Actor
Vocabulary
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Last
Update: 12/13/02
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A few commonly used ActorSlots are
given below:
For a list of actor slots
hierarchically arranged see Actor Slot Hierarchy.
#$ActorSlot actor slots
A collection of binary predicates; a specialization
of #$Role. Each instance
of #$ActorSlot
relates some instance of #$Event to a temporal
thing involved in that event (here called a participant ,
although the thing in question might not be playing an
active role in the event). The first argument of every
instance of #$ActorSlot is
constrained to be an instance of some specialization of #$Event, and the second
argument is constrained to be an instance of some
specialization of #$SomethingExisting.
All instances of #$ActorSlot have #$actors as their
#$genlPreds, directly or indirectly, so that the actor slots
form a kind of hierarchy. Each specialized actor slot
indicates _how_ its participant participates in the event,
i.e., in what role (e.g., #$inputs, #$outputs, #$doneBy). Actor slots
are _not_ used to indicate the time of an event's
occurrence, external representations of the event, and other
more remotely related things that are not directly or
indirectly involved in the occurrence of the event. Time and
other quantities are relevant to events but are not
instances of #$SomethingExisting;
thus, they are related to events by some non-#$ActorSlot
predicate. Things which are remotely related to the event --
for instance, someone who is affected by the event but
doesn't exist when the event occurs -- may be related using
some instance of #$Role
that does not belong to #$ActorSlot, such as
#$affectedAgent. See also #$Role.
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direct instance of: #$PredicateCategory
#$AtemporalNecessarilyEssentialCollectionType
direct specialization of: #$BinaryRolePredicate
direct generalization of: #$AgentiveRole
#$ActorUseTypeSlot
Actor Slots Concerned With Agency Or Initiating An Event
#$doneBy doer (actor
slot) (role) (extensional representation predicate)
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
This predicate relates an event to its doer . (#$doneBy EVENT DOER)
means that DOER is the doer in the event EVENT: some
activity on the part of DOER causes or carries out EVENT.
This predicate is agnostic as to whether DOER does EVENT
intentionally or not. Note that DOER need not even be
animate or an agent; e.g. the event in which Mt. Vesuvius
erupted and buried Pompeii was #$doneBy Mt. Vesuvius.
See the specializations #$performedBy and
#$bodilyDoer
for cases in which the doer is, respectively, an #$Agent acting
deliberately and an #$Organism-Whole
behaving non-deliberately.
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direct instance of:
#$ActorSlot
direct specialization of:
#$preActors
#$performedBy performer
An #$AgentiveRole (q.v.) predicate that relates an
action (see #$Action) to an agent
(see #$Agent) who
performs it deliberately, i.e. intentionally and
volitionally. (#$performedBy ACT
DOER) means that DOER deliberately does ACT. For example, (#$performedBy
#$AssassinationOfPresidentLincoln #$JohnWilkesBooth) holds.
Note that an action can have multiple deliberate performers.
See also the generalizations #$deliberateActors
and #$doneBy.
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direct instance of: #$AgentiveRole
direct specialization of:
#$deliberateActors
#$doneBy
#$bodilyDoer bodily
doer (actor slot) (role) (extensional representation predicate)
The predicate #$bodilyDoer
relates an instance of #$PhysicalEvent to
an instance of #$Organism-Whole,
where the latter is a non-deliberate doer of the former (so
that the instance of #$Organism-Whole
acts without conscious intention or volition). (#$bodilyDoer EVENT
DOER) means that DOER does EVENT (i.e., DOER is not merely
subjected to EVENT by external forces), but DOER does EVENT
non-deliberately. Note that for certain kinds of actions --
for example, physical growth, peristalsis, and reflex
actions -- organisms are necessarily merely #$bodilyDoers. For
other actions, such as breathing, flinching, or shouting, an
organism commonly (but not necessarily) acts as a #$bodilyDoer,
although some cases of such events may be deliberately
performed by (see the predicate #$performedBy) the
doer. Note: an organism which dies of natural causes (#$Dying) is the #$bodilyDoer of
that event, because of the internal processes the body
performs during #$Dying. Also, in
certain #$PhysiologicalConditions,
including an #$AilmentCondition
(such as #$DiabetesMellitus) or a healing process, organisms
are considered to be #$bodilyDoers
because their own bodily processes are creating or
sustaining those conditions. An organism killed by an
external agent, however, is just the #$bodilyActedOn
(q.v.) in that event; therefore, instances of #$Killing-Biological
should use #$bodilyActedOn
to refer to the organism killed.
