OpenCyc HomepageArtifact and Device Vocabulary

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#$Artifact   artifacts
A specialization of #$InanimateThing. Each instance of #$Artifact is an at least partially tangible thing which was intentionally created by an #$Agent (or a group of #$Agents working together) to serve some purpose or perform some function. In order to create an instance of #$Artifact, it is not necessary that an #$Agent create the matter out of which the #$Artifact is composed; rather, an #$Agent can create an instance of #$Artifact by assembling or modifying existing matter. Examples of #$Artifacts include a wooden flute that's been whittled from a tree branch, a sawhorse that's been put together out of boards and nails, and a coin that's been minted by embossing or by melting liquid silver into a mold. In addition to the obvious human artifacts (buildings, tools, textiles, power lines), the collection #$Artifact also includes certain sorts of things made by #$Animals, such as bird nests, termite mounds, and beaver dams. Artifacts without any tangible parts are excluded from the collection #$Artifact; they are included in the collection #$Artifact-Intangible.
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direct instance of: #$Collection
direct specialization of: #$InanimateThing-NonNatural  #$Artifact-Generic  
direct generalization of: #$HardcopyInformationBearingObject #$ShelterConstruction #$DefenseSystem #$Weapon #$ArtificialMaterial #$DrugProduct #$Form-StandardizedIBO #$FoodOrDrinkComposite #$HOCObject #$TextileProduct #$RecordedSoundProduct #$OfficialDocument #$MilitaryEquipment #$ArtObject #$BuildingMaterial #$Shaft #$PhysicalDevice #$Doorway #$ConstructionArtifact #$PathArtifactSystem
#$PhysicalDevice   devices
A specialization of both #$Artifact and #$SolidTangibleProduct. Each instance of #$PhysicalDevice is an artifact with a relatively rigid, set shape, designed for a specific use or to perform a specific function. Specializations of #$PhysicalDevice thus include (among others) #$RoadVehicle, #$Motorboat, #$HandTool, and #$PlumbingFixture. Note that artifacts which can only be 'used' in a very loose or metaphorical sense, such as instances of #$Sculpture, #$FlowerBed, or #$Advertisement-IBT, are _not_ instances of #$PhysicalDevice. Moreover, artifacts which have a specific use or function, but which do not have a relatively rigid, set shape are _not_ instances of #$PhysicalDevice; for this reason, neither #$GasolineFuel nor #$AntiFreeze are specializations of #$PhysicalDevice.
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direct instance of: #$ProductType #$ExistingObjectType
direct specialization of: #$SinglePurposeDevice  
direct generalization of: #$WindPoweredDevice #$TransportationDevice #$PlumbingFixture #$Tool #$FoodOrDrinkPreparationDevice #$Balloon #$HardwareTool #$ControlDevice #$ContainerProduct #$CleaningDevice #$InformationRecordingDevice #$MilitaryHardware #$Weapon #$Device-UserControlled #$MeasuringDevice #$NavigationDevice #$PoweredDevice #$SinglePurposeDevice #$NonPoweredDevice #$SeatingDevice #$MechanicalDevice #$Device-SingleUser
#$ArtificialMaterial   artificial substances
A collection of substances; a subcollection of #$Artifact. An instance of #$ArtificialMaterial is a portion of artificial stuff that was intentionally made by some agent(s), such as #$Plastic or #$SweetNLow. Since #$ArtificialMaterials are intentionally produced, this class does not normally include materials which are merely #$byProducts or #$wasteProducts of an intentional process. However, what is a by-product at one time or in one context may be a useful material that would count as an instance of #$ArtificialMaterial in another.
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direct instance of: #$ExistingStuffType
direct specialization of: #$Artifact  #$Artifact-NonAgentive  
direct generalization of: #$Concrete #$Plastic #$MetalAlloy
#$BuildingMaterial   construction materials
A collection of tangible things. An instance of #$BuildingMaterial is a material thing typically used in making new structures. Instances of #$BuildingMaterial include a piece of lumber, a brick, a slab of concrete, a roof shingle, a copper nail, a double-paned storm window, etc.
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direct instance of: #$ProductType #$ConventionalClassificationType #$TemporalStuffType
direct specialization of: #$Artifact-NonAgentive  #$Artifact  #$PartiallyTangibleProduct  
direct generalization of: #$Concrete

Specializations Of Physical Device

Note: Only higher level collections have been released. More specific collections, such as #$Chair, #$Telephone, and #$Hammer, have been omitted.

#$NonPoweredDevice   non-powered devices

A specialization of #$PhysicalDevice. Each instance of #$NonPoweredDevice is a device which does not need to have any kind of energy supplied to it in order for it to perform its intended function. Examples of #$NonPoweredDevices include tables, floor mats, bookshelves, shirts, and coat hangars. A hammer would not be an instance of #$NonPoweredDevice, since it requires kinetic energy to perform its intended function.
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direct instance of: #$ExistingObjectType
direct specialization of: #$Artifact-NonAgentive  #$PhysicalDevice  
direct generalization of: #$Connector #$PhysicalFilter #$ProtectiveAttire #$Clothing-Generic
#$SomethingToWear   wearable items
A collection of tangible objects. Each instance of #$SomethingToWear is an object that an animal (usually a person) wears on its body, i.e., in a #$WearingSomething event. It is worth remarking that, in such an event, the wearer doesn't have to exert any intentional effort to continue wearing the object. For example, shirts remain on people's torsos, hats stay on heads, rings on fingers; once in place, dog collars stay on dogs, saddles stay on horses. By contrast, a hula hoop is NOT an example of #$SomethingToWear. A borderline case is a #$Purse, which at first blush seems to be something to wear, yet requires carrying by the performer, hence is not a member of this collection. Similarly, a briefcase is not an #$SomethingToWear.
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direct instance of: #$ProductByGenericType #$ExistingObjectType
direct specialization of: #$PortableObject  #$PersonalProduct  #$Device-SingleUser  #$DurableGoods  
direct generalization of: #$Clothing-Generic #$ProtectiveAttire
#$PlumbingTool   plumbing tools
A collection of objects; a subset of #$Tool. An instance of #$PlumbingTool is any tool used in installing or repairing parts of plumbing systems (pipes, faucets, drains, etc.) --- such tools include wrenches, plungers, etc.
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direct instance of: #$ExistingObjectType
direct specialization of: #$Tool  
#$ControlPanel   control panels
A collection of tangible things. An instance of #$ControlPanel is the physical part of a device where all (or most) of the controls for the device are located. E.g., the instrument panel of a car or plane. Note: A device's control panel may be unattached from (and used to control) the rest of the device --- e.g., a TV remote control. So in some contexts, the TV is a compound object consisting of two physically separated parts; in other contexts, the remote control is a separate device (a #$ControlDevice) from the TV. See also #$ControlDevice.
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direct instance of: #$ProductType #$ExistingObjectType
direct specialization of: #$PhysicalDevice  
#$SprayContainer   sprayer
A collection of tangible objects, containers which are designed to spray out their contents, and which are more or less self-contained systems for doing so. An instance of #$SprayContainer is a container for liquids which has a part that causes the contents to spread out into a mist when they are emitted. Aerosol cans, plant sprayers, and inhalant devices (e.g., for asthma medication) are all instances of #$SprayContainer. Non-examples include lawn sprinklers, the spray nozzles that fit on the end of hoses, a rain cloud, a runny nose, etc. A borderline example includes the case where a powder is being sprayed, rather than a liquid.
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direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$ContainerProduct  
#$AgriculturalImplement   farm implements
A collection of physical devices. An instance of #$AgriculturalImplement is a device which is intended for use in some agricultural activity. These include rotary tillers, plows, hoes, pitchforks, mechanical planters, threshing machines, hay balers, and so on.
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direct instance of: #$ExistingObjectType
direct specialization of: #$MechanicalDevice  
#$Handle   handles (parts)
A collection of devices. Each instance of #$Handle is a part (it might be a detachable part, it might be a specially shaped region of a thing) of another object, of which it is the handle. Each instance of #$Handle is a physical device which is designed to be grasped with the human hand in such a way that the grasper can more easily control his or her orientation to the object that the handle is attached to. In most cases, handles are intended to help in manipulating the object, by allowing the user to move the object in a more controlled way than s/he could without the handle. Handles are found on cookware, suitcases, crutches, doors, hand-held and hand-powered tools -- in fact, on most artifacts that humans need to manipulate frequently and which are bigger and heavier than a dinner plate or a book. In other, less common cases, handles are provided on objects (a) to facilitate moving oneself around the object (rather than vice versa), e.g., handles on a pommel horse or other exercise equipment, or on a ladder, in a spacecraft, or pounded into a rock face; or (b) for holding oneself stationary with respect to some moving object, e.g., handles inside a subway car. Note that handles are sometimes used to perform other functions, such as hanging one's dry cleaning from the little handle above the rear door of a passenger car.
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direct instance of: #$RegionType
direct specialization of: #$NonPoweredDevice  #$Protrusion  
#$HeatingDevice   heater
A specialization of #$PoweredDevice. Each instance of #$HeatingDevice is a device whose primary function (see the predicate #$primaryFunction) is to generate heat to raise the temperature of something else. The thing being heated might be in gaseous form (for example, the air in a room), in liquid form (for example, the water in a pool), or in solid form (for example, food in an oven). A given instance of #$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.
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direct instance of: #$ExistingObjectType
direct specialization of: #$PoweredDevice  
#$BuiltInDevice   built-in devices
A set of physical devices. An instance of #$BuiltInDevice is an object that is a device in and of itself, is also a part of another object, and typically was added to the other object when that object was constructed. Note: Its function may or may not be intrinsically dependent upon its being part of the object it was added to; e.g., the function of a built-in odometer is to measure miles driven on the car of which it is a part, but the intrinsic function of a built-in clock or CD player installed in that same automobile is not dependent on its being part of the automobile.
