State
Change
E-Mail Comments to: opencyc-doc@cyc.com
Last
Update: 12/13/02
Copyright© 1996-2002. All rights reserved. See Terms of Usage.
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#$IntrinsicStateChangeEvent events
that inherently involves a change of state
A specialization of #$Event-Localized. Each
instance of #$IntrinsicStateChangeEvent
is an event characterized primarily by a change in some
intrinsic property of at least one main actor involved in
the event. Such intrinsic changes may include changes of a
thing's color, temperature, device state, or size. Events
where the main change is extrinsic (such as a change in
location or ownership) are not instances of #$IntrinsicStateChangeEvent.
In events which have more than one actor, the event may be
an #$IntrinsicStateChangeEvent
for one actor but not for another. For example, in a
#$FasteningSafetyBelt event, the #$SafetySeatBelt (the
device used) goes from unconnected to connected (to itself),
which is an intrinsic change; however, the agent who does
the fastening does not change intrinsically, but only in his
configuration to the belt, an external object. Another
example: in a #$HairCuttingEvent, the hair that is barbered
undergoes an #$IntrinsicStateChangeEvent
due to its role in that kind of event, but the barber
undergoes no intrinsic change due to the hair cutting. Note
that some events, such as an ice cube melting into a small
puddle of water, could be represented either as an #$IntrinsicStateChangeEvent
or as a #$PhysicalTransformationEvent,
but not (within a single micro-theory) as both.
guid: bd611277-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalObjectType
direct specialization of: #$Event-Localized
direct generalization of:
#$SomethingAppearingSomewhere #$RecoveringFromAilment
#$SimpleRepairing
#$IncurringDamage
#$ImprovementEvent #$StateOfMatterChangeEvent
#$ContaminationEvent #$ShapeChangeEvent #$Splitting #$Dissolving
#$TemperatureChangingProcess
#$Cracking #$Drying #$BiologicalDevelopmentEvent
#$PreservingFood
#$WakingUpFromSleep
#$GoingToSleep
#$ChangingDeviceState
#$DiagnosingAndRepairingSomething
#$PregnancyEndingEvent
#$objectOfStateChange object
of state change (actor predicate describing the
actor's fate) (actor slot) (role)
The predicate #$objectOfStateChange
is used to identify an object undergoing a change of state
in an instance of #$IntrinsicStateChangeEvent.
(#$objectOfStateChange
EVENT OBJECT) means that the #$PartiallyTangible
OBJECT undergoes some kind of intrinsic change of state
(such as a change in one of its physical properties) in the
#$IntrinsicStateChangeEvent
EVENT. OBJECT exists before EVENT, is directly involved in
EVENT, and persists after EVENT (accordingly, this predicate
has as #$genlPreds both #$preActors and #$postActors). The
change which OBJECT undergoes is internal or intrinsic; this
predicate is not used for extrinsic changes, such as changes
in location, orientation, ownership, or status. Note that if
OBJECT were destroyed by EVENT and went out of existence in
the course of EVENT, then the right predicate to use would
be #$inputsDestroyed,
rather than #$objectOfStateChange.
guid: bd590831-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorUseTypeSlot
#$IndividualLevelPredicate
direct specialization of:
#$postActors #$objectActedOn
#$PluggingInAPowerCord plugging
in of a power cord
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of events in which a #$PowerCord
gets connected to an electrical outlet.
guid: bd5889ae-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$IntrinsicStateChangeEvent #$SingleDoerAction #$HandlingADevice #$Translation-SingleTrajectory #$Translation-LocationChange
#$ChangingDeviceState changes
of device state
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of actions in which a device goes
from one state (the #$fromState)
to another state (the #$toState). A
change of #$DeviceState may be due to an outside #$Agent adjusting a
device, or it may happen automatically due to the behavior
of a device. The two most general state changes (for powered
devices) are from #$DeviceOn to #$DeviceOff, and vice versa.
Many other states peculiar to specific devices can be
identified; for example, the states of a #$Dishwasher
include #$DeviceState-Washing and #$DeviceState-Rinsing; or
the states that a trapping device may be in include
#$TrapArmed, #$TrapTripped, #$TrapIdle. Note that a change
in the state of a device is an intrinsic change in the
device; i.e., #$ChangingDeviceState
is a subcollection of #$IntrinsicStateChangeEvent.
guid: bd58d12d-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$Action #$IntrinsicStateChangeEvent #$PhysicalEvent
direct generalization of:
#$TurningOffPoweredDevice
#$TurningOnPoweredDevice
#$TurningOffPoweredDevice turning off
A specialization of #$ChangingDeviceState.
Each instance of #$TurningOffPoweredDevice
is an event in which the #$DeviceState of some instance of
#$PhysicalDevice
changes from #$DeviceOn to #$DeviceOff.