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direct instance of: #$IndividualLevelPredicate #$ActorSlot
direct specialization of:
#$nonDeliberateActors
#$doneBy
Actor Slots Concerned With Objects Acted On Or Changed In An Event
#$objectActedOn affected object
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.
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direct instance of: #$IndividualLevelPredicate #$ActorSlot
direct specialization of:
#$preActors
#$objectOfStateChange object
of state change (actor predicate describing the
actor's fate) (actor slot) (role)
The predicate #$objectOfStateChange
is used to identify an object undergoing a change of state
in an instance of #$IntrinsicStateChangeEvent.
(#$objectOfStateChange
EVENT OBJECT) means that the #$PartiallyTangible
OBJECT undergoes some kind of intrinsic change of state
(such as a change in one of its physical properties) in the
#$IntrinsicStateChangeEvent
EVENT. OBJECT exists before EVENT, is directly involved in
EVENT, and persists after EVENT (accordingly, this predicate
has as #$genlPreds both #$preActors and #$postActors). The
change which OBJECT undergoes is internal or intrinsic; this
predicate is not used for extrinsic changes, such as changes
in location, orientation, ownership, or status. Note that if
OBJECT were destroyed by EVENT and went out of existence in
the course of EVENT, then the right predicate to use would
be #$inputsDestroyed,
rather than #$objectOfStateChange.
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direct instance of: #$ActorUseTypeSlot
#$IndividualLevelPredicate
direct specialization of:
#$postActors #$objectActedOn
#$bodilyActedOn agent
physically acted on
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The predicate #$bodilyActedOn
is used to describe an event in which a living organism is
acted on by some external agency. (#$bodilyActedOn
EVENT ORG) means that ORG is a living organism (i.e., an #$Organism-Whole)
that is being affected in EVENT. ORG itself may be
intentionally participating in EVENT (e.g., a person
voluntarily getting a haircut) or not (e.g., an animal hit
by a car). Either way, the organism ORG is not an active
primary `doer' of EVENT. This predicate is appropriately
used to identify actors who undergo (instances of) #$DrugTherapy
or #$IncurringAnInjury.
Note an important contrast with #$bodilyDoer
(q.v.): #$bodilyActedOn
is for events that merely happen to the body, as opposed to
actions the body does. Because the body of an organism is an
active `doer' in its instances of #$PhysiologicalCondition,
including any #$InjuryCondition (which is the physical
process of a body sustaining an injury and responding by
healing or deteriorating), an organism is related to events
of those kinds with #$bodilyDoer rather
than #$bodilyActedOn.
By contrast, organisms involved in instances of #$DrugTherapy
(which refers to the effect of a drug on the patient) or #$IncurringAnInjury
(which refers to the event in which an organism gets
injured, rather than the process of its being in an injured
and hopefully healing state) should be related to events of
those types with #$bodilyActedOn.
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direct instance of:
#$ActorSlot
direct specialization of:
#$objectActedOn
Actor Slots Concerned With Objects Created Or Destroyed In
An Event
#$inputsDestroyed thing destroyed
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The predicate #$inputsDestroyed
is used to relate a particular event to the items which are
destroyed by it. (#$inputsDestroyed
EVENT OBJECT) means that OBJECT exists before EVENT, is
affected by EVENT, and due to that involvement, the entity
ENTITY such that (#$entitySubAbstractions
OBJECT ENTITY) ends its existence as an #$Entity sometime during
EVENT. (As does the OBJECT as its present instantiation of
#$SomethingExisting.)
For instance, suppose (#$inputsDestroyed
AppleEatingEvent001 RedApple001), then the
SomethingExisting, RedApple001 is destroyed in the event
and, as importantly, so is the apple entity of which the red
apple is a subabstraction. OBJECT may or may not be a #$deliberateActors
in EVENT.