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direct instance of: #$ExistingObjectType
direct specialization of: #$PhysicalDevice  #$PartOfBuilding  
#$SeatingDevice   seats (devices)
A set of physical objects. An instance of #$SeatingDevice is a device whose #$primaryFunction is to serve as a sitting place for people. Types of seating devices include sofas, chairs, benches, camp and stadium stools, theatre seats, swings, bicycle seats, saddles, and more.
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direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$PhysicalDevice  
#$MultiPurposeDevice   multi-purpose devices
A collection of physical devices. An instance of #$MultiPurposeDevice is a device which is designed to have more than one #$primaryFunction. See also #$SinglePurposeDevice. Of course even a #$SinglePurposeDevice might be employed for some unintended purpose, especially in an emergency.
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direct instance of: #$ExistingObjectType
direct specialization of: #$PhysicalDevice  
#$HardwareTool   tools (tools)
A collection of tools. An instance of #$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 #$HardwareTool. Borderline nonexamples include eating utensils, robot servants, screws, nails, and levers.
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direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$Tool  
#$MechanicalDevice   mechanical devices
A specialization of #$PhysicalDevice. Each instance of #$MechanicalDevice is a physical device which has at least one part that moves with respect to another one of its parts. Thus a spoon is not an instance of #$MechanicalDevice, but a pair of scissors is, as are more complex devices such as vacuum cleaners and the #$SpaceShuttleChallenger.
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direct instance of: #$ProductType #$ExistingObjectType
direct specialization of: #$CommodityProduct  #$PhysicalDevice  #$HumanScaleObject  
direct generalization of: #$FuelPoweredDevice #$Engine #$HouseholdAppliance #$SelfPoweredDevice
#$MixingDevice   mixing device
A collection of physical devices. An instance of #$MixingDevice is a device whose #$primaryFunction is to mix up substances --- usually substances of some particular sorts (salads, paint, etc.) Typically, an instance of #$MixingDevice is used with some kind of container in which the stuff to be mixed is contained during the mixing. In some types of #$MixingDevice, the mixer is a #$BuiltInDevice with the container (e.g., a cement truck, a blender) and in some cases it isn't (e.g., a hand-held electric mixer that is designed to be held above any large bowl.)
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direct instance of: #$ExistingObjectType
direct specialization of: #$ElectricalDevice  #$MechanicalDevice  
#$Conveyance   conveyances (solid objects)
A collection of concrete physical objects. Each instance of #$Conveyance is intended for moving partially tangible things --- it could be a car, ship, plane, or other vehicle for transporting people; it could be a conveyor belt or a grocery bag for moving goods; it could be a gun, a bow, or a cannon for launching projectiles. See also #$TransportationDevice which are objects that actually move along with the thing they are transporting, and #$Conveyance-Stationary where the object doing the moving remains stationary. See #$Conveying-Generic, #$TransportationEvent and #$Conveying-Stationary for the different kinds of conveying events. Some positive exemplars: a gun, a car, a horse. A wire can be considered to be a #$Conveyance, in those microtheories were #$Electricity, #$Signals, etc. are considered to be things that move.
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direct instance of: #$ExistingObjectType
direct specialization of: #$SolidTangibleThing  
direct generalization of: #$TransportationDevice #$Conveyance-Stationary #$TransportationContainerProduct
#$TransportationDevice   transportation devices
A specialization of both #$Conveyance and #$PhysicalDevice. Each instance of #$TransportationDevice is an artifact designed to move an object from one location to another, by (for example) carrying, pulling, or pushing the transported object. Instances of this collection may or may not have their own power source (see #$SelfPoweredDevice). Those that do, such as automobiles and speedboats, constitute the specialization #$TransportationDevice-Vehicle. Other transportation devices (for example, instances of #$Wheelbarrow or #$Bicycle) require an external motive force. Because #$transporter and #$transportees are specializations of #$objectMoving, it follows that any object in the role of #$transporter moves as a whole with those objects playing the role of #$transportees. Consequently, since any instance of #$TransportationDevice has playing the role of #$transporter as its intended function, stationary objects which cause motion, such as conveyor belts, escalators, rocket launchers, and slingshots, are excluded from the collection #$TransportationDevice. Although they facilitate travel, ice skates, shoes, skis and other instances of #$WearableConveyance are also excluded from the collection #$TransportationDevice, since they are devices which are worn rather than ridden on, ridden with, or ridden in.
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direct instance of: #$ProductType #$ExistingObjectType
direct specialization of: #$DurableGoods  #$PhysicalDevice  #$Conveyance  
direct generalization of: #$LandTransportationDevice #$Spacecraft #$AirTransportationDevice #$WaterTransportationDevice #$TransportationDevice-Vehicle #$Platform-Military
#$AirTransportationDevice   aircraft
A specialization of #$TransportationDevice. Each instance of #$AirTransportationDevice is a device used for transporting either people or cargo through the air. Specializations of #$AirTransportationDevice include the collections #$Airplane, #$Helicopter, #$HotAirBalloon, and #$GroundToOrbitVehicle.
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direct instance of: #$ProductType #$ExistingObjectType
direct specialization of: #$TransportationDevice  
direct generalization of: #$RotaryWingAircraft #$LighterThanAirCraft #$FixedWingAircraft #$MilitaryAircraft
#$LandTransportationDevice   land vehicles
A specialization of #$TransportationDevice. Each instance of #$LandTransportationDevice is a device used for transportation across land. Specializations of #$LandTransportationDevice include the collections #$Automobile, #$Snowmobile, #$Truck, #$HorseCarriage, #$BabyCarriage, #$Bus-RoadVehicle, and #$SkateBoard.
guid: bd58d4ff-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HexalateralObject  #$TransportationDevice  
direct generalization of: #$MilitaryLandPlatform #$ArmoredVehicle #$WheeledVehicle #$TrackedVehicle #$RoadVehicle #$ConstructionVehicle
#$RoadVehicle   motor vehicles
A specialization of both #$LandTransportationDevice and #$TransportationDevice-Vehicle. Each instance of #$RoadVehicle is a vehicle designed primarily for travel on roads (although some instances may also have limited off-road capabilities). Notable specializations of #$RoadVehicle include #$Automobile, #$Truck, and #$Bus-RoadVehicle. Since #$RoadVehicle is a specialization of #$TransportationDevice-Vehicle, each instance of #$RoadVehicle is self-powered. Consequently, road transportation devices which are not self-powered (for example, all the instances of #$Bicycle) are not included in this collection.
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direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$WheeledVehicle  #$TransportationDevice-Vehicle  #$TransportationContainerProduct  
direct generalization of: #$Bus-RoadVehicle #$Automobile #$Motorcycle #$RoadVehicle-InternalCombustionEngine
#$Automobile   cars (motor vehicles)
A specialization of #$RoadVehicle. Each instance of #$Automobile is a four-wheeled road vehicle designed for carrying about two to eight passengers. Notable specializations of #$Automobile include #$SportsCar, #$PickupTruck and #$Van. This collection does _not_ include motorcycles or tractor-trailers (since both motorcycles and tractor-trailers are not four-wheeled vehicles), nor does it include buses (since buses are designed to carry more passengers than instances of #$Automobile are designed to carry).
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direct instance of: #$RoadVehicleTypeByUse
direct specialization of: #$RoadVehicle  #$HumanlyOccupiedSpatialObject  
#$WaterTransportationDevice   water crafts
A subcollection of #$TransportationDevice, instances of which are used for transportation on or through water. (Thus not to be confused with a collection of devices used for transporting water.) Specializations of #$WaterTransportationDevice include #$Ship, #$Watercraft, and #$Sailboard.
guid: bd58c685-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$TransportationDevice  #$HexalateralObject  
direct generalization of: #$Watercraft
#$Watercraft   watercraft
A subcollection of #$WaterTransportationDevice. Each instance of #$Watercraft is a device for transporting people and/or objects over water (i.e. on the surface) or through water (i.e. under the surface) without getting them wet. Examples include all instances of #$Submarine, #$Rowboat, and #$Ship. Non-examples include jet-skis and all instances of #$Surfboard and #$Sailboard.
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direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$TransportationContainerProduct  #$WaterTransportationDevice  
direct generalization of: #$Watercraft-Surface #$Watercraft-Subsurface #$MilitaryWatercraft
#$CollapsibleDevice   collapsible devices
A collection of mechanical devices. An instance of #$CollapsibleDevice is a device that is designed so that its shape (i.e., configuration of its parts) can be changed by collapsing (and uncollapsing) it. This is a secondary function of some devices so that they can take up less space when they aren't being used for their #$primaryFunction. (So #$CollapsibleDevices are typically devices that either aren't used often and/or must be kept or carried in a small space.) Most #$CollapsibleDevices are collapsed in their storage (or unused) state and unfolded during use; e.g., instances of #$SofaBed, #$FoldingChair, and #$FoldingTable, also, #$EyeGlasses and most elements of #$TentTheShelter. See also #$Collapsible (a #$PhysicalStructuralAttribute). Note: A marginal case, one which is better left outside this collection, is a collapsable front/rear of a car. While it is a device, and collapsable, most of the things one would wish to state about a typical #$CollapsibleDevice would FAIL to be true for the crushable car end.
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direct instance of: #$ExistingObjectType
direct specialization of: #$MechanicalDevice  
#$MagneticDevice   magnetic devices
A collection of physical devices. An instance of #$MagneticDevice is a device whose functioning depends on magnetism and which incorporates magnetized parts as a fundamental (functional) component in its design. Typical instances include a compass, a VHS videotape, the VCR machine that tapes on it, an MRI machine in a hospital, etc. Note: a magnet itself is not actually a #$PhysicalDevice, since it has no moving parts, hence is not a #$MagneticDevice.