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direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$ChangingDeviceState
#$TurningOnPoweredDevice turning on
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of actions in which the
#$DeviceState of a #$PhysicalDevice
changes from #$DeviceOff to #$DeviceOn.
guid: bd590628-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$ChangingDeviceState
#$DisarmingADevice disarming
a device
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of actions in which the
#$DeviceState of a #$PhysicalDevice
(such as a #$TrapDevice, #$Bomb, or #$AutomaticFirearm) is
changed from armed (or cocked) to idle (or uncocked),
without an intervening firing or triggering of the device.
If it is a firing or triggering that causes the state
change, that is a discharging of the device, not a disarming
of it.
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direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$ChangingDeviceState #$HumanActivity
#$LockingSomething locked
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of actions in which the
#$DeviceState of a lockable device is changed from
#$Unlocked to #$Locked.
guid: c0fe033d-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of:
#$ChangingDeviceState
#$DeviceState-Coll device
state - coll
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A subcollection of #$AttributeValue.
Each instance of #$DeviceState is a state in which some
device can be. Instances of #$DeviceState include
#$DeviceOn, #$OffHook, and #$Unlocked.
guid: 10992938-74b2-11d6-8000-00a0c99cc5ae
direct instance of: #$CollectionType
direct specialization of:
#$Collection
#$fromState from state
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
This predicate is used in connection with #$IntrinsicStateChangeEvent,
to identify the #$AttributeValue
that a thing has before the change. (#$fromState
EVENT VALUE) means that immediately prior to EVENT (which is
the intrinsic-state-changing action), the thing that is
changed in EVENT has the value VALUE for the relevant
attribute (and during the EVENT the thing changes from that
to another value for that attribute). For example, prior to
any X which is a #$TurningOnAnElectricalSwitch, the switch
involved has (#$fromState
X #$DeviceOff).
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direct instance of: #$BinaryPredicate
#$toState to state
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
This predicate is used in connection with #$IntrinsicStateChangeEvent,
to identify the #$AttributeValue
a thing has immediately after the change. (#$toState
EVENT VALUE) means that following the
intrinsic-state-changing action, EVENT, the object
undergoing the change is characterized by the the value
VALUE of the relevant attribute. For example, after any X
which is a #$TurningOnAnElectricalSwitch, the switch
involved has (#$toState X #$DeviceOn).
guid: bd64608d-9c29-11b1-9dad-c379636f7270
direct instance of: #$BinaryPredicate
#$StateOfMatterChangeEvent physical
state change events
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
#$StateOfMatterChangeEvent
is the collection of events in which some piece of matter
changes from one of the physical states of matter to
another. Such changes of state can be induced by changes in
temperature (or the equivalent in the manipulation of
kinetic energy). Each particular instance of #$Boiling, #$Freezing, #$Evaporating,
#$Condensing,
#$Melting, etc.
is an instance of #$StateOfMatterChangeEvent.
Note: Most Cyc microtheories distinguish four states of
matter, namely, #$Solid-StateOfMatter,
#$Plasma-StateOfMatter, #$Liquid-StateOfMatter,
#$Gaseous-StateOfMatter.
See #$MatterTypeByPhysicalState
and its individual state constants.
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direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$ReversibleProcess #$IntrinsicStateChangeEvent #$PhysicalTransformationEvent
direct generalization of:
#$Freezing
#$Boiling #$Evaporating
#$SublimatingToSolid #$Sublimating #$Melting #$Condensing
#$Evaporating evaporations
A specialization of #$StateOfMatterChangeEvent.
In each instance of #$Evaporating,
something in liquid form (i.e., an instance of #$Liquid-StateOfMatter)
is converted to vapor (and thus becomes an instance of #$Gaseous-StateOfMatter).
guid: be01164d-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$StateOfMatterChangeEvent
#$Melting melting events
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each instance of this
collection, an object is heated to (and then above) its #$freezingPoint
and is thereby changed from a #$Solid-StateOfMatter
to a #$Liquid-StateOfMatter.
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direct instance of:
#$TemporalStuffType
#$DefaultDisjointScriptType
direct specialization of:
#$StateOfMatterChangeEvent
#$Condensing condensation processes
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each instance of #$Condensing,
a gas is cooled to (or its pressure lowered to) the point
where the relative humidity (or similar partial pressure
measure if something other than water is condensing) is
greater than 100%, changing part of a component of the gas
from the #$Gaseous-StateOfMatter
to the #$Liquid-StateOfMatter.
guid: be01163d-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$HeatProductionProcess #$StateOfMatterChangeEvent
#$Boiling boiling events
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each #$Boiling, a
piece of liquid matter is raised to its #$boilingPoint
and is thereby changed from being in the #$Liquid-StateOfMatter
to being in the #$Gaseous-StateOfMatter.