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direct instance of:
#$ActorSlot
direct specialization of: #$damages #$inputs
#$outputsCreated output created
An #$ActorSlot that
relates #$CreationEvents
to things -- tangible objects or other enduring things (see
#$SomethingExisting)
-- created by those events. (#$outputsCreated
EVENT OBJECT) means that OBJECT doesn't exist before EVENT
but comes into existence sometime during EVENT, as a result
of EVENT. #$outputsCreated
is a specialization of #$nonDeliberateActors,
since it would in general be impossible for OBJECT to act
deliberately in its own creation.
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direct instance of: #$IndividualLevelPredicate #$ActorSlot
direct specialization of: #$eventResults #$overlapsStart
#$nonDeliberateActors
#$outputs
#$inputs input (actor
slot) (role) (extensional representation predicate)
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
This predicate is an #$ActorSlot that
relates a given event to an object or material that is used
in that event and thereby either used up (i.e. destroyed) or
incorporated into another object. (#$inputs EVENT OBJECT)
means that OBJECT is a pre-existing participant in (see #$preActors) the #$CreationOrDestructionEvent
EVENT which, during and due to EVENT, is either destroyed
(see #$inputsDestroyed)
or incorporated into a new entity (see #$inputsCommitted).
For example, the pigments used to paint the Mona Lisa were
#$inputs to
Leonardo's painting process; however, his brushes were not
#$inputs, even
though they were changed a little by it. In general, in
instances of #$Manufacturing,
materials or objects are inputs if they find their way into
the product manufactured or if they are destroyed in the
manufacturing process (e.g. the coke used in manufacturing steel).
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direct instance of:
#$ActorSlot
direct specialization of:
#$objectActedOn
#$outputs output
This predicate relates a particular creation or
destruction event to any of its outputs . (#$outputs EVENT
OBJECT) means that OBJECT is an output of EVENT. That is,
OBJECT is either created/produced as a result of EVENT (see
the specializations #$outputsCreated,
#$products, #$byProducts)
or something left after another thing was destroyed in EVENT
(see the specialization #$outputsRemaining).
For example, silicon chips are both #$outputsCreated
in and #$products of a
chip manufacturing process, while a hunk of scrap metal is
an #$outputsRemaining
after a car is put through a crusher. When appropriate,
instead of using #$outputs, use one of
its specializations (of which those mentioned above are the nearest).
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direct instance of:
#$ActorSlot
direct specialization of:
#$postActors
#$inputsCommitted input
incorporated into the end result
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The predicate #$inputsCommitted
is used when some #$inputs to a
particular event is incorporated into some #$outputs of that
event, but remains recognizable rather than being destroyed.
(#$inputsCommitted
EVENT OBJECT) means that OBJECT exists before EVENT and
continues to exist afterwards, and as a result of EVENT,
OBJECT becomes incorporated into something created during
EVENT. Once incorporated into the output of EVENT, OBJECT
can't be independently incorporated in any other creation
event. For example, bricks that are used to build a wall
continue to exist as bricks once the wall has been built.
While a part of the wall, a brick cannot be used as an
independent input in another creation event. (See also #$outputsCreated.)
Note: there is a grey area between #$inputsCommitted
and #$inputsDestroyed;
the less possible it is to take apart the relevant #$outputs of EVENT and
get OBJECT back as an independent thing, the more likely it
is that the relationship between EVENT and OBJECT should be
#$inputsDestroyed,
rather than #$inputsCommitted.
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direct instance of:
#$ActorSlot
direct specialization of:
#$inputs #$postActors #$commitsForFutureUses
#$outputsRemaining output
remaining afterwards
**GAFs NOT REVIEWED**
This predicate relates physical destruction events
to surviving parts of the things destroyed in those events.
(#$outputsRemaining
EVENT OBJECT) means that OBJECT persists after EVENT, and
that it existed before EVENT as an identifiable part of one
of the things destroyed during EVENT (see #$inputsDestroyed).
Examples: (1) when a sheet of plywood is sawn through, the
original board is destroyed and the remaining-outputs are
the two smaller plywood pieces; (2) when a mixture undergoes
a #$FiltrationProcess,
the mixture itself is destroyed, while both the material
that was in suspension (see #$suspendedPart)
and the fluid it was suspended in (see #$suspendingFluid)
are remaining-outputs.
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direct instance of:
#$ActorSlot
direct specialization of:
#$preActors #$outputs
Actor Slots Concerned With Facilitating Objects Or Stuff
#$instrument-Generic instrument
(actor slot) (role) (extensional representation predicate)
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.