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direct instance of: #$ExistingObjectType
direct specialization of: #$MechanicalDevice  
#$Shaft   shafts
A specialization of both #$Artifact and #$SolidTangibleProduct. Each instance of #$Shaft is an artifact that is long, straight, cylindrical, and rigid. Instances of #$Shaft are usually made of wood, metal, or plastic.
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direct instance of: #$ExistingObjectType
direct specialization of: #$Artifact-NonAgentive  #$Artifact  #$SolidTangibleProduct  
direct generalization of: #$WritingImplement
#$SafetyDevice   safety devices
A collection of devices. An instance of #$SafetyDevice is a device whose #$primaryFunction is to promote or ensure safety. For example, a #$LifePreserver, a #$SafetySeatBelt.
guid: bd58cea3-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PhysicalDevice  
#$SecurityDevice   security devices
A collection of physical devices. An instance of #$SecurityDevice is any device designed to protect people or goods from being harmed (or stolen) intentionally. Some instances of #$SecurityDevice accomplish this by keeping unauthorized or unwelcome intruders away from the people or materials in question (e.g., elements of #$AntiTheftDevice, #$PerimeterSensor). Others are designed to make it impossible or difficult to remove goods (e.g., elements of #$Lock). Compare with #$SafetyDevice, whose elements are designed to protect an object or animal against accidental harm. Of course some devices play multiple roles --- a single fence may be a security device to keep burglars out, and may protect toddlers from wandering in and falling into a swimming pool.
guid: c1007f31-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$DefenseSystem  #$PhysicalDevice  
#$NavigationDevice   navigational devices
A collection of physical devices. An instance of #$NavigationDevice is a device used for #$Navigating, i.e., for taking the bearings and plotting the course of someone or something travelling through some medium, usually in some transportation device. Instances include the simplest elements of #$Compass, but also sophisticated GPS (geopositioning systems utilizing satellites.)
guid: bd58db99-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HumanScaleObject  #$PhysicalDevice  
#$Navigating   navigating events
The collection of all events in which the performer determines the location of an object in some frame of reference, and determines the direction the object should travel to reach some destination. Navigating usually involves using some devices (compass, clock, etc.) as aids
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direct instance of: #$TemporalStuffType
direct specialization of: #$Evaluating  
#$PoweredDevice   mechanisms (devices)
A specialization of #$PhysicalDevice. Each instance of #$PoweredDevice is a device which requires some power input in order to perform its intended function(s). The power supplied may be muscle power, kinetic energy, fuel, electricity, and so on. #$PoweredDevice and #$NonPoweredDevice partition the collection #$PhysicalDevice.
guid: bd589472-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PhysicalDevice  
direct generalization of: #$ElectricalDevice #$Ship #$CuttingDevice #$NuclearPoweredDevice #$ProjectileLauncher #$FuelPoweredDevice #$HouseholdAppliance #$Engine #$LightingDevice #$HeatingDevice #$KineticEnergyPoweredDevice #$SolarPoweredDevice #$SelfPoweredDevice
#$ElectricalDevice   electrical devices
A specialization of #$PoweredDevice. Each instance of #$ElectricalDevice is a device that requires an input of electrical current (as its #$energySource) in order to perform its intended function(s). Instances of #$ElectricalDevice include both complex devices (for example, instances of the collections #$StereoSystem or #$Computer) and simpler ones (for example, instances of the collection #$ElectricalComponent).
guid: bd58d451-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$PoweredDevice  
direct generalization of: #$ElectricalComponent #$ElectronicDevice
#$ElectricalComponent   electrical components
A specialization of both #$ElectricalDevice and #$PhysicalPartOfObject. Each instance of #$ElectricalComponent is an #$ElectricalDevice which is normally considered to be a part of some larger, more clearly distinguished #$PhysicalDevice (for example, clearly distinguished in the sense that it is sold or moved as a unit). Each instance of #$ElectricalComponent must be connected with other parts in order to perform its #$primaryFunction.
guid: bd58d414-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$ElectricalDevice  
#$ElectronicDevice   electronic devices
A collection of devices which use electronic circuitry. More specifically, any instance of #$ElectronicDevice in which electricity passes through a vacuum or semiconductor.
guid: bd589095-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$HumanScaleObject  #$ElectricalDevice  #$DurableGoods  
#$Computer   computers
A collection of electronic devices. Any instance of #$Computer is an electronic device which acts on input according to some set of instructions, producing some output. A #$Computer has specialized parts to handle input and output (sometimes peripherals like screen and keyboard, sometimes just IO terminals on a chip), storage (internal memory and external storage like disk drives), and reasoning (CPU). The `personal computer' is the popular archetype of what a computer is; however, computers are incorporated into many devices (cars, cameras, VCRs, etc.) Note: hydraulic computers, analog computers, biological computers, etc. could fall here, but would violate most of the assertions about #$Computers. Similarly for the distinction between an abstract computational machine and a physical embodiment in metal and electronics.
guid: bd58d7cd-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$CompositeTangibleAndIntangibleObject  
#$ComputerInterfaceDevice   computer interface devices
A collection of electronic devices. An instance of #$ComputerInterfaceDevice is a device that allows a user to communicate with a #$Computer. One broad sub-collection of #$ComputerInterfaceDevices is #$ComputerInputDevice -- including devices which are specialized for transferring information from a user to the computer -- with its subsets #$ComputerKeyboard, #$Scanner-Optical, #$ComputerMouse, etc. Another sub-collection is #$ComputerOutputDevice -- including devices specialized for transferring information from a computer to the user -- with its subsets #$MonitorPort, #$ComputerMonitor-Color, etc.
guid: bd5907c5-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$ElectronicDevice  
#$MusicalInstrument   musical instruments
A collection of physical devices. An instance of #$MusicalInstrument is a device that (in the standard case) is designed to be manipulated by a person to generate music -- that is, s/he successively plays the notes of the music by manipulating the instrument during the playing. Possibly the player also supplies by muscle power the force that produces the sound, but possibly it uses another power source (e.g., electricity, or steam). The music may or may not be of his or her own composition, but the player's actions determine that the notes are produced by the instrument (in the standard sense). Note: If the directive role of the human player is subsumed by the device -- as it is, e.g., by some electronic instruments which are programmable and/or pre-programmed to produce music or musical sounds -- the device loses some of its instrument-like quality, and some automated uses may be abnormal cases of `playing' an instrument. An older but analogous example is: player pianos. If the device is pre-programmed so that humans can't direct the music at all, then the device is not a musical instrument (but a musical device) -- for example, music boxes. Also excluded from #$MusicalInstrument are devices which produce music `at random' (such as wind chimes). Devices such as radios, tape decks, CD players, which are used to play wholly pre-recorded or otherwise other-controlled music, are also not included in this collection.
guid: bd58c8e8-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$Device-UserControlled  
#$ElectronicHouseholdAppliance   household electronic devices
A collection of electronic devices which are also household appliances. An instance of #$ElectronicHouseholdAppliance is a #$HouseholdAppliance which is electrically powered and controlled. Common instances of #$ElectronicHouseholdAppliance belong to the subsets #$HomeVideoGameMachine, #$TelevisionSet, #$AnsweringMachine, #$Telephone, #$LaserDiscPlayer, etc.
guid: bd5889d6-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$ElectronicDevice  
#$AudioEquipment   stereo components
A collection of electronic devices. An instance of #$AudioEquipment is a device that may be used in audio recording, playback, amplification, and/or reception. This collection doesn't include musical instruments. It does include both self-contained systems, e.g. boom boxes, and individual stereo components, such as microphones, amplifiers, etc.
guid: c0fd507f-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$ElectronicDevice  
#$ElectronicComponent   electronic components
A collection of devices; a subset of #$ElectronicDevice. An #$ElectronicComponent is a device which is normally considered a part to another device (which in turn is a more meaningful entity, at least in this context. `More meaningful' might mean that the larger device is sold, moved, named,... as a unit.) An electronic component needs to be connected with other parts in order to perform its #$primaryFunction.
guid: bd58be5f-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$ElectricalComponent  #$ElectronicDevice  
#$ComputerHardwareItem   computer hardware (electronic device)
A collection of physical devices, namely all the various sorts of hardware items for computers. An instance of #$ComputerHardwareItem is either an entire computer itself or is a device used with computers to accomplish input and output. This collection includes computers themselves (all the elements of #$Computer) and also encompasses computer terminals, printers, keyboards, etc.
guid: bd5890d9-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$ElectronicDevice  
#$HeatingElement   heating elements
A collection of focussed heat producing devices. An instance of #$HeatingElement may be a heating coil, stove top burner, Bunsen burner, etc. Heating elements are among the #$physicalParts of many kinds of heating devices, such as #$Ovens, heaters, toasters, #$CoffeeMakers, etc.
guid: bd58be55-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HeatingDevice  
#$SelfPoweredDevice   self powered device
A specialization of both #$MechanicalDevice and #$PoweredDevice. Each instance of #$SelfPoweredDevice has, as one of its internal parts, a device which converts some kind of potential energy into force. For example, a cordless electric drill would be an instance of #$SelfPoweredDevice, since it contains a battery and motor that convert electricity stored in the battery into kinetic energy. Other examples of #$SelfPoweredDevices are the instances of #$Automobile, which (typically) convert gasoline and battery power to get the energy to move. Of course, some muscle power is involved in operating both a cordless drill and an automobile, but in neither case is it the main part of the power. Negative exemplars of a #$SelfPoweredDevice include all instances of #$Bicycle (powered by the people who ride them), cable cars (since they are pulled along by cables embedded in the street) and subway trains (often powered by an electrified `third rail').
