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Last Update: 3/30/02
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Sensors


#$Sensor   sensors
The collection of devices, biological or artificial, that gather information. Note: If a well-known named part of such an entity does the data-gathering, then generally only those parts are considered sensors, not the whole entity. E.g., even though a person gathers information, we generally do not consider them to be a sensor, but rather the sensors are their eyes, ears, skin, etc. In a context such as an ophthalmology convention, `well-known part' has a different binding, and they would consider just certain parts of the eye to be sensors.
guid: bd589e5a-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PartiallyTangible  
direct generalization of: #$ElectroMagneticRadiationSensor #$VibrationThroughAMediumSensor #$TactileSensor
#$ElectroMagneticRadiationSensor   electromagnetic radiation sensors
A subcollection of #$Sensor, namely those sensors that detect #$ElectromagneticRadiation.
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direct instance of: #$ExistingObjectType
direct specialization of: #$Sensor  
direct generalization of: #$Eye
#$VibrationThroughAMediumSensor   vibration sensors
A subcollection of #$Sensor, namely those sensors that detect amplitude and frequency of vibrations through a physical medium. This includes ears, skin, and also artificial devices such as microphones, seismographs, etc. Note: #$Eyes are not #$VibrationThroughAMediumSensors because there need not be any physical medium for electromagnetic wave propagation. This is a somewhat close call, and indeed in past centuries most people believed that light propagated through aether, but what it comes down to is this: consider all the axioms that apply only to the structure, function, and operation, failure, etc. of a #$VibrationThroughAMediumSensor, and of that set how many hold true for eyes --- and the answer is No, most of them don't. So parsimony dictates that #$Eye not be a subcollection of #$VibrationThroughAMediumSensor.
guid: bd58dbc2-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$Sensor  
direct generalization of: #$Skin #$Ear
#$TactileSensor   tactile sensors
A subcollection of #$Sensor, namely those sensors that operate by coming into physical contact with the object being perceived. #$TactileSensors are capable of perceiving properties such as texture, hardness, roughness, etc.
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direct instance of: #$ExistingObjectType
direct specialization of: #$Sensor  
direct generalization of: #$Skin
#$Perceiving   perceptions
A specialization of both #$SingleDoerAction and #$InformationTransferPhysicalEvent. Each instance of #$Perceiving is an event in which an agent (an instance of #$PerceptualAgent) acquires information through the exercise of its senses.
guid: bd58c31c-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$InformationTransferPhysicalEvent  #$IntentionalMentalEvent  #$SingleDoerAction  
direct generalization of: #$Perceiving-Voluntary #$Perceiving-Involuntary #$TouchPerception #$VisualPerception #$WatchingSomething #$SmellPerception #$EcholocationPerception #$TastePerception #$Hearing
#$TouchPerception   touches (perceptions)
The collection of sensory-perceptual events (#$Perceivings) in which a #$PerceptualAgent perceives (acquires information) by touch.
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direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType #$MammalCapabilityType
direct specialization of: #$Perceiving  #$ContinuousPhysicalContactEvent  
#$SmellPerception   smelling
The collection of sensory #$Perceivings in which a #$PerceptualAgent #$smells something and thereby acquires information about it.
guid: bd58cb03-9c29-11b1-9dad-c379636f7270
direct instance of: #$MammalCapabilityType #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$Perceiving  
#$Hearing   hearing
The collection of sensory #$Perceivings in which, by means of vibratory sensors, a #$PerceptualAgent #$hears something that is causing (or consisting of) sound waves, and thereby acquires information about it. See also: #$ListeningDeliberately, the subcollection of #$Hearing events in which the aural stimulus is intentionally attended to.
guid: bd58dc32-9c29-11b1-9dad-c379636f7270
direct instance of: #$MammalCapabilityType #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$Perceiving  
direct generalization of: #$ListeningDeliberately
#$VisualPerception   glimpses
The collection of sensory #$Perceivings in which a #$PerceptualAgent #$sees something by means of an #$ElectroMagneticRadiationSensor detecting wavelengths of visible light, and thereby acquires information about it. Note: one eye is sufficient for #$VisualPerception, and limited short-distance #$DepthPerception, but `true' long-distance #$DepthPerception requires two eyes.
