recorded, using an #$InformationRecordingDevice. Every #$InformationRecordingProcess produces an #$InformationBearingObject.") ;;; #$InformationRemoving (#$isa #$InformationRemoving #$TemporalStuffType) (#$genls #$InformationRemoving #$InformationUpdating) (#$comment #$InformationRemoving "The collection of actions in which information is removed from or erased from an IBO (#$InformationBearingObject). After the action, the remaining info content, if any, of the IBO acted on is only a part of what it started out to be. The removed information doesn't go anywhere; after removal it doesn't end up encoded in something else.") ;;; #$InformationTransferEvent (#$isa #$InformationTransferEvent #$TemporalObjectType) (#$isa #$InformationTransferEvent #$ScriptType) (#$genls #$InformationTransferEvent #$GeneralizedTransfer) (#$comment #$InformationTransferEvent "A collection of events. Each element of #$InformationTransferEvent is an event in which information is transferred from a source (#$informationOrigin) to a destination (#$informationDestination), both of which are either intelligent agents or IBTs (i.e., elements of #$InformationBearingThing). Examples: reading a book (transfer from book to reader); saying something to someone (transfer from speaker to listener); machine translation (transfer from an encoded IBT in the source language to an encoded IBT in the target language); OCR scanning (transfer of info from visual information source to another IBT in different format); carving initials in a tree (transfer from agent to IBT), etc. Note: this is a generalization of the `mtrans' operator in Roger Schank's Conceptual Dependency theory.") ;;; #$InformationUpdating (#$isa #$InformationUpdating #$TemporalStuffType) (#$genls #$InformationUpdating #$InformationTransferEvent) (#$comment #$InformationUpdating "A collection of information transfer events. Each element of #$InformationUpdating is an event in which the information content of an IBO (i.e., an element of #$InformationBearingObject) is altered, either by removing or by adding information, or both. Note that this is possible only for tangible IBOs.") ;;; #$Ingesting (#$isa #$Ingesting #$TemporalStuffType) (#$isa #$Ingesting #$ScriptType) (#$genls #$Ingesting #$HumanActivity) (#$genls #$Ingesting #$DirectedTranslation) (#$genls #$Ingesting #$VoluntaryBodyMovement) (#$genls #$Ingesting #$BiologicalIntakeEvent) (#$genls #$Ingesting #$BodilyFunctionEvent) (#$comment #$Ingesting "A collection of events; a subset of #$BiologicalIntakeEvent. Each element of #$Ingesting is a complex process in which a thing is brought into some organism's mouth from the outside, is swallowed, and is moved to the organism's stomach. Every element of #$Ingesting has among its #$subEvents an instance of #$Swallowing which occurs after the intake. (Thus, though chewing gum is a #$BiologicalIntakeEvent, it is not an #$Ingesting unless the gum is swallowed.) An ingesting event ends when the ingested stuff reaches the ingester's stomach (where an instance of #$DigestionEvent begins -- provided that what was ingested is an element of #$EdibleStuff).") ;;; #$IngestingFn (#$isa #$IngestingFn #$CollectionDenotingFunction) (#$resultIsa #$IngestingFn #$TemporalObjectType) (#$resultGenl #$IngestingFn #$Ingesting) (#$arg1Isa #$IngestingFn #$StuffType) (#$arg1Genl #$IngestingFn #$PartiallyTangible) (#$comment #$IngestingFn "The Cyc function #$IngestingFn is a #$CollectionDenotingFunction. It is used to represent collections of events in which certain types of things are consumed. (#$IngestingFn STUFFTYPE) denotes the collection of events in which a tangible substance of the type STUFFTYPE is ingested. For example, lots of instances of (#$IngestingFn #$Popcorn) occur at the movies.") ;;; #$Inhaling (#$isa #$Inhaling #$TemporalStuffType) (#$isa #$Inhaling #$DefaultDisjointScriptType) (#$genls #$Inhaling #$BodyMovementEvent) (#$genls #$Inhaling #$BiologicalIntakeEvent) (#$comment #$Inhaling "The collection of all body movement events in which an animal takes air in through an appropriate portal (#$Mouth, #$Nose) and passes it into its #$Lungs. The elements of #$Breathing all