guid: bd58d4bd-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PoweredDevice  #$MechanicalDevice  
direct generalization of: #$TransportationDevice-Vehicle #$InternalCombustionPoweredDevice
#$KineticEnergyPoweredDevice   kinetic energy powered device
A collection of devices; a subcollection of #$PoweredDevice. An instance of #$KineticEnergyPoweredDevice does not have an `on-board' energy source incorporated into it, at least not one supplying the bulk of the power requirements of the device. Instead, its operating power is supplied by the kinetic energy from something else in motion -- such as animal muscle power (including human labor), wind energy, or hydraulic power. Examples include instances of the collections #$Hammer and #$Piano-Acoustic. (Contrast with #$SelfPoweredDevice --- e.g., an electric organ is a #$SelfPoweredDevice, not a #$KineticEnergyPoweredDevice.)
guid: bd58942f-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PoweredDevice  
direct generalization of: #$WindPoweredDevice #$MusclePoweredDevice
#$WindPoweredDevice   wind-powered
The subcollection of #$KineticEnergyPoweredDevice (q.v.) whose instances are powered by the wind. For example, instances of the collection #$Windmill.
guid: bd58ff2d-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$KineticEnergyPoweredDevice  
#$MusclePoweredDevice   muscle powered devices
A collection of physical devices. An instance of #$MusclePoweredDevice is a device which is powered by animal muscle power (including human labor); e.g., hammers, horse-drawn carriages, etc.
guid: bd5893ed-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$KineticEnergyPoweredDevice  
direct generalization of: #$Wagon #$Device-UserPowered
#$AnimalPoweredDevice   animal-powered
A collection of physical devices. An instance of #$AnimalPoweredDevice is a device that is powered by animal muscle power and not by any human user, although a human user may control the device and/or direct the animal.
guid: c0fd5dad-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$MusclePoweredDevice  
#$Connector   fastener
A collection of physical devices. An instance of #$Connector is a device which connects two objects. A connector (or part of it) may be a part incorporated into one or both of the objects connected, or a connector may be a totally separate device. Examples include elements of the collections #$ButtonTheFastener, #$Staple, #$Nail, and many more.
guid: bd58b973-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$NonPoweredDevice  
#$HouseholdAppliance   appliances
A specialization of #$MechanicalDevice. Each instance of #$HouseholdAppliance is a device used in one of the tasks typically carried on in a home, such as food preparation, food storage, laundry, household cleaning, personal cleaning, and cooling or heating the house for comfort. Specializations of #$HouseholdAppliance include the collections #$Oven, #$Refrigerator, #$ClothesDryer, #$VacuumCleaner, #$HotWaterHeater, and #$Furnace.
guid: bd588993-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$PoweredDevice  #$MechanicalDevice  #$HOCObject  #$RepairableProduct  
#$NuclearPoweredDevice   nuclear powered device
A specialization of #$PoweredDevice. Each instance of #$NuclearPoweredDevice is a device which uses nuclear fission or fusion reactions as a source of its power. Specializations of #$NuclearPoweredDevice include #$NuclearSubmarine and #$NuclearAircraftCarrier.
guid: c1009f53-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PoweredDevice  
#$SolarPoweredDevice   solar powered device
A specialization of #$PoweredDevice. Each instance of #$SolarPoweredDevice is a device which is powered by energy from sunlight. Instances of #$SolarPoweredDevice include solar-powered calculators and solar heating systems.
guid: bd58b9b6-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PoweredDevice  
#$FuelPoweredDevice   fuel-powered devices
A collection of physical devices; a subcollection of #$PoweredDevice. An instance of #$FuelPoweredDevice is directly powered by combustible fuels such as gasoline, coal, and natural gas. Common examples of #$FuelPoweredDevice include automobiles with gasoline-powered engines, kerosene heaters, propane torches, and jet airplanes.
guid: bd58d2b1-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$MechanicalDevice  #$PoweredDevice  
direct generalization of: #$Helicopter #$FixedWingAircraft #$TrainEngine #$InternalCombustionPoweredDevice
#$InternalCombustionPoweredDevice   internal combustion powered device
A specialization of #$FuelPoweredDevice. Each instance of #$InternalCombustionPoweredDevice is a device powered by an internal combustion engine. Notable specializations of #$InternalCombustionPoweredDevice include #$Motorcycle, #$Motorboat, and #$Bus-RoadVehicle.
guid: bd58be57-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$FuelPoweredDevice  #$SelfPoweredDevice  
direct generalization of: #$RoadVehicle-InternalCombustionEngine #$Motorcycle #$Motorboat #$ConstructionVehicle
#$Engine   engines (mechanical devices)
A collection of #$PoweredDevices. An instance of #$Engine is a device that changes some form of energy into motion (usually rotation). An engine may operate by burning some type of fuel (as do jet engines and internal combustion engines), or it may be powered by electricity, fluid flow, etc.
guid: bd58cec4-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PoweredDevice  #$MechanicalDevice  
#$Wire   wires
A collection of physical devices, namely all the slender stringlike pieces of metal, with or without insulative casing. Various instances of #$Wire are designed for and serve many different functions: connecting, carrying electrical power and/or electrically coded information, heat or light radiation, etc. Pieces of wire may be coated with insulation (instances of #$InsulatingCover). Wires not intended to carry electricity are still instances of this collection; e.g., wires that are used in a piano, in a person's dental braces, etc.
guid: bd58f5c3-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$CordlikeObject  #$PhysicalDevice  
#$ContainerProduct   container products
A collection of physical devices. An instance of #$ContainerProduct is an object whose #$primaryFunction (or one of whose main functions) is to be a container. Examples are of staggering variety, including storage containers for books, office records, food, clothing, tools, and materials; containers for transporting the same; passenger compartments of various kinds of vehicles; artificial constructs for housing humans and animals; etc., etc. Instances of #$Crib, #$Sandbox, #$OfficeSpace, and #$Coffin.
guid: bd58cd8e-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$Artifact-NonAgentive  #$Container  #$PhysicalDevice  
direct generalization of: #$FluidReservoir #$FoodVessel #$StorageConstruct #$TransportationContainerProduct #$HumanOccupationConstruct
#$HumanOccupationConstruct   human occupation construct
A collection of places. Each #$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 #$primaryFunction is as a place in which humans perform activities. Some large subcollections include (a) instances of #$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-IsolatedFromOutside (q.v.), since #$Indoors-IsolatedFromOutside is meant to include many characteristics that those places do not necessarily share (such as humanly comfortable temperature, lighting at night, not terribly noisy or windy, clean). We therefore do not make the default assertion that a #$HumanOccupationConstruct is #$Indoors-IsolatedFromOutside; however, an instance of #$HumanOccupationConstruct is certainly not a purely #$OutdoorLocation (q.v.), so we DO assert that those two collections are disjoint. Certain subcollections of #$HumanOccupationConstruct, however, do have `indoor' characteristics, and so we assert (for example) that anything found inside instances of #$RoomInAConstruction or #$ModernShelterConstruction is found #$Indoors-IsolatedFromOutside. Note: For places designed to be occupied by humans but which are purely outdoor locations (such as instances of #$Lawn, #$ParkingLot, and #$Playground), see #$HumanlyOccupiedSpatialObject.
guid: bd58a036-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HumanlyOccupiedSpatialObject  #$HexalateralObject  #$ContainerProduct  #$ConstructionArtifact  
direct generalization of: #$SubwayStation #$HumanShelterConstruction #$SpaceInAHOC
#$HumanShelterConstruction   human shelter constructions
A collection of artifacts; a subcollection of #$HumanOccupationConstruct. An instance of #$HumanShelterConstruction is a place made to shelter people from the elements by allowing them to get indoors. Subcollections include #$ModernHumanResidence, #$SchoolBuilding, #$ShoppingMallBuilding, and many others. An instance of #$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).
guid: bd58cd3f-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HumanOccupationConstruct  #$ShelterConstruction  
direct generalization of: #$HumanResidence #$PhysicalContactLocation #$Building
#$PhysicalContactLocation   physical locations
A collection of locations; a subcollection of #$HumanShelterConstruction. An instance of #$PhysicalContactLocation is the principal place(s) where an #$Agent can be physically found. For people, that would (probably) be their home and/or office. For an organization, it would be the location of their place of business, their headquarters, etc. Note that a purely procedural method for getting in touch with someone, such as their Post Office Box number in a certain city, is not a #$PhysicalContactLocation.
guid: c10ad9b0-9c29-11b1-9dad-c379636f7270
direct instance of: #$ContactLocationType
direct specialization of: #$Place  #$HumanShelterConstruction  #$ContactLocation  
direct generalization of: #$HumanResidence #$Workplace
#$Building   buildings
A collection of artifacts; a subcollection of #$FixedStructure and of #$HumanShelterConstruction. An instance of #$Building is typically a substantial structure and must have walls and a roof, with rooms inside or at least some area designed to be occupied by humans (but not necessarily as a residence). Examples include the #$EmpireStateBuilding, Michael Jackson's house in L.A., King Arthur's castle, an #$AircraftHangar at O'Hare, a #$Lighthouse in the Mediterranean sea, the #$SydneyOperaHouse, the #$WashingtonMonumentInWashingtonDC, etc.
guid: bd58fb28-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HumanShelterConstruction  #$RealEstate  #$FixedStructure  
direct generalization of: #$RailroadStation-Physical #$OneStoryBuilding #$ModernShelterConstruction #$ThreeStoryBuilding #$TwoStoryBuilding
#$ModernShelterConstruction   modern shelter constructions
A collection of construction artifacts; a subcollection of #$Building (q.v.). An instance of #$ModernShelterConstruction is a building that provides comfortable shelter for humans during some of their daily activities. Instances of #$ModernShelterConstruction have the kinds of features found in modern-day buildings in Europe, the USA, and other technologically developed parts of the world, namely, amenities like doors, plumbing, electricity, and probably some kind of climate control system for maintaining humanly comfortable conditions indoors. Examples include the #$NewYorkHiltonAtBroadway, the #$SydneyOperaHouse, and instances of the collection #$ModernHumanResidence (e.g., a newly built home in a suburban development or a renovated brownstone in NYC).