Note: this is not intended to cover the cases of
heat/evacuation causing a solid to sublime directly into a gas.
guid: bd589c37-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$StateOfMatterChangeEvent
#$Freezing freezing events
A specialization of #$StateOfMatterChangeEvent.
Each instance of #$Freezing is
an event in which an object is cooled to a temperature at or
below its freezing point (see the predicate #$freezingPoint),
and is thereby changed from a #$Liquid-StateOfMatter
to a #$Solid-StateOfMatter.
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direct instance of:
#$TemporalObjectType
#$DefaultDisjointScriptType
direct specialization of:
#$CoolingProcess #$StateOfMatterChangeEvent #$HeatProductionProcess
#$MatterTypeByPhysicalState states
of matter
A collection of collections. Each instance of #$MatterTypeByPhysicalState
is a collection of instances of #$PartiallyTangible
(q.v.) that are in one of the basic physical states of
matter. The only four instances of this collection are #$Solid-StateOfMatter,
#$Liquid-StateOfMatter,
#$Gaseous-StateOfMatter,
and #$Plasma-StateOfMatter. Although the chemical
composition of a substance does not change when its basic
physical state changes, many of its intrinsic physical
properties do change -- including its density, viscosity,
brittleness, color, and size. States of matter concern the
organization of matter at the molecular level, as determined
by temperature and pressure. Sufficiently large changes in
temperature or pressure will cause matter in one physical
state to transform into another (see #$StateOfMatterChangeEvent).
guid: bd589108-9c29-11b1-9dad-c379636f7270
direct instance of: #$SecondOrderCollection
direct specialization of: #$FirstOrderCollection
#$Solid-StateOfMatter solids
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A specialization of #$PartiallyTangible
and an instance of #$MatterTypeByPhysicalState.
Each instance of #$Solid-StateOfMatter
is an object of a single chemical species in the solid state
of matter. Objects in the solid state of matter are at a
sufficiently low enough temperature or high enough pressure
for the particular type of matter involved that the
molecules of the matter are bonded to each other by various
sorts of forces, and don't move away from their neighbors.
Solid objects are characterized at the macroscopic level by
definite, persistent boundaries, independent of container.
Examples of things that typically have this AttributeValue
are: a piece of aluminum foil, a lump of coal, a quartz
crystal, a gold ingot stored in Fort Knox.
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direct instance of:
#$MatterTypeByPhysicalState
direct specialization of:
#$SolidTangibleThing
direct generalization of: #$Glass
#$Liquid-StateOfMatter liquid
A specialization of #$PartiallyTangible
and an instance of #$MatterTypeByPhysicalState.
Each instance of #$Liquid-StateOfMatter
is an object of a single chemical species in the liquid
state of matter. Objects in the liquid state of matter are
at a temperature and pressure such that the molecules of the
matter move freely relative to their neighbors, but are not
excited enough to break free. Liquid objects are
characterized at the macroscopic level by special qualities
of flow, such as being pourable and conforming to whatever
container they occupy. Instances of #$Liquid-StateOfMatter
include a quantity of liquid nitrogen, the water component
of a gallon of seawater, a lump of mercury at room
temperature, and some molten silver about to be poured into
a teapot mold. Counterexamples include a gallon of seawater
(since it has dissolved minerals) and 190 proof ethanol
(since it is 5% water).
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direct instance of:
#$MatterTypeByPhysicalState
direct specialization of:
#$LiquidTangibleThing
#$Gaseous-StateOfMatter gaseous
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A specialization of #$PartiallyTangible
and an instance of #$MatterTypeByPhysicalState.
Each instance of #$Gaseous-StateOfMatter
is an object of a single chemical species in the gaseous
state of matter. Objects in the gaseous state of matter are
at a high enough temperature or low enough pressure for the
type of matter involved that the molecules are not bonded
even weakly to their neighbors, and readily break free.
Gaseous objects are characterized at the macroscopic level
by having diffuse boundaries (when outside of containers),
no shape independent of a container, and by great
expandability and compressibility. Examples of things that
typically have this attribute are: the helium in a child's
balloon; the oxygen in Earth's atmosphere; the water vapor
in Earth's atmosphere.
guid: bd58bd5f-9c29-11b1-9dad-c379636f7270
direct instance of:
#$MatterTypeByPhysicalState
direct specialization of:
#$GaseousTangibleThing
#$boilingPoint boiling point
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$boilingPoint
STUFF TEMP) means that TEMP is the temperature at which the
substance STUFF changes from having the attribute #$Liquid-StateOfMatter
to #$Gaseous-StateOfMatter
(when sufficient energy is input to raise STUFF's
temperature through that point). Note that the boiling point
of most substances is context-dependent; on a mountaintop in
Tibet the boiling point of water is much lower than it is in
New York City.