have #$subEvents which are #$Inhalings.") ;;; #$InorganicStuff (#$isa #$InorganicStuff #$ExistingStuffType) (#$genls #$InorganicStuff #$InanimateThing) (#$genls #$InorganicStuff #$TangibleThing) (#$comment #$InorganicStuff "A collection of tangible things. Each element of #$InorganicStuff is a tangible thing which is wholly composed of one or more types of inorganic #$Molecule. Instances of #$InorganicStuff usually didn't originate as parts or products of living things.") ;;; #$Insect (#$isa #$Insect #$BiologicalClass) (#$genls #$Insect #$Arthropod) (#$comment #$Insect "A collection of animals; a subset of #$Arthropod. Each element of #$Insect is a small arthropod whose body is segmented into thirds, with three pairs of legs, and one or two pairs of wings. The most familiar members of #$Arthropod are the 'bugs' encountered in human daily life. Some insects bite, some infest houses, and some carry disease. #$Insect is an instance of #$BiologicalClass.") ;;; #$InsideSurface (#$isa #$InsideSurface #$RegionType) (#$genls #$InsideSurface #$Surface-Physical) (#$comment #$InsideSurface "The collection of all inside surfaces of (surfaces of the interiors of) tangible things. The tangible thing may have a #$Cavity or several cavities or passageways. Often the tangible thing can be thought of as a container of some sort.") ;;; #$Instructions (#$isa #$Instructions #$ObjectType) (#$genls #$Instructions #$PropositionalInformationThing) (#$comment #$Instructions "A collection of executable pieces of information; a subset of #$PropositionalInformationThing. Each element of #$Instructions outlines a sequence of tasks to be performed, such as instructions on a food package, verbal instructions, etc.") ;;; #$InsulatorResistance (#$isa #$InsulatorResistance #$ElectricalResistance) (#$comment #$InsulatorResistance "A measurable physical attribute. #$InsulatorResistance is the element of #$ElectricalResistance that represents a very high level of electrical resistance. An object having #$InsulatorResistance conducts no electricity at all. See also #$resistanceOfObject.") ;;; #$InsuranceProvider (#$isa #$InsuranceProvider #$ExistingObjectType) (#$genls #$InsuranceProvider #$ServiceOrganization) (#$comment #$InsuranceProvider "A collection of organizations; a subset of #$ServiceOrganization. An element of #$InsuranceProvider is an organization whose #$MainFunction is to provide financial and material protection to its clients in the event of sickness, death, natural disaster, loss, theft, lawsuits, etc. (Insurers may specialize in one or more of those areas.) Elements of #$InsuranceProvider may belong to either #$CommercialServiceOrganization or #$NonProfitOrganization (including insurance providers belonging to #$LegalGovernmentOrganization). Examples include State Farm Insurance Co., Aetna Casualty Co., Lutheran Brotherhood, and all fifty members of U.S. #$StateMedicaidAdministrationOrganizations.") ;;; #$Intangible (#$isa #$Intangible #$Collection) (#$genls #$Intangible #$Thing) (#$comment #$Intangible "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.") ;;; #$IntangibleExistingThing (#$isa #$IntangibleExistingThing #$ExistingStuffType) (#$isa #$IntangibleExistingThing #$ObjectType) (#$genls #$IntangibleExistingThing #$IntangibleIndividual) (#$genls #$IntangibleExistingThing #$PartiallyIntangible) (#$comment #$IntangibleExistingThing "The set of things which are intangible yet exist in time. E.g., the code of conduct for a formal dinner party, the standards for acceptance to Caltech as an undergrad, an account at Sears, etc.") ;;; #$IntangibleIndividual (#$isa #$IntangibleIndividual #$ObjectType) (#$genls #$IntangibleIndividual #$Intangible) (#$genls #$IntangibleIndividual #$Individual) (#$comment #$IntangibleIndividual "The collection of intangible individuals, a subset of #$Intangible and of #$Individual. The elements of #$IntangibleIndividual do not have mass, volume, color, etc. E.g., hours, ideas, algorithms, integers, distances, and so on. However, as a subset of #$Individual, this collection EXCLUDES sets and collections, which are elements of #$Intangible but not of #$IntangibleIndividual.")