guid: bd58a081-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$Building  
direct generalization of: #$ModernHumanResidence
#$FluidReservoir   fluid reservoirs
A collection of containers having an opening, which may be small and resealable (as in a #$Bottle) or large and open, as in a #$Tub; a subcollection of #$ContainerProduct. An instance of #$FluidReservoir is a container which was designed to hold fluids. These include instances of the collections #$Spoon, #$ToiletBowl, #$GlassBottle, etc. Note a special negative case: natural `reservoirs', such as #$Lakes, are not #$ContainerProducts -- though the #$Dams that create them are artifacts, the reservoir water is contained in the natural landscape -- and hence such reservoirs are not subcollections of #$FluidReservoir.
guid: bd58f745-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$ContainerProduct  #$TopAndBottomSidedObject  
#$FoodVessel   food vessel
A specialization of both #$ContainerProduct and #$FoodUtensil. Each instance of #$FoodVessel is a portable container designed for holding, storing, or preparing food or drink. Specializations of #$FoodVessel include the collections #$CookingVessel, #$EatingVessel, and #$FoodStorageContainer.
guid: bd58a35c-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$ContainerProduct  #$FoodUtensil  
#$FoodOrDrinkPreparationDevice   kitchen appliances
A collection of objects; a subcollection of #$PhysicalDevice. An instance of #$FoodOrDrinkPreparationDevice is a device whose #$primaryFunction is to prepare food or drink somehow, such as a #$Colander, a #$SpiceMill or a #$StoveTopCookingPot.
guid: bd588d6a-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HOCObject  #$PhysicalDevice  
#$LightingDevice   lights (mechanisms)
A collection of physical devices. An instance of #$LightingDevice has the #$primaryFunction of providing light. The light provided may be provided in different ways and for different specialized purposes. For example, it may be for general illumination of a fixed area (as by instances of #$Candle, #$Lantern, #$ElectricLamp, and #$Streetlight); or it may be for specially directed illumination (as by instances of #$AutomotiveLight and #$Flashlight); or it may be for use in a signal or sign (as by instances of #$TrafficLight and #$IndicatorLight); or it may be for some other special purposes (as by instances of StrobeLight).
guid: bd58a5ec-9c29-11b1-9dad-c379636f7270
direct instance of: #$ProductType #$ExistingObjectType
direct specialization of: #$PoweredDevice  
#$ControlDevice   control devices
A collection of physical devices. An instance of #$ControlDevice is a device whose #$primaryFunction is to control the behavior/functioning/properties of another thing (usually another instance of #$PhysicalDevice). Obvious instances of #$ControlDevice include: the remote control for your TV (an instance of #$RemoteControlDevice), the brake pedal on your car (an instance of #$Pedal-ControlDevice), the light switch on your bedroom wall (an instance of #$ElectricalSwitch); a less obvious instance of #$ControlDevice is #$HooverDam (an instance of #$Dam).
guid: bd59097b-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$ControlStructure-Physical  #$PhysicalDevice  
#$InformationRecordingDevice   information recording devices
A collection of physical devices. An instance of #$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 #$InformationRecordingDevice in the currently intended sense. Probably a better name for this concept, therefore, would be DeviceToRecordAnalogInformation.
guid: bd58feeb-9c29-11b1-9dad-c379636f7270
direct instance of: #$ProductType #$ExistingObjectType
direct specialization of: #$PhysicalDevice  
#$Weapon   weapons
A subcollection of #$PhysicalDevice instances of which are primarily designed as instruments for physically harming or destroying animals (often humans), buildings, or other #$ConstructionArtifacts. Subcollections of #$Weapon include #$Sword, #$Gun-Portable, and #$Bomb. Also included are various types of military hardware used to kill, destroy, or immobilize. Note that in the case of missile weapons, both the launcher and the unit of ammunition are considered #$Weapons in this sense. E.g. a bow, an arrow, a missile launcher, an ICBM missile, a gun, and a bullet are all #$Weapons.
guid: bd58fc57-9c29-11b1-9dad-c379636f7270
direct instance of: #$ProductType #$ExistingObjectType
direct specialization of: #$PhysicalDevice  
direct generalization of: #$ConventionalWeapon #$DirectFireWeapon
#$MeasuringDevice   measuring devices
A collection of physical devices. An instance of #$MeasuringDevice is a device used for measuring some quantity such as #$Distance, #$Volume, #$Temperature, etc. Examples include the odometer in your car (an #$Odometer), the graduated glass measuring cup in your kitchen (a #$MeasuringCup), and the thermostat on your wall (a #$TemperatureMeasuringDevice, although it is also a #$ControlDevice.)
guid: bd590901-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PhysicalDevice  
#$MeasuringSomething   measuring events
A specialization of #$PurposefulPhysicalAction. Each instance of #$MeasuringSomething is an event in which an agent uses a physical device to measure some physical attribute of a tangible object. The last part of such an event involves the perception (and perhaps recording) of a result of the measurement (see the predicate #$measurementResult) by some instance of #$PerceptualAgent. See also the function #$MeasurementFn.
guid: bd588524-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType #$DefaultDisjointScriptType
direct specialization of: #$Evaluating  #$UsingADevice  
#$CarpentryTool   carpentry tools
A collection of tools. An instance of #$CarpentryTool is any tool (not limited to hand tools) that is used in carpentry. Examples include table saws, jigsaws, hammers, woodworking tools, etc. By default, a carpenter would be skilled at using such tools.
guid: bd58c9e9-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HardwareTool  
#$OpticalDevice   vision aids
A collection of physical devices. An instance of #$OpticalDevice is a device that affects light by either reflecting it, refracting it, causing its rays to converge or diverge, or more complicated combinations of such operations. Examples include devices whose function is to enhance human vision (e.g., each #$Mirror, each pair of #$EyeGlasses, each set of #$Binoculars), as well as devices that manipulate light for other purposes (e.g., instances of #$OpticalComputerStorageDevice and #$LaserDiscPlayer).
guid: bd58ecdd-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$HumanScaleObject  #$PhysicalDevice  
#$PlumbingFixture   plumbing fixtures
A specialization of #$PhysicalDevice. Each instance of #$PlumbingFixture is a device whose primary function is to be a functional, significant part of some plumbing system (see the constant #$PlumbingSystem-Building). Notable specializations of #$PlumbingFixture include #$Pipe-Plumbing, #$Toilet, and #$ShowerHead.
guid: bd58f57a-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$PartOfBuilding  #$PhysicalDevice  
#$GardeningTool   gardening tools
A collection of tools. An instance of #$GardeningTool is a tool (not limited to hand tools) which is used in gardening. This includes elements of the collections #$Hoe, #$Rake, #$PruningShears, #$PruningSaw, and #$Weedeater, and more. Note that types of tools which are used in much more general contexts are not specifically included here as subsets --- e.g., #$Shovel. They are likely to have subsets worth distinguishing which ARE also subsets of #$GardeningTool. Note that a particular physical object might be a #$GardeningTool even if other members of the same class generally aren't; e.g., a soup spoon that you use for digging holes for plants in your garden one day is a #$GardeningTool that day.
guid: bd58e3f1-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType #$ProductType
direct specialization of: #$Tool  
#$MedicalDevice   medical tools
A collection of tools. Instances of #$MedicalDevice are physical implements or tools which are normally used in the practice of medicine. These include hand-held tools used by medical professionals, including scalpels, dental tools, stethoscopes. Other examples of this collection include devices such as a hospital beds, casts, slings, x-ray devices, etc.
guid: bd58cd4a-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PhysicalDevice  
#$ExplosiveDevice   explosive devices
A collection of devices which are designed to explode. They may be used to make holes that help construct mines or swimming pools or flat areas for roads or house foundations; in the demolition/destruction/removal of buildings, tree stumps, and other sorts of property; in weapons of war or terrorism to harm or kill or deter people; or even as entertainment (e.g., fireworks).
guid: c10ae1f0-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$SelfPoweredDevice  
#$FurniturePiece   pieces of furniture
A collection of durable artifacts which are used in #$HumanShelterConstructions to make human dwelling places more comfortable. An instance of #$FurniturePiece is a whole piece of furniture, such as a table, chair, or chest of drawers; an arm of a sofa is not a #$FurniturePiece. Its subsets can be classified according to the main functions their elements serve: (1) providing support for people's bodies while they are seated or reclining (e.g., #$Bed-PieceOfFurniture, #$Sofa-PieceOfFurniture, #$FootStool, #$FixedTheaterSeat); (2) providing work/action surfaces (e.g., #$Desk-PieceOfFurniture, #$DiningRoomTable); (3) providing organized and/or protective storage for people's stuff (e.g., #$Dresser-PieceOfFurniture, #$Bookcase-PieceOfFurniture); (4) providing extra illumination or some other function in living and work areas (e.g., #$ElectricLamp). Most pieces of furniture belong to the collection #$NonPoweredDevice (q.v.) in that they don't need any energy input in order to do their function. Note: Yes, of course lamps, fancy console TVs, hospital beds, etc. are exceptions to that last rule -- they require power. But in a sense they are really objects performing multiple independent functions. A fancy console TV is a piece of furniture even when it's turned off; it just so happens to fulfill two roles, one as a piece of furniture and one as an appliance. When it's turned on, in fact, its users are intended to stop noticing it as a piece of furniture.)