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direct instance of: #$TangibleObjectPredicate #$IntervalBasedQuantitySlot
#$freezingPoint freezing point
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
(#$freezingPoint
STUFF TEMP) means that TEMP is the temperature at which the
substance STUFF changes from having the attribute #$Liquid-StateOfMatter
to #$Solid-StateOfMatter
(when sufficient energy is output to lower STUFF's
temperature through this point). Note that the freezing
point of most substances is context-dependent (e.g., based
on altitude and other factors.)
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direct instance of: #$TangibleObjectPredicate #$IntervalBasedQuantitySlot
#$TemperatureChangingProcess temperature changes
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A specialization of #$IntrinsicStateChangeEvent.
In each instance of #$TemperatureChangingProcess,
the temperature of some object is changed. Specializations
of #$TemperatureChangingProcess
include the collections #$CookingFood
and #$Freezing.
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direct instance of:
#$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$EnergyTransferEvent #$IntrinsicStateChangeEvent
direct generalization of:
#$CoolingProcess
#$HeatingProcess
#$HeatingProcess heating processes
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
#$HeatingProcess
is a specialization of #$TemperatureChangingProcess
-- that is, (#$genls #$HeatingProcess
#$TemperatureChangingProcess).
During each #$HeatingProcess
event, the temperature of the #$objectOfStateChange
is increased by applying heat to the object.
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direct instance of:
#$TemporalStuffType
#$DefaultDisjointScriptType
direct specialization of:
#$TemperatureChangingProcess
direct generalization of:
#$CookingFood
#$CookingFood cooked
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A specialization of #$PreparingFoodItem
and #$HeatingProcess.
Each instance of #$CookingFood
is an event in which some item of #$Food (q.v.) is prepared
by heating it. Typically, the foodstuff is heated until it
reaches a certain temperature over some period of time;
during the heating, chemical and/or physical changes occur
which are supposed to make the foodstuff healthier or
tastier (or, in some cases, ethically acceptable). A #$CookingFood
event may last from a few minutes (e.g., #$SteamingFood
(vegetables), #$MakingToast) to several hours (e.g., #$RoastingFood).
guid: bd58ad09-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$HeatingProcess #$PreparingFoodItem
direct generalization of:
#$Microwaving
#$GrillingFood #$SteamingFood #$BakingFood #$Frying
#$HeatingAir heating air
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. Each instance of this
collection is a #$HeatingProcess
event in which the #$objectOfStateChange
is some piece of air which is heated. Every time your
thermostat clicks at home, and the heater fires up, and the
blower runs, there is a new instance of this collection
(namely one subevent of that whole process --- the subevent
in which the heater actually heats the air for a few minutes).
guid: bd58f971-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$HeatingProcess
#$Baking-Hardening baking
something to harden it
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events, and a subset of #$HeatingProcess.
In each #$Baking-Hardening
event, a semisolid object is heated to a high temperature in
order to transform it to a rigid, hardened, solid state.
Examples of this collection include: a particular event in
which someone bakes cookie dough into cookies, or fires a
clay pot, etc.
guid: be01166e-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
direct specialization of:
#$PhysicalTransformationProcess #$HeatingProcess
direct generalization of:
#$BakingFood
#$CoolingProcess cooling processes
A specialization of #$TemperatureChangingProcess.
Each instance of #$CoolingProcess
is an event in which the temperature of some object (related
to the instance of #$CoolingProcess
by #$objectOfStateChange)
is lowered.
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direct instance of:
#$TemporalStuffType
#$DefaultDisjointScriptType
direct specialization of:
#$TemperatureChangingProcess
direct generalization of:
#$Freezing
#$Chilling chilling
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The subset of #$CoolingProcesses in which a
substance is cooled to a #$Cold temperature. For example,
the preparation of Jello involves chilling it; so each time
someone makes a batch of Jello, that is an element of the
collection #$Chilling.
guid: c0fbd8ab-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$CoolingProcess
#$CoolingAir cooling air
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events, and a subset of #$CoolingProcess.
During each #$CoolingAir
event, the #$objectOfStateChange
is some piece of air which is cooled. Every time the
thermostat in an office building clicks on, in the summer,
and the building air conditioner kicks in, and blowers run
to circulate the air to the offices, etc., there is a new
instance of this collection (namely one subevent of that
whole process --- the subevent in which the air conditioner
actually cools the air that passes by it, for a few minutes).
guid: bd58f9ee-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$CoolingProcess
#$temperatureOfObject temperature
of object
A #$PhysicalAttributeDescriptionSlot that relates a
given tangible thing to its current temperature. (#$temperatureOfObject
OBJECT TEMPERATURE) means that OBJECT has TEMPERATURE. Note
that OBJECT need not be a discrete entity; e.g. it might be
a particular spot in the ocean. A notable specialization of
this predicate is #$bodyTemperature. See also #$ambientTemperature
and #$UnitOfTemperature.