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direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType #$MammalCapabilityType
direct specialization of: #$Perceiving  
direct generalization of: #$WatchingSomething
#$TastePerception   tasting (perception)
The collection of sensory #$Perceivings in which a #$PerceptualAgent #$tastes some object, by means of the appropriate #$Sensor, and thereby acquires information about it.
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direct instance of: #$TemporalStuffType #$MammalCapabilityType #$DefaultDisjointScriptType
direct specialization of: #$Perceiving  
#$EcholocationPerception   echo location
#$EcholocationPerception is the collection of spatial #$Perceivings in which a #$PerceptualAgent (such as a bat or a submarine) generates sounds (potentially ultra- or sub- sonic in frequency), hears the sounds reflected from surfaces, and thereby acquires information about the position of other objects in its environment.
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direct instance of: #$TemporalStuffType
direct specialization of: #$Perceiving  
#$LookingForSomething   searches (an attempt at finding)
Searching for something with the intent to find it. Instances of failure to find the object of the search are still instances of #$LookingForSomething.
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direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$LookingForAThingOrTypeOfThing  #$Perceiving-Voluntary  
#$propositionsPerceived   propositions perceived
(#$propositionsPerceived PERCEIVING PROP) means that in the #$Perceiving event PERCEIVING, the perceiver mentally grasps the proposition(s) PROP. E.g., ten people witness a particular car crash, and yet each one gets their own particular set of propositions which they later can relate to the police; there are ten separate #$Perceivings in this case, and each one has its own unique set of #$propositionsPerceived.
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direct instance of: #$BinaryPredicate
#$perceives   perceiving
(#$perceives AGENT OBJECT) means that AGENT is perceiving OBJECT. That is, AGENT is consciously aware of the presence of OBJECT via the functioning of at least one of her/his/its senses (e.g. sight, hearing, smell, etc). Precisely which tangible features of OBJECT AGENT apprehends depends in part on the sensory modality used (see the specializations of #$perceives). For example, if (#$sees AGENT OBJECT) then AGENT is aware of certain visible features of OBJECT (such as color or shape), whereas if (#$smells AGENT OBJECT) then AGENT apprehends certain aromatic features of OBJECT (such as its wearing L'air Du Temps perfume). Only tangible objects and situations involving such objects (see #$constituentInSituation) -- #$PartiallyTangibles, #$PhysicalEvents, and #$Configurations (which are #$StaticSituations involving partially tangibles) -- can be perceived.
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direct instance of: #$PerceivingSlot
direct specialization of: #$awareOf #$thinksAbout
#$sees   seeing (perceiving slot)
(#$sees AGENT OBJECT) means that the AGENT perceives the physical object or event OBJECT via the sense of sight. This implies that AGENT is sensuously aware of at least some of OBJECT's visible properties, such as its color, shape, or texture.
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direct instance of: #$PerceivingSlot
direct specialization of: #$perceives
#$hears   hears
(#$hears AGT OBJ) means that the #$PerceptualAgent AGT perceives sounds emananating from or as the result of OBJ. Events such as the shooting of a gun and tangible objects such as telephones are things which can emit audible sound and thus be perceived auditorily.
guid: bd58da29-9c29-11b1-9dad-c379636f7270
direct instance of: #$PerceivingSlot
direct specialization of: #$perceives
#$tastes   taste (perceiving slot)
(#$tastes AGENT OBJECT) means that AGENT perceives the (partially) tangible object or physical event OBJECT via the sense of taste. We can taste certain objects (such as lollipops) as well as, arguably, certain events (such as the finish of a wine).
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direct instance of: #$PerceivingSlot
direct specialization of: #$perceives #$touchesDirectly-NotAsPart
#$smells   smelling
(#$smells AGENT OBJECT) means that AGENT perceives the physical object or event OBJECT via the sense of smell. This implies that OBJECT releases (or involves the release of) a scent (see #$Odor) of which AGENT is sensuously aware. In the situation described by Joe smells the coffee brewing , both of the following are true: (#$smells Joe Coffee01) and (#$smells Joe CoffeeBrewingEvent09).
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direct instance of: #$PerceivingSlot #$CotemporalObjectsSlot
direct specialization of: #$perceives