guid: bd58d01d-9c29-11b1-9dad-c379636f7270
direct instance of: #$ProductByGenericType #$ExistingObjectType
direct specialization of: #$SolidTangibleProduct  #$HOCObject  #$TopAndBottomSidedObject  #$DurableGoods  
#$Tool   tools (devices)
A collection of devices; a subcollection of #$PhysicalDevice. An instance of #$Tool is a device which is used by people to manipulate and/or alter other objects or the immediate environment in some way (hence, it does not include #$PomPoms). #$Tools are also typically controlled by their user during use (see #$Device-UserControlled) and can be used more than once (and is thus disjoint with the collection #$Device-OneTimeUse). #$Tool includes devices used in many different activities. A sampling of subcollections shows some of that variety: #$WoodworkingTool, #$CarpentryTool, #$PlumbingTool, some kinds of #$MedicalDevices (but not all!), #$CleaningImplement, #$WritingImplement.
guid: c0fce764-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$Device-UserControlled  
direct generalization of: #$HardwareTool #$HandTool
#$CuttingDevice   cutting implements
A specialization of #$PoweredDevice. Each instance of #$CuttingDevice is a device whose #$primaryFunction is to (enable its user to) cut another object. Specializations of #$CuttingDevice include the collections #$Razor, #$Scissors, and #$LawnMower.
guid: bd589153-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PoweredDevice  
#$HandTool   manual tools
A specialization of both #$Tool and #$PortableObject. Each instance of #$HandTool is a portable tool which is hand-guided throughout its operation. Specializations of #$HandTool include the collections #$Screwdriver, #$ManualDrill, and #$BlowDryer.
guid: bd58a0fa-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$Tool  #$Device-SingleUser  #$PortableObject  
direct generalization of: #$FoodUtensil #$WritingImplement #$GraspingImplement
#$CleaningDevice   cleaning tools
A collection of devices. An instance of #$CleaningDevice is any device, manually powered or otherwise, whose #$primaryFunction is to be used in cleaning things. Instances include each #$Mop, each #$RegularWindshieldWiper, each #$FacialTissue, each #$ShoeBrush, each #$ClothesWasher, each #$Dishwasher, etc.
guid: bd58b64c-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PhysicalDevice  
direct generalization of: #$CleaningImplement
#$CleaningImplement   cleaning implements
A collection of tools; a subset of #$HandTool and also of #$CleaningDevice. An instance of #$CleaningImplement is any hand-held tool used for cleaning something. Cleaning implements are used in a wide variety of activities and settings; some subsets include the collections #$Mop, #$DentalPick, #$ElectricToothBrush, #$WashCloth, #$FacialTissue, #$ShoeBrush. Many cleaning implements are intended for wiping, scrubbing, or polishing surfaces to remove patches of #$Dirt.
guid: bd589192-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$CleaningDevice  
#$WritingImplement   writing implements
A collection of tools. An instance of #$WritingImplement is a hand-held tool which is intended to be primarily used, by a person, for writing. Subsets include the collections #$Chalk-WritingImplement and #$WritingPen (but not #$Typewriter). Note: A marginal example is a PDA, such as an Apple Newton, with a stylus; both items, the PDA and the stylus, can be held in one's hands and used to record one's handwritten notes. Another marginal positive example is a stylus designed to held in the mouth by a quadraplegic person; i.e., `hand-held' is not an absolutely hard and fast constraint here. A close NON-example is a handheld calculator.
guid: bd58ffe6-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HandTool  #$Shaft  
#$WritingByHand   handwriting
Writing is the formation of characters or symbols on a suitable surface for transmitting information.
guid: bd588ca7-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$SpreadingStuffOntoSurface  #$SingleDoerAction  #$MarkingOnASurface  #$Writing  
#$GraspingImplement   grasping implements
A collection of tools. An instance of #$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.
guid: bd58c762-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HandTool  
#$GraspingSomethingWithATool   grasping something with a tool
A collection of the events in which a tool is used to grasp some object.
guid: bd58de3e-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$HandlingADevice  #$HoldingAnObject  
#$Device-UserPowered   user-powered devices
A specialization of #$MusclePoweredDevice. Each instance of #$Device-UserPowered is an artifact deliberately designed to perform a particular function, and one which depends upon the physical efforts of the user to perform that function in part or in whole. A paradigm example would be a bicycle. However, the definition also leaves room for some counterintuitive cases -- for example, combs and forks also qualify as user-powered devices. Borderline cases would be devices which require effort on the part of the user to perform part of the function, but not all of it. For example, many gas-powered lawnmowers have to be pushed by hand, but use an internal combustion engine to impart the necessary velocity to the cutting surfaces.
guid: bd5894f7-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$MusclePoweredDevice  
direct generalization of: #$Canoe #$Bicycle #$Rowboat
#$Device-SingleUser   single-user devices
A collection of devices. One can classify devices according to how many simultaneous users they typically have. An instance of #$Device-SingleUser is any device that typically has/requires exactly one (i.e., one and only one) user. A screwdriver (an instance of #$Screwdriver) is a #$Device-SingleUser, but a grand piano (an instance of #$GrandPiano) is not. A borderline non-example is a car --- although only one person operates it, several can `use' it at once, i.e. derive the value of its primary function which is transportation. So a car is not a #$Device-SingleUser. A borderline example is a telephone -- although it requires two or more users (each on telephones) for meaningful use, each phone generally has just one user at a time. So a telephone is a #$Device-SingleUser but a telephone-circuit is not.
guid: c10093ce-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$PhysicalDevice  
direct generalization of: #$HandTool #$SomethingToWear
#$PortableObject   portable objects
A specialization of #$PartiallyTangible. Each instance of #$PortableObject is something that is not `fastened down', and which is light enough for an average human (or, more to the point, for its average intended user) to move easily. For many instances of #$PortableObject, portability is important for the fulfillment of their primary functions; for example, an article of clothing (an instance of #$SomethingToWear), a hand-guided tool (an instance of #$HandTool), a coin or dollar bill (an instance of #$Currency), or a flashlight (an instance of #$Flashlight) would be pretty useless if they weren't portable. In other cases, making a device portable, or making a portable version of a device, simply provides a convenience, as with the subcollections #$PortableTelevision and #$PortableStereoSystem. Note that #$Tool is not a subcollection of #$PortableObject, since many tools are heavy and/or stationary. A borderline example of a #$PortableObject would be a heart/lung machine; although the beneficiary of its primary function is in no position to move it around, the physicians and nurses who also are `using' it can and do exactly that. The same goes for a playpen; the kids in it had better _not_ be able to move it around, but the adults who set it up and put them there can and do move it. A borderline non-example would be a car; even though its user can make it move around, that is more a controlling action than a transporting action --- i.e., the car is doing the transporting in that case, not the driver. A borderline example is a cat; even though it moves under its own power, it is light enough for its owner to pick it up and move it around. A borderline example is a bed or a dresser; though too heavy to lift, its owners can generally move it around (by sliding, disassembling and reassembling, and so on).
guid: bd588131-9c29-11b1-9dad-c379636f7270
direct instance of: #$ExistingObjectType
direct specialization of: #$HumanScaleObject  
direct generalization of: #$DomesticPet #$Card #$JuvenileAnimal #$SomethingToWear #$PaperIBT #$Currency #$HandTool

States


#$DeviceState   functioning
A subcollection of #$AttributeValue. Each instance of #$DeviceState is a state in which some device can be. Instances of #$DeviceState include #$DeviceOn, #$OffHook, and #$Unlocked.
guid: bd590b25-9c29-11b1-9dad-c379636f7270
direct instance of: #$UnorderedAttributeType
direct specialization of: #$AttributeValue  
#$ChangingDeviceState   changes of device state
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 #$Dishwasher: #$DeviceState-Washing and #$DeviceState-Rinsing; or the states that a trapping device may be in: #$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: #$TemporalObjectType #$DefaultDisjointScriptType
direct specialization of: #$Action  #$IntrinsicStateChangeEvent  #$PhysicalEvent  
direct generalization of: #$TurningOffPoweredDevice #$TurningOnPoweredDevice
#$toState   to state
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: #$BinaryPredicate
#$fromState   from state
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).
guid: bd623b07-9c29-11b1-9dad-c379636f7270
direct instance of: #$BinaryPredicate
#$ObtainingDeviceStateFn   obtaining device state fn
#$ObtainingDeviceStateFn is a Cyc function and in particular a #$CollectionDenotingFunction. It is used to represent a collection of events in which a device of a certain type changes into a certain state of operation (see #$DeviceState). Thus, (#$ObtainingDeviceStateFn DEVICE STATE) returns the collection of events in which devices of type DEVICE change state to STATE. For example, (#$ObtainingDeviceStateFn #$Dishwasher #$DeviceState-Rinsing) represents all the events in which dishwashers switch into their rinse cycles. This function is quite useful because often one wants and needs to state rules of the form: after a certain triggering condition occurs, a state-change event of a certain type will be caused and will almost immediately occur. E.g., after a light switch is flipped off, after an elevator button is pushed, after #$DeviceState-Rinsing ends, etc.
guid: bd58b216-9c29-11b1-9dad-c379636f7270
direct instance of: #$BinaryFunction #$CollectionDenotingFunction #$ReifiableFunction #$Individual
#$stateOfDevice   state of device
This predicate is used to identify the state of operation that a particular device is in. (#$stateOfDevice DEV STATE) means that the #$PhysicalDevice DEV is in the #$DeviceState STATE. Thus, (#$stateOfDevice HAL #$DeviceOff) says that the computer HAL is switched off.
guid: bd58eb21-9c29-11b1-9dad-c379636f7270
direct instance of: #$TangibleObjectPredicate #$BinaryAttributePredicate
direct specialization of: #$hasAttributes

Action


#$ControllingSomething   controlling events
A specialization of #$PurposefulAction. An instance of #$ControllingSomething is a purposeful action in which some #$Agent intentionally controls some object. It is not necessary that the agent touch the #$objectControlled, only that s/he have an efficacious means of controlling its action -- thus, instances of #$ControllingSomething include all instances of #$GuidingAMovingObject (some of which involve a #$RemoteControlDevice). Further specializations are: #$HandlingAnObject, #$Braking, #$SteeringADeviceByHand, #$PlayingAMusicalInstrument, #$CuttingFabric, #$CarryingWhileLocomoting, #$FlushingAToilet, etc. Whenever a #$ControlDevice (qv) is being used, for its primary function, presumably a #$ControllingSomething event is taking place. Borderline examples include having a conversation by telephone, doing the dishes by hand, and having a cat as a pet.