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direct instance of:
#$PhysicalAttributeDescriptionSlot #$IntervalBasedQuantitySlot
direct specialization of:
#$hasAttributes
#$Drying dried
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events in which involves a
reduction in the moistness of something -- either its water
content or its surface wetness -- by evaporation, absorption
(e.g. with towels), or some other process. Typical objects
of a #$Drying
event include instances of: paint, food, dishes, clothes,
humans. The event of a clothes dryer running is a #$Drying.
guid: bd58d388-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$PhysicalEvent #$IntrinsicStateChangeEvent
#$HumidifyingAir humidifying
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of intrinsic state-change processes
which increase the concentration of water vapor in some
portion of air.
guid: bd58f715-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalStuffType
direct specialization of:
#$IntrinsicStateChangeEvent #$PhysicalEvent
#$BiologicalDevelopmentEvent developing
(biological event) (event that inherently involves a
change of state) (physical event)
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events, and a subcollection of #$IntrinsicStateChangeEvent.
In each instance of #$BiologicalDevelopmentEvent,
one or more living things undergo biological changes in
which they progress from one developmental stage to another.
For example, the germination of a seed, the opening of a
flower, the pupating of a caterpillar, a teenager reaching
puberty. Some borderline non-examples include: Groucho Marx
being born, Groucho Marx dying.
guid: bd58d906-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$IntrinsicStateChangeEvent #$BiologicalEvent
direct generalization of:
#$BirthEvent
#$BiologicalMaturationEvent maturing
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each #$BiologicalMaturationEvent,
a living thing undergoes biological processes and changes
from its species' juvenile form to its species' mature form.
In humans, this means reaching puberty; i.e., #$Puberty is a
subset of this collection. Note that many episodes of
maturation are accompanied by growth, but not all are (e.g.,
the final stages of seed maturation, during which the seed
loses water and actually shrinks in size).
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direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$BiologicalDevelopmentEvent
#$JuvenileFn juvenile fn
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
#$JuvenileFn
is a Cyc function, and in particular a #$CollectionDenotingFunction.
(#$JuvenileFn
ORGCLASSTYPE) represents that subcollection of #$JuvenileAnimal
whose instances are the juveniles of the group of animals
denoted by ORGCLASSTYPE. E.g., (#$JuvenileFn
#$Deer) denotes the collection of all fawns. Certain kinds
of organisms have no juveniles (e.g., the members of #$Amoeba).
guid: c10c2004-9c29-11b1-9dad-c379636f7270
direct instance of: #$MacroRelation
#$UnaryIntersectionFunction #$Individual
#$Cleaning sanitations
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each #$Cleaning
event, dirt (or other unwanted substances) is removed from
the #$objectOfStateChange
of that event. If a #$Cleaning
event is successful, then the #$Dirtiness level
of the object will have been lowered.
guid: bd58c9de-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalStuffType
#$DefaultDisjointScriptType
direct specialization of:
#$TakingCareOfSomething #$RemovingSomething
direct generalization of:
#$DailyPersonalCleaning
#$TeethCleaning
#$Washing #$PolishingSomething
#$PolishingSomething polishing events
A specialization of #$Rubbing. In each
instance of #$PolishingSomething,
a surface of an object is made smooth and glossy by rubbing
that surface.
guid: bd58ead9-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$PhysicalTransformationEvent #$Rubbing #$Cleaning
#$DailyPersonalCleaning daily
personal cleaning
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. Each #$DailyPersonalCleaning
encompasses the standard cleaning and grooming activities
that an animal engages in over the course of a day. Such a
`daily routine' is almost sure to include many brief
grooming and cleaning actions, such as licking one's paws,
combing one's hair, washing one's hands, shaving, bathing,
etc., and those are sub-events of that #$DailyPersonalCleaning
event. For example, a human's #$DailyPersonalCleaning
might have a #$TeethCleaning
as one of its sub-events, along with a #$TakingABath, two
instances of #$CombingHair, etc. Note: Those specialized
kinds of events, like #$CombingHair, are NOT subsets of #$DailyPersonalCleaning,
since it would be abnormal for someone to JUST comb their
hair each day (and do absolutely no other daily cleaning
activity whatsoever). Note: In the context
#$HumanActivitiesMt --- where all the performers of actions
are, by default, human beings --- #$DailyPersonalCleaning
designates human grooming activities only. In that
microtheory, dog-grooming performed by human beings does not
constitute #$DailyPersonalCleaning,
even if it happens on a daily basis for some pampered
poodle, as it is not PERSONAL (i.e, self-) cleaning.