Similarity In Attributes


#$identicalInAttribute   identical in attribute
(#$identicalInAttribute THING1 THING2 ATTRIBUTE) means that the two things THING1 and THING2 have the same values of the #$AttributeType ATTRIBUTE. Here 'the same' means complete identity or very close resemblance -- what this means, and what the standard of closeness or identity is, depends on the context, but #$identicalInAttribute and #$differentInAttribute cannot both be correctly asserted of the same two things. See also #$resemblesInAttribute, and #$differentInAttribute.
guid: c13b28fa-9c29-11b1-9dad-c379636f7270
direct instance of: #$ComparisonWRTPredicate #$PartiallyCommutativeRelation #$TernaryPredicate
#$differentInAttribute   different in attribute
(#$differentInAttribute THING1 THING2 ATTRIBUTE) means that the two things THING1 and THING2 do not have the same values of the #$AttributeType ATTRIBUTE. Here 'the same' could mean complete identity or close resemblance -- what this 'different' means, and what the standard of closeness or identity is, depends on the context, but #$differentInAttribute and #$identicalInAttribute cannot both be correctly asserted of the same two things. See also #$resemblesInAttribute, and #$identicalInAttribute.
guid: bda14357-9c29-11b1-9dad-c379636f7270
direct instance of: #$ComparisonWRTPredicate #$IndividualLevelPredicate #$PartiallyCommutativeRelation #$TernaryPredicate
#$resemblesInAttribute   resembles in attribute
(#$resemblesInAttribute THING1 THING2 ATTRIBUTE) means that the two things THING1 and THING2 resemble each other in their values of the #$AttributeType ATTRIBUTE. Here 'resembles' means has a 'close' or similar value in that attribute -- what this means, and what the standard of closeness or similarity is, depends on the context. See also #$identicalInAttribute and #$differentInAttribute.
guid: bfbb8404-9c29-11b1-9dad-c379636f7270
direct instance of: #$ComparisonWRTPredicate #$PartiallyCommutativeRelation #$TernaryPredicate