guid: bd588c1d-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalObjectType
direct specialization of: #$PurposefulPhysicalAction  
direct generalization of: #$GuidingAMovingObject #$HandlingAnObject #$DirectedTranslation #$ControllingAPhysicalDevice
#$HandlingAnObject   handling
A collection of events; a specialization 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.
guid: bd588ca1-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$ActionOnObject  #$ControllingSomething  
direct generalization of: #$TakingOffAClothingItem #$PuttingOnAClothingItem #$MaterialHandling #$HoldingAnObject #$HandlingADevice
#$GuidingAMovingObject   guiding
A specialization of both #$ControllingSomething and #$DirectedTranslation. Each instance of #$GuidingAMovingObject is an event in which an agent guides or steers an object which is in translational (as opposed to rotational) motion. Notable specializations of #$GuidingAMovingObject include #$PuttingSomethingSomewhere, #$GuidingAnAnimal, and #$SteeringADeviceByHand.
guid: c100601b-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$DirectedTranslation  
direct generalization of: #$PuttingSomethingSomewhere #$HarvestingAPlant
#$HandlingADevice   use of a device
A specialization of #$HandlingAnObject. Each instance of #$HandlingADevice is an event in which a device is manipulated (with the operator holding and touching the device) so that it can be used for its #$primaryFunction. Specializations of #$HandlingADevice include #$Pruning, #$PlayingAMusicalInstrument, #$OperatingAHouseholdAppliance, #$PumpingGasEvent, and #$WritingByHand.
guid: bd588c5e-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$ControllingAPhysicalDevice  #$HandlingAnObject  #$HumanActivity  
direct generalization of: #$CuttingSomething #$GraspingSomethingWithATool
#$CuttingSomething   cuts (handling)
A specialization of both #$HandlingADevice and #$SeparationEvent. Each instance of #$CuttingSomething is an event in which some piece of material stuff is cut, whether or not a complete separation of parts occurs. Specializations of #$CuttingSomething include #$CuttingNails, #$Butchering, and #$CuttingFabric.
guid: bd58a3ca-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType
direct specialization of: #$HandlingADevice  #$SeparationEvent  
direct generalization of: #$CuttingInPieces
#$ControllingATransporter   controlling a transporter
A collection of events; a subset of #$HandlingADevice. Every instance of #$ControllingATransporter represents some action of an #$Agent in controlling an object which plays the role of #$transporter (q.v.) in some instance of #$TransportationEvent. The transporter could be a beast of burden, an automobile, an airplane, a bicycle, a wheelchair, etc. Instances of #$ControllingATransporter include the individual actions which are involved in controlling the direction and speed of a #$transporter, e.g., such actions as pressing buttons, moving levers, depressing pedals, and pulling reins. Elements of #$ControllingATransporter are not the gross actual movement, trajectory etc. of the transporter, and thus not elements of #$TransportationEvent. Of course a successful #$ControllingATransporter event will generally mean that there was some successful #$TransportationEvent too! I.e., if you successfully control the direction and speed of a car for a while, then presumably there was a transportation event in which that car transported you somewhere. And the various sub-events of the #$ControllingATransporter event can also be considered sub-events of that #$TransportationEvent --- in fact, the entire #$ControllingATransporter event can be considered a sub-event of that #$TransportationEvent.
guid: bd588fc1-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$HandlingADevice  
#$TransportWithMotorizedLandVehicle   transport with motorized land vehicle
A collection of transportation events; a subset of #$ControllingATransporter. An instance of #$TransportWithMotorizedLandVehicle is a transportation event that takes place on land using a motorized vehicle as the transporter. Examples include instances of the collections #$OffRoadMotorcycleRiding and some of the various #$TransportViaFns.
guid: c0fe07f5-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$ControllingAPhysicalDevice  #$TransportInvolvingADriver  
#$PoweringADevice   powering
A collection of events; a subset of #$HandlingADevice. An instance of #$PoweringADevice is an event in which a human or non-human animal #$Agent (or set of them) uses a device which is designed to transform some repetitive muscular motion into useful work, namely into providing the power for some device to function. E.g., a #$Rowing event is such an event, and causes (provides the power for) the device (the rowboat) to move. The same for #$PedalingABicycle . The same for pulling a covered wagon (in which case a team of horses may be providing the power.)
guid: bd58e992-9c29-11b1-9dad-c379636f7270
direct instance of: #$TemporalStuffType #$DefaultDisjointScriptType
direct specialization of: #$HandlingADevice  
#$DeviceDamageAttribute   device damage attribute
A collection of attributes. An instance of #$DeviceDamageAttribute represents a set of symptoms of device breakage -- attributes unlikely to be found in a working device. Some elements of #$DeviceDamageAttribute are: #$Torn, #$Bent, #$Burnt, and #$Fractured.
guid: bd589b50-9c29-11b1-9dad-c379636f7270
direct instance of: #$AttributeType
direct specialization of: #$AttributeValue  
#$DeviceStartingARun   starting
A collection of events. An instance of #$DeviceStartingARun is an event in which some device begins its normal cycle of processes, e.g., an instance of #$AirplaneTakeOff. This is often --- but not always --- the same thing as a device going from the #$DeviceOff state to the #$DeviceOn state --- e.g., the airplane was `on' for many minutes before it took off. One could also define the collection dead-start-to-finish-airplane-flight, which would not start with an #$AirplaneTakeOff but rather with a true turning-on of power to the airplane, or even with the pre-ignition check of the aircraft and boarding of the crew.
guid: bd58c7fc-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType
direct specialization of: #$DeviceRunning  
#$DeviceFinishingARun   device finishing a run
A collection of events. An instance of #$DeviceFinishingARun is an event in which some device finishes its normal cycle of processes, e.g., an instance of #$AirplaneLanding. This is often --- but not always --- the same thing as a device going from the #$DeviceOn state to the #$DeviceOff state --- e.g., the airplane stays `on' for many minutes before it took off. One could also define the collection dead-start-to-finish-airplane-flight, which would not end with an #$AirplaneLanding but with a true turning-off of the airplane, or even with the exiting of the last crewmember and the post-flight maintenance check of the aircraft.
guid: bd58c7c0-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$DeviceRunning  
#$SingleCompleteRunOfADevice   run cycles
A collection of events. An instance of #$SingleCompleteRunOfADevice is an event in which some device goes through exactly one complete cycle of the processes it normally executes. In essence, the device starts up, runs for awhile (maybe executing a more complex series of steps), then stops. The collection #$SingleCompleteRunOfADevice does not include random #$timeSlices of a device running, but only events which represent a whole cycle. For example, an instance of #$CompleteRunOfAnEngine in which my Honda Civic runs through the action of all four pistons of its mighty engine, is a #$SingleCompleteRunOfADevice. So is an instance of (#$TransportViaFn #$Airplane) Of course the engine will carry out many full cycles in the course of its lifetime, in fact even in the course of a single second; and the airplane will carry out many flights in the course of its lifetime, in fact even in the course of a single day perhaps.
guid: bd58c780-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalObjectType
direct specialization of: #$DeviceRunning  
#$DeviceRunning   running (physical event)
A collection of events. An instance of #$DeviceRunning is an event in which some device is running. This collection includes events which are complete cycles of a device's normal function (see #$SingleCompleteRunOfADevice) as well as random time slices (#$timeSlices) of them running. Examples include instances of the collections #$AirplaneTakeOff, #$SkateBoarding, #$OffRoadMotorcycleRiding, etc. Some stranger examples --- which are not instances of #$SingleCompleteRunOfADevice --- include: all the the ignition phases of the firing of my Honda's engine during November of 1996; my TV when it was on and showing a commercial this year; my TV when it was on and I was watching it this week.
guid: bd589045-9c29-11b1-9dad-c379636f7270
direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
direct specialization of: #$PhysicalEvent  
#$TransportViaFn   transport via fn
(#$TransportViaFn OBJ-TYPE) denotes a subcollection of #$TransportationEvent. In each instance of this collection there is an instance of OBJ-TYPE that is a #$transporter. See also the more general #$ConveyViaFn, particularly for conveyors which do not necessarily undergo translation while they convey things (e.g. pipelines, chair lifts, conveyor belts).
guid: bf7b4cac-9c29-11b1-9dad-c379636f7270
direct instance of: #$UnaryFunction #$CollectionDenotingFunction #$ReifiableFunction #$Individual
#$DeviceRunningPartFn   device running part fn
#$DeviceRunningPartFn is a Cyc function and, more specifically, an #$IndividualDenotingFunction. It is used to represent the particular instance of #$DeviceRunning which is associated with a particular transportation event. (#$DeviceRunningPartFn TRANS) takes as its argument the #$TransportViaFn TRANS and returns an event (a #$subEvents of TRANS) which represents the functioning of the #$transporter in that #$Event.
guid: c10ada7b-9c29-11b1-9dad-c379636f7270
direct instance of: #$ReifiableFunction #$IndividualDenotingFunction #$UnaryFunction #$Individual

Predicates


#$decodingDeviceType   decoding device type
This predicate is used to specify the type of device needed for decoding information contained in a particular kind of encoding scheme. (#$decodingDeviceType SCHEME DEV-TYP) means that DEV-TYP is the type of device required to decode the information encoded with encoding scheme SCHEME. For example, a telephone is the kind of device needed to decode audio information sent over telephone lines. A cable TV box is the device type needed to decode cable TV signals. And so on. See also #$EncodingSchemeType.