guid: bd58d05d-9c29-11b1-9dad-c379636f7270
direct instance of: #$MammalCapabilityType #$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$Cleaning
#$TeethCleaning teeth cleaning
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each #$TeethCleaning
event, an animal's teeth are cleaned. In order to
distinguish, e.g., professional teeth cleaning by a dental
technician from daily personal care, different microtheories
are used. Consider just the frequencies of performing this
action: in the #$HumanActivitiesMt, where a person brushes
their own teeth as a subevent of #$DailyPersonalCleaning,
this occurs once or twice per day. In the
#$ProviderOfServicePerspectiveMt, that is from the dental
hygienist's point of view, it occurs about ten times per
day. In the #$RecipientOfServicePerspectiveMt, that is from
the point of view of someone going to get their teeth
cleaned at a dentist's office, it happens a couple times per year.
guid: bd58a8f8-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalStuffType
#$DefaultDisjointScriptType
direct specialization of:
#$DentalCareEvent #$Cleaning
#$Washing washes
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events, and a subcollection of #$Cleaning. In
a #$Washing
event, some #$Water is being employed in the cleaning,
typically with some surfactant such as soap dissolved in the
water. If only water (i.e., no soap) is used in a #$Washing, then
the event also belongs to a particular subcollection of #$Washing,
namely #$Rinsing.
guid: bd589c84-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$Cleaning
#$CleaningAnObject cleaning
an object
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. Each #$CleaningAnObject
event is a #$Cleaning
event in which some particular object is cleaned.
guid: bd58c319-9c29-11b1-9dad-c379636f7270
direct instance of: #$ProductType #$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$Cleaning
#$Crumpling crumpled
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. A #$Crumpling
event is an event of #$ShapingWithoutRemovingMaterial
in which some particular sheetlike object (e.g., a piece of
paper, a cloth sheet, or a fender) is crumpled.
guid: be01129b-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalStuffType
#$DefaultDisjointScriptType
direct specialization of:
#$ShapingWithoutRemovingMaterial
#$TighteningAConnection tauts
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each #$TighteningAConnection
event, a connection between two (or more) objects (or parts
of one object) is made more rigid or secure by increasing
the tension in some aspect of the connection. E.g.,
tightening the connection between two pipes by screwing them
together more firmly; pulling a knot tighter; fitting a cork
more securely into a wine bottle.
guid: bd58ec8e-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of:
#$IntrinsicStateChangeEvent #$HandlingAnObject
#$Ablation ablations
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In an #$Ablation, a
(usually relatively thin) layer of material is removed from
the surface of an object.
guid: bd58b6b3-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$RemovingSomething #$Separation-Complete
direct generalization of:
#$AbradingSomething
#$AbradingSomething abrading events
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In an #$AbradingSomething
event, the surface of some object is gradually worn away by
scraping or similar physical contact involving friction.
Devices used in elements of #$AbradingSomething
include files and sand paper; elements of #$AbradingSomething
would include the event in which Howard Hughes sanded down
the Spruce Goose for the last time, the event in which Lucy
Ricardo filed her fingernails just before her singing debut
at Rickie's club, etc.
guid: bd5899e7-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
direct specialization of:
#$Rubbing #$Ablation
#$ShavingSomething shaved
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each #$ShavingSomething
event, thin pieces of material on an object's surface are
removed. An example would be someone whittling a wooden
spoon, someone using a lathe to make a table leg, someone
scraping the top layer of mold and cheese off a brick of
cheese that was left in the refrigerator just a little too
long, etc. WARNING: an event in which someone ``shaves''
their body hair (a #$ShavingBody event) from one's face,
legs, etc. with a shaver or razor is NOT a #$ShavingSomething
event; rather, it is an instance of the collection #$CuttingSomething.
guid: be011ba6-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalStuffType
direct specialization of:
#$LearnedActivity #$RemovingSomething #$Motion-SolidAgainstSolid
#$Cracking cracking events
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of change events. In each #$Cracking,
something becomes cracked. I.e., two or more areas of the
thing are separated from one another (though perhaps not
divided wholly into parts). In order to undergo a #$Cracking,
the #$objectOfStateChange
must be in a #$Solid-StateOfMatter.
guid: bd58f8e2-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of:
#$IntrinsicStateChangeEvent #$SeparationEvent
#$Weathering weathering
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In a #$Weathering
event, the physical state of an object is altered due to the
action of weather, typically over some extended period of
time such as years or decades or centuries or millenia. To
undergo a #$Weathering
process, the #$objectOfStateChange
must be outdoors (or at least exposed to the outdoor
weather). The specific processes involved in a particular #$Weathering
event depend upon (1) the climate in which the process
occurs, and (2) the type of material that the #$objectOfStateChange
is made of. One typical effect of a #$Weathering
is the removal of paint (and other coatings) from the
object, through the action of sun, rain, freezing, and wind.