Sensory Reactions And Attributes And Urges


#$SensoryReactionType   sensory reaction type
A collection of collections. Each instance of #$SensoryReactionType is a type of sensation (e.g., pain, pressure, pleasure, or warmth) that may be felt by instances of #$PerceptualAgent (q.v.). Instances of #$SensoryReactionType include #$LevelOfPain, #$LevelOfDiscomfort, and #$LevelOfRelaxationFeeling.
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direct instance of: #$SecondOrderCollection
direct specialization of: #$PrimitiveAttributeType  
direct generalization of: #$PhysicalUrgeType
#$PhysicalUrgeType   urges
A collection of collections, and a specialization of #$SensoryReactionType. Each instance of #$PhysicalUrgeType is a type of urge (to do something) that animals have. Instances of #$PhysicalUrgeType include the collections #$UrgeToSneeze, #$UrgeToScratch, and #$LevelOfHunger.
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direct instance of: #$SecondOrderCollection
direct specialization of: #$SensoryReactionType  
#$sensoryResponse   sensory response
(#$sensoryResponse EVT ROLE SENSTYPE DEGREE) means that a #$PerceptualAgent who participates in the #$PhysicalEvent EVT in the manner ROLE has an immediate sensory reaction of the #$SensoryReactionType SENSTYPE with DEGREE of intensity. For example, if TOUCH is a touching-something-very-cold action, then (#$sensoryResponse TOUCH #$doneBy #$LevelOfDiscomfort #$Positive) is true --- i.e., whoever does that touching action is likely to feel some discomfort.
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direct instance of: #$QuaternaryPredicate #$FunctionalPredicate
#$feelsSensationInRegionAtLevel   feels sensation in region at level
The Cyc predicate #$feelsSensationInRegionAtLevel is used to represent localized somatic feelings of a perceptive being. (#$feelsSensationInRegionAtLevel AGT BODYPARTTYPE SENS DEGREE) means that the #$PerceptualAgent AGT feels on its body, in the area specified by BODYPARTTYPE, the sensory reaction SENS with an intensity of DEGREE. For example, Cyc's knowledge base contains an assertion that the very same part of one's body doesn't feel both hot and cold at the same time. #$feelsSensationInRegionAtLevel can also be used to state symptoms, e.g., when you're feverish, your head feels hot. See also #$SensoryReactionType.
guid: bd58a3d8-9c29-11b1-9dad-c379636f7270
direct instance of: #$FunctionalPredicate #$QuaternaryPredicate
#$feelsSensation   feel
(#$feelsSensation BLO SENSTYPE DEGREE) means that the #$BiologicalLivingObject BLO feels a sensation of type SENSTYPE with the intensity DEGREE. #$feelsSensation may be used to describe an organism's feeling during a particular time period or activity (see #$holdsIn); for example, we might say of a particular person who is doing yoga: (#$holdsIn `TodaysYoga' (#$feelsSensation Prakriti #$LevelOfRelaxationFeeling #$VeryHigh). Note that the first argument of #$feelsSensation could also be filled by a part of an organism, e.g., `John F. Kennedy's head'; however, by using the more specialized predicate #$feelsSensationInRegionAtLevel, we can express localized feelings without reifying each such region.
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direct instance of: #$FunctionalPredicate #$TernaryPredicate
#$urgeSatisfied   urge satisfied
(#$urgeSatisfied EVT URGETYPE) means that the sensory event EVT satisfies an instance of a physical urge of type URGETYPE. Use the predicate, #$urgeTypeSatisfied, to stateg rules about what sorts of actions relieve what sorts of urges. E.g., scratching relieves an #$UrgeToScratch.
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direct instance of: #$BinaryPredicate
#$SensoryAttribute   sensory information
A collection of attributes. Each instance of #$SensoryAttribute is a sensory quality detectable by sentient beings. #$SensoryAttribute includes colors, odors, tastes, sounds, and feels, as well as the various feelings represented by its subset #$InternalSensoryAttribute. Examples of #$SensoryAttribute: #$Rough, #$Smooth, #$Slimy, #$GoldColor, #$VeryBrightLightIntensity, (#$HighAmountFn #$NoiseLevelAttribute).
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direct instance of: #$AttributeType
direct specialization of: #$AttributeValue  
direct generalization of: #$LevelOfPain
#$InternalSensoryAttribute   internal sensory attribute
A specialization of #$AttributeValue. Each instance of #$InternalSensoryAttribute is a state of a sentient being in which it experiences within itself some somatic or psycho-somatic feeling, urge, or impulse. An internal sensory attribute differs from an `external' one in that the sensing being refers the former to itself and the latter to external objects. #$InternalSensoryAttribute includes states of feeling hungry, thirsty, tired, or in pain, as well as various bodily urges such as the urge to sneeze, burp, or urinate. Sensory attributes that may occur with more or less intensity are represented by indicating a #$LevelOfPain, #$LevelOfPhysicalPleasure, #$LevelOfStress, and so on.
guid: bd58e809-9c29-11b1-9dad-c379636f7270
direct instance of: #$AttributeType
direct specialization of: #$AttributeValue  
direct generalization of: #$LevelOfExhaustion #$LevelOfDiscomfort #$UrgeToSneeze
Caveat: The following is just a representative sample of the many reaction types and physical urges that are contained in the entire current Cyc knowledge base. These concepts are more specific than the ``treeline'' where we decided what concepts to release, at this time, but we felt that readers would greatly benefit by seeing at least a few examples of these things, so here they are:

#$LevelOfDiscomfort   levels of discomfort

An #$AttributeType whose elements represent the various levels of discomfort that may be felt by a perceptual agent. Typically, the agent must be a living entity. Typically, the sensation is an internal feeling, and is more of a long-lasting dull ache than a sharp pain (see: #$LevelOfPain).
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direct instance of: #$SensoryReactionType
direct specialization of: #$ScalarInterval  #$AnimalPhysiologicalAttribute  
direct generalization of: #$LevelOfPain
#$LevelOfPain   pains (physiological attributes)
An #$AttributeType whose elements represent the qualitative levels of pain that may be felt by a perceptual agent. Although the agent is often a living entity, this is not required. The source of the pain could be either external or internal; in either case, the subjective feeling is generally `sharper' and hopefully shorter-lived than just `a feeling of discomfort' (see: #$LevelOfDiscomfort.)
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direct instance of: #$SensoryReactionType
direct specialization of: #$LevelOfDiscomfort  
#$LevelOfRelaxationFeeling   level of relaxation
An #$AttributeType whose elements represent the qualitative levels of comfort/relaxation/ease that an animal may have. This feeling is generally internal, and relatively long-lasting (compared with, e.g., the duration of a painful twinge.) Any positive degree of this #$LevelOfRelaxationFeeling is incompatible with a high level of #$MuscleTenseness, a high #$LevelOfPain, or a high #$LevelOfDiscomfort.
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direct instance of: #$SensoryReactionType
direct specialization of: #$EnvironmentalAttribute  
#$LevelOfExhaustion   exhaustion
An #$AttributeType whose elements represent the qualitative degrees of exhaustion that an animal may feel. For instance, the assertion (#$feelsSensation #$JimiHendrix #$LevelOfExhaustion #$Positive), means that Jimi Hendrix feels some degree of physical exhaustion (a not unlikely state of affairs after one of his guitar solos). Note that this predicate is NOT properly used for purposes such as to describe metal fatigue, or the depletion of natural resources.
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direct instance of: #$PhysicalUrgeType
direct specialization of: #$AnimalPhysiologicalAttribute  
#$UrgeToScratch   itches
This is a #$Collection of physical urges of a certain type, namely the urges that animals have to scratch an itch (and their accompanying internal sensations.)
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direct instance of: #$PhysicalUrgeType
direct specialization of: #$AnimalPhysiologicalAttribute  
#$UrgeToSneeze   urge to sneeze
This is a #$Collection of physical urges of a certain type, namely the urges that animals have to sneeze (and their accompanying internal sensations.)
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direct instance of: #$PhysicalUrgeType
direct specialization of: #$AnimalPhysiologicalAttribute  
The following constants apply to many areas beyond perception. Once a documentation file corresponding to cognitive processes is released, this constant should be placed in such a file. Perhaps the scope of this file should be broadened to include the following constant.

#$AtLeastPartiallyMentalEvent   mental events

A collection of events. Each instance of #$AtLeastPartiallyMentalEvent is an event involving the mental functions of a participant or group of participants (see #$actors) in that event. The collection includes such things as dreaming, perceiving, sensing, theorizing about something, having a realization, making a decision, building something, designing something, and consciously carrying out a task. Note that the above list includes both purposeful events and non-purposeful events that involve mental functions. Note also that any event that has a mental component is also an instance of this collection, so that events like preparing lunch would be classified as instances of #$AtLeastPartiallyMentalEvent. In entering knowledge, it is almost always possible and preferable to use one of the specializations of #$AtLeastPartiallyMentalEvent. If an event seems mostly mental in nature, modulo neurons firing and related brain activity, use #$StrictlyMentalEvent or one of its specializations. If it essentially involves both mental and physical activity, see #$CompositePhysicalAndMentalEvent or #$PurposefulPhysicalAction. For mental events that are intentionally and purposefully performed, see the specialization #$PurposefulMentalActivity.
guid: bd588615-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$AnimalActivity  #$MentalSituation  
direct generalization of: #$CompositePhysicalAndMentalEvent #$IntentionalMentalEvent #$StrictlyMentalEvent #$PurposefulAction #$Learning
#$Thinking   thinking (activity)
A specialization of both #$IntentionalMentalEvent and #$StrictlyMentalEvent. Each instance of #$Thinking is a mental process in a general sense that assumes consciousness, has some propositional content and differs from experiencing a sensation or emotion. The collection includes both atomic mental events of having a single thought, with propositional content, and composite mental events involving the processing of thoughts. Thinking need not necessarily be purposeful mental activity. Obsessive thoughts and thinking of a solution to a math problem would both be examples of events that belong in this collection.
guid: bd58875c-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$IntentionalMentalEvent  #$StrictlyMentalEvent  
#$MentalAttribute   mental attributes
A specialization of #$AttributeValue. Each instance of #$MentalAttribute is an attribute which pertains to an agent's mental state or mental ability. Instances of #$MentalAttribute include #$HighIntelligence, #$VisualAwareness, and #$InattentiveMentalActivityLevel.
guid: bd58833e-9c29-11b1-9dad-c379636f7270
direct instance of: #$AttributeType
direct specialization of: #$AttributeValue  
direct generalization of: #$TemperamentAttribute


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