guid: bd58cef2-9c29-11b1-9dad-c379636f7270
direct instance of: #$BinaryPredicate
#$deviceControlledBy   device controlled by
(#$deviceControlledBy DEV CONTROL) means that CONTROL is a #$ControlDevice that controls #$PhysicalDevice DEV. Most of the time, the controls will be #$physicalParts of the device. However there are some notable exceptions -- one's TV remote control, for example -- which control a device but are not #$physicalParts of that device.
guid: bd5cbb65-9c29-11b1-9dad-c379636f7270
direct instance of: #$AsymmetricBinaryPredicate
#$instrument-Generic   instrument (actor slot)
The predicate #$instrument-Generic is used to link a particular event to any of the objects which play an instrumental role in it. (#$instrument-Generic EVENT OBJECT) means that OBJECT plays an intermediate causal role in EVENT, facilitating the occurrence of EVENT, and serving some purpose of some #$Agent. This can happen in at least two ways: either the `doer' of EVENT acts on OBJECT, which in turn acts on something else (as when someone uses a hammer to pound in a nail) or the `doer' of EVENT acts on something, making it possible for OBJECT to act on that thing (as when someone puts wet clothes out in the sun to dry). Typically, an #$instrument-Generic is not significantly altered by playing that role in an event. #$deviceUsed is an important specialization of #$instrument-Generic.
guid: bd5d4eb3-9c29-11b1-9dad-c379636f7270
direct instance of: #$IndividualLevelPredicate #$ActorSlot
direct specialization of: #$actors #$instrumentalRole
#$deviceUsed   device used (actor slot)
The predicate #$deviceUsed relates an event to a device used in that event. (#$deviceUsed EVENT OBJECT) means that the #$PhysicalDevice OBJECT plays an instrumental role in the #$Event EVENT (see the more generalized predicate #$instrument-Generic), OBJECT is intentionally used in EVENT, and standardly (for example, in the #$HumanActivitiesMt) OBJECT's role in EVENT is consistent with the object's #$primaryFunction.
guid: bd5d0531-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorSlot
direct specialization of: #$instrument-Generic
#$hasInterfaceDevices   has interface devices
This predicate identifies a particular interface device that is linked to a particular computer. (#$hasInterfaceDevices COMPUTER INTERFACE) means that INTERFACE is a #$ComputerInterfaceDevice for the #$Computer COMPUTER. E.g., this predicate holds between my desktop PC and the mouse that's connected to it, the monitor that's connected to it, the keyboard that's connected to it, etc.
guid: bd58bb61-9c29-11b1-9dad-c379636f7270
direct instance of: #$AntiSymmetricBinaryPredicate #$PhysicalPartPredicate
#$energySource   energy source (binary role predicate)
This predicate is used to identify a particular source of energy used in a particular event. (#$energySource EVENT ENERGYSOURCE) means that ENERGYSOURCE provides (some of) the energy used in EVENT. ENERGYSOURCE might be a battery, the sun, a person, etc.
guid: bd58ea4e-9c29-11b1-9dad-c379636f7270
direct instance of: #$IndividualLevelPredicate #$BinaryRolePredicate #$AsymmetricBinaryPredicate
direct specialization of: #$temporallyIntersects
#$objectControlled   controlled object
This predicate is used to indicate that a particular object is being controlled in a particular event. (#$objectControlled EVENT OBJ) means that the object OBJ is being controlled in the #$Event EVENT. Note: #$objectControlled does not assume or require physical contact between controller and object controlled.
guid: bd58bdb0-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorSlot
direct specialization of: #$objectActedOn
#$objectActedOn   affected object (actor slot)
The predicate #$objectActedOn is used to relate an event to an entity or entities significantly affected in that event. The entity or entities in question must exist before the event, but may be either destroyed in the event (see the more specific predicate #$inputsDestroyed), or merely affected by it (for example, see the more specific predicates #$damages and #$objectOfStateChange). (#$objectActedOn EVENT OBJECT) means that OBJECT is altered or affected in EVENT, and the change that OBJECT undergoes is central or focal to understanding EVENT. Thus, scissors are _not_ an #$objectActedOn in a #$HairCuttingEvent. The focal change in a haircut is hair getting shorter; thus, hair is a legitimate #$objectActedOn in a #$HairCuttingEvent. The almost microscopic dulling that scissors undergo in a single haircut is a comparatively insignificant change with respect to a single haircut, considered as a #$HairCuttingEvent.
guid: bd58bae6-9c29-11b1-9dad-c379636f7270
direct instance of: #$IndividualLevelPredicate #$ActorSlot
direct specialization of: #$preActors #$patient-GenericDirect
#$vehicle   vehicle (actor slot)
(#$vehicle EVENT VEHICLE) means that VEHICLE is a #$TransportationDevice-Vehicle which is both the #$providerOfMotiveForce and the #$transporter in EVENT. If an object is a #$TransportationDevice-Vehicle and plays the role of #$transporter in some moving event, then it generally will play the role of #$vehicle in that event. Examples: a car plays the role of #$vehicle in driving. Note, however, that a bicycle does not play the role of #$vehicle in bike riding since it is not a provider of motive force. A borderline non-example is someone sitting in their car while it's being pulled by a towtruck; their car is not playing the role of #$vehicle in that event.
guid: bd58a883-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorSlot
direct specialization of: #$deviceUsed #$transporter #$providerOfMotiveForce
#$stuffUsed   stuff used
The predicate #$stuffUsed relates an event to some tangible substance which facilitates that event. (#$stuffUsed EVENT STUFF) means that STUFF is a portion of an instance of #$ExistingStuffType which plays an instrumental role in EVENT. STUFF may or may not be consumed in the course of EVENT. Examples: portions of #$Water are #$stuffUsed in instances of #$WashingDishes, #$WashingHair, #$WashingClothesInAMachine, etc.; portions of #$EdibleOil are #$stuffUsed in some instances of #$Frying food and #$BakingBread.
guid: bd58cadc-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorSlot
direct specialization of: #$instrument-Generic
#$transporter   transporter (actor slot)
(#$transporter MOVE OBJ) means that OBJ enables or facilitates the conveyance of the #$transportees in the #$TransportationEvent MOVE. OBJ is an #$objectMoving in MOVE that moves along with the #$transportees. OBJ will generally hold, support, contain, pull, or push the #$transportees throughout the MOVE #$Event. OBJ may or may not be the #$providerOfMotiveForce in the event MOVE. If OBJ stays with each #$primaryObjectMoving from the #$fromLocation to the #$toLocation, moving along the same trajectory, then it is also a #$primaryObjectMoving. If OBJ facilitates the motion of the #$primaryObjectMoving but does not itself engage in translational motion it is merely the conveyor of the action, and the role #$conveyor-Stationary should be asserted. If it is unclear whether the conveyor is stationary or not, the role #$conveyor-Generic is used. Specializations of the role #$transporter should be used when possible: although automobiles are #$transporters in many events, they should normally have the more specific role designation of #$vehicle because they are also #$SelfPoweredDevices. When a car is being towed by a towtruck, the car is just a #$transporter of any of its contents while the towtruck is the #$vehicle of that event. An additional role designation for some #$transporters -- those which are #$PhysicalDevices -- is #$deviceUsed; e.g., the use of crutches in hobbling or ice skates in skating. See the #$comment on #$TransportationEvent. Note that an organism may be a #$transportees in a #$Bicycle riding or #$Skating event as well as being the #$providerOfMotiveForce in such cases.
guid: bd58c1d8-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorSlot
direct specialization of: #$conveyor-Generic #$objectMoving
#$transportees   transportee (actor slot)
The predicate #$transportees relates a translational motion event to the object(s) transported by a separate object, i.e. a distinctly separate other participant in the event. (#$transportees MOVE OBJ) means that some #$conveyor-Generic facilitates the conveyance of OBJ in MOVE. For example, in a dumptruck driving event, the dirt in the back of the truck is a #$transportees. Any humans in the truck cab (or truck bed) during the trip are also #$transportees; however, a more precise role designation for humans riding in the truck would be either #$passengers or (for the driver) #$driverActor. Borderline positive example #$transportees include the clothes worn by a person walking, or a horseshoe worn by a horse walking. A negative exemplar of a #$transportees is the ear of the person walking. This is because #$transporters do not transport their parts when they move. In other words, #$transporters only transport separate objects. #$translatesFromTo on the other hand, does apply to parts of #$transportees. Note also that parts of #$transportees are not necessarily #$transportees themselves. See also the comments on #$TransportationEvent and #$transporter.
guid: bd58ae94-9c29-11b1-9dad-c379636f7270
direct instance of: #$ActorSlot
direct specialization of: #$primaryObjectMoving #$objectActedOn
#$driverActor   driver (actor slot)
(#$driverActor DRIVE DRIVER) means that DRIVER controls (see #$ControllingATransporter) the #$transporter in DRIVE. DRIVER steers the wheel, grasps the tiller, controls the throttle, the reins, the brakes, etc., of the #$transporter, e.g., a boat, train, windsurfer, mule, plane, horse and carriage, spaceship, sled, etc. DRIVER is not a #$passengers in DRIVE. Because #$transporter and #$transportees are disjoint and #$driverActor has #$transportees as a #$genlPreds, DRIVER is distinct from the value on #$transporter. Thus a person walking while carrying a watermelon would not be a #$driverActor in their own walking. DRIVER is usually in #$SittingPosture during DRIVE. For any given instant of DRIVE there is exactly one DRIVER. Until we have more extensive vocabulary, #$transportees is the most specific we can be about events in which multiple drivers share driving responsibility throughout the event or if there is a pilot/co-pilot combination.
guid: bd58bf45-9c29-11b1-9dad-c379636f7270
direct instance of: #$AgentiveRole
direct specialization of: #$crewMember #$performedBy #$transportees


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