guid: bd5886f3-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalStuffType
#$DefaultDisjointScriptType
direct specialization of:
#$IntrinsicStateChangeEvent #$PhysicalEvent
#$ConnectingTogether mergers
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In a #$ConnectingTogether
event, two or more tangible things get physically connected
together (attached) by means of some sort of connector or
fastener. Some specializations of this include welding,
buckling-up, using nailing, tying-up, etc. #$ConnectingTogether
need not be a spec of #$Movement-TranslationEvent
since two objects being connected may be already at rest
with each other.
guid: bd589c6d-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalObjectType
#$DefaultDisjointScriptType
direct specialization of:
#$ActionOnObject #$AttachmentEvent
#$DiagnosingAndRepairingSomething diagnosing
and repair something
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A specialization of both #$IntrinsicStateChangeEvent
and #$HumanActivity.
Each instance of #$DiagnosingAndRepairingSomething
is an event in which something is diagnosed and repaired.
Such events can range from fixing an instance of #$PhysicalDevice
(q.v.) to killing pests that infest a place. All instances
of #$DiagnosingAndRepairingSomething
involve an intrinsic change in the thing which undergoes
repairs. Note that a diagnosis action alone, or a repair
action alone, would not be instances of this collection,
although they could be sub-events of an instance of this collection.
guid: bd58ab98-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
direct specialization of:
#$SimpleRepairing
direct generalization of: #$DentalCareEvent
#$SimpleRepairing repairing activities
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of events in which something gets fixed.
guid: bd5893d5-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalObjectType
direct specialization of: #$WorkingEvent #$ImprovementEvent
direct generalization of:
#$DebuggingAComputerProgram
#$DiagnosingAndRepairingSomething
#$MedicalTreatmentEvent
#$Refinishing refinishing
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each #$Refinishing
event, some type of coating or finish is removed from the
surface of an object in order to replace it with a new
coating (of possibly a different type). Thus, a #$Refinishing
will have some sub-events in which the old finish is removed
and some later sub-events in which the new finish is added.
The #$objectOfStateChange
in a #$Refinishing
may be a car, a doorframe, one of your fingernails, etc.,
but in general must be in a #$Solid-StateOfMatter.
Note that an event such as stripping the wood away from a
doorframe, though prepatory to refinishing that doorframe,
is not in and of itself an element of #$Refinishing;
it is just one of the #$subEvents of a #$Refinishing event.
guid: bd58a17b-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of:
#$SimpleRepairing
#$DebuggingAComputerProgram debugging
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events, and a specialization of #$SimpleRepairing.
In each #$DebuggingAComputerProgram
event, a computer program is tested, analyzed, and modified
(perhaps repeatedly) in order to remove unwanted features,
restore intended functionality, etc. This is more of a #$TemporalStuffType
than a #$TemporalObjectType
(i.e., more substance-like than object-like), since each
`portion' of the total #$DebuggingAComputerProgram
event is itself a small #$DebuggingAComputerProgram event.
guid: bd58cae7-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalObjectType
#$DefaultDisjointScriptType
direct specialization of:
#$SimpleRepairing #$ComputerActivity
#$MedicalTreatmentEvent medical treatments
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A subcollection of #$MedicalCareEvent.
Each instance of #$MedicalTreatmentEvent
is a procedure performed by one or more medical
professionals to alleviate or ameliorate a #$PhysiologicalCondition (q.v.).
guid: bd58ba4f-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$MedicalCareEvent #$SimpleRepairing
direct generalization of:
#$DrugTherapy
#$TreatmentFn treatment fn
An instance of #$CollectionDenotingFunction.
When applied to an instance CONDITION of #$PhysiologicalConditionType,
#$TreatmentFn
returns the collection of medical treatment events in which
an instance of CONDITION is treated (so that the collection
in question is a specialization of #$MedicalTreatmentEvent).
For example, (#$TreatmentFn
#$HeartCondition) is the collection of all events in which
some heart condition is medically treated.
guid: c0fdda78-9c29-11b1-9dad-c379636f7270
direct instance of:
#$CollectionDenotingFunction
#$UnaryFunction #$Individual
#$Rehabilitation-Medical drug rehabilitations
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. Each #$Rehabilitation-Medical
event is likely to have numerous #$subEvents. Taken
together, the #$Rehabilitation-Medical
event is intended and expected to restore, perhaps over an
extended period of time, personal capabilities removed by
injury, disease, addiction, etc. A physical rehabilitation
event, such as a regime of treatment for someone who was in
a badcar crash, typically involves repeated physical therapy
and exercise #$subEvents. A mental
rehabilitation event, such as a regime of psychotherapy for
a recovering cocaine addict, typically involves repeated
psychological counseling and/or behavioral modification
techniques as #$subEvents.
guid: bd5ba2c5-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalStuffType
direct specialization of:
#$MedicalTreatmentEvent
#$BoneRepair bone repair
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each #$BoneRepair
event, a broken bone is repaired. Typically, each such event
has a sub-event of `setting' the bone. The whole #$BoneRepair
event goes far beyond this, however, probably lasting for
weeks or months, during which time the bone heals; if the
bone belongs to a civilized human being, they may wear a
cast or be in traction to immobilize the broken place until
the bone heals.
guid: c0fd50b6-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of:
#$MedicalTreatmentEvent
#$StitchingAWound stitching
a wound
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each #$StitchingAWound,
a wound is sewed up, typically with a suture. Notice that
each taking of one single stitch is not a #$StitchingAWound,
though it is one of the #$subEvents of the
entire #$StitchingAWound event.
guid: c0fd507d-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of:
#$MedicalTreatmentEvent
#$InfectionTransmissionEvent infection transmission
A specialization of #$InfectingEvent. Each instance
of #$InfectionTransmissionEvent
is an event in which some infection is transmitted from one
host to another (where both the old and new hosts are
instances of #$BiologicalLivingObject).
guid: c0fd53e7-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalObjectType
direct specialization of: #$InfectingEvent
#$RecoveringFromAilment recoveries
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In an instance of #$RecoveringFromAilment,
some member of #$BiologicalLivingObject
recovers from an #$AilmentCondition
it has at the beginning of this recovery period.
guid: c10c3620-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalObjectType
direct specialization of: #$ImprovementEvent
#$IncurringDamage incurring damage
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of events in which some sort of
damage is incurred to a person or property.
guid: bd58a555-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of:
#$IntrinsicStateChangeEvent #$PhysicalEvent
direct generalization of:
#$DegenerationEvent
#$IncurringAnInjury
#$IncurringAnInjury instances
of incurring an injury
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. An instance of #$IncurringAnInjury
is an event in which an animal becomes injured. In such
events, the animal which is hurt is the #$bodilyActedOn
in the event. The condition which results of an instance of
#$IncurringAnInjury
would be an instance of #$InjuryCondition (q.v.). Also see
the comment on #$AilmentCondition.
guid: bd58c658-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
direct specialization of:
#$SingleDoerAction #$IncurringDamage #$AnimalActivity
#$DegenerationEvent degenerates
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In each #$DegenerationEvent,
some object loses its function(s) through a process of
deterioration and/or a series of discrete breakdowns.
guid: bd58c357-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$IncurringDamage
#$BiologicalDegenerationEvent biological degeneration
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
Those #$DegenerationEvents
in which the object degenerating is a living biological structure.
guid: bd588eee-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$DegenerationEvent #$BiologicalDestructionEvent
#$Spoiling spoils
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In a #$Spoiling
event, an object deteriorates to the point that it is no
longer suitable for its intended purpose (whether that
purpose is natural or imposed). For example, spoiled food is
food which has become inedible (either too unhealthy and/or
too unappetizing to eat). Note that spoiled food might still
be quite suitable for compost; being `spoiled' is always
relative to some intended use.
guid: bd58c31e-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of:
#$DegenerationEvent #$PhysicalDestructionEvent
#$IncurringEquipmentDamage incurring
equipment damage
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of events in which some piece of
equipment gets damaged or broken.
guid: bd588203-9c29-11b1-9dad-c379636f7270
direct instance of: #$FirstOrderCollection
direct specialization of:
#$IncurringDamage
#$BreakingATool breaking
a tool
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
A collection of events. In a #$BreakingATool
event, some #$PhysicalDevice
becomes no longer #$behaviorCapable
of performing its #$primaryFunction. Such breaking events
are #$IntrinsicStateChangeEvents,
and the tool is the #$objectOfStateChange
in the event.
guid: bd5905d1-9c29-11b1-9dad-c379636f7270
direct instance of:
#$DefaultDisjointScriptType
#$TemporalObjectType
direct specialization of: #$PhysicalDestructionEvent
#$GoingToSleep falling asleep
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of events in which an #$Animal goes from
the state of being awake to being in a state of sleep.
guid: bd58b14a-9c29-11b1-9dad-c379636f7270
direct instance of: #$MammalCapabilityType #$TemporalObjectType
#$DefaultDisjointScriptType
direct specialization of:
#$IntrinsicStateChangeEvent #$SingleDoerAction #$AnimalActivity
#$WakingUpFromSleep woke
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The collection of events in which an #$Animal goes from
the state of being asleep to being in a waking state.
guid: bd58abc5-9c29-11b1-9dad-c379636f7270
direct instance of:
#$TemporalObjectType
#$MammalCapabilityType #$DefaultDisjointScriptType
direct specialization of:
#$IntrinsicStateChangeEvent #$SingleDoerAction #$AnimalActivity
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