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direct instance of: #$IndividualLevelPredicate #$ActorSlot
direct specialization of:
#$actors
#$instrumentalRole
#$deviceUsed device used
The predicate #$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.
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direct instance of:
#$ActorSlot
direct specialization of:
#$instrument-Generic
#$stuffUsed stuff used
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The predicate #$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 #$BakingBread.
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direct instance of:
#$ActorSlot
direct specialization of:
#$instrument-Generic
#$DecidingWhichInstrumentPredicateToUse deciding
which instrument predicate to use
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
Which instrument predicate you use depends on what
level of generality you wish your statement to apply at. One
help is to look at the argument types of each instrument
predicate and decide. Do you want it to apply to every #$PartiallyTangible
which is an instrument? Then use #$instrument-Generic
since #$PartiallyTangible
is its #$arg2Isa. Are
you writing a rule which really only applies to #$PhysicalDevices?
Then use #$deviceUsed.
But be careful! When you use a more specific predicate such
as #$deviceUsed
it may have special extra conditions in its definition aside
from the #$PhysicalDevice
#$arg2Isa
constraint. Also if your first stab at the rule involves #$deviceUsed
in the antecedent, see if it applies more generally to #$instrument-Generic.
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direct instance of:
#$SharedNote #$Individual
Actor Slots Concerned With Motion And Location
#$eventOccursAt location
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The predicate #$eventOccursAt
relates a particular event to the instance of
#$SpatialThing-Localized in which it occurs. (#$eventOccursAt
EVENT PT) means that the spatial extent of EVENT is within
PT. For example, (#$eventOccursAt
LomaPrietaEarthquake SanFranciscoBayArea). Use the predicate
#$eventPartiallyOccursAt to relate an event to any instance
of #$SpatialThing-Localized in which some sub-event of it occurs.
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direct instance of: #$IndividualLevelPredicate #$ActorSlot
direct specialization of: #$eventPartiallyOccursAt
#$eventOccursNear
#$preActors
#$objectMoving moving
object (actor slot) (role) (extensional
representation predicate)
The predicate #$objectMoving
relates movement events to the object or objects moving in
those events. (#$objectMoving
MOVE OBJECT) means that OBJECT is in motion at some point
during the #$MovementEvent
MOVE and is either the primary object moving (see the
predicate #$primaryObjectMoving) in MOVE or the primary
object moving in some sub-event (see the predicate #$subEvents) of MOVE.
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direct instance of:
#$ActorSlot
direct specialization of:
#$transferredThing
#$transportees transportee
The predicate #$transportees
relates a translational motion event to the object(s)
transported in that event. (#$transportees
MOVE OBJ) means that some conveyance (see the predicate
#$conveyor-Generic) transports OBJ in MOVE. The conveyance
in question can either move along with OBJ in MOVE or remain
stationary during MOVE. The conveyance in question is
separate from OBJ (that is, OBJ is not a part of the conveyance).
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direct instance of:
#$ActorSlot
direct specialization of: #$primaryObjectMoving #$objectActedOn
#$toLocation destination
(actor slot) (role) (extensional representation predicate)
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The predicate #$toLocation is
used to indicate the ending point of a particular movement.
(#$toLocation MOVE
LOC) means that LOC is where the #$objectMoving in
MOVE (a #$Movement-TranslationEvent)
is found when the event MOVE ends; the final location of the
#$objectMoving in
that event is LOC. The #$objectMoving
may or may not be #$Stationary at LOC. If MOVE is a
single-pathway translation (see #$Translation-SingleTrajectory),
then every #$objectMoving in
it is found at LOC when MOVE ends. If MOVE has multiple
movers and multiple pathways (see #$Translation-MultiTrajectory),
then at least some of the #$objectMoving(s) can be found at
LOC at the end of MOVE. If MOVE is a fluid flow (see #$Translation-Flow),
then at least some portion of the fluid #$objectMoving
can be found at location LOC at the end of MOVE. See also #$motionPathway-Complete,
#$pathConnects.
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direct instance of:
#$ActorSlot
direct specialization of: #$to-Generic #$postActors
#$fromLocation origin
**GAFs NOT REVIEWED**
This predicate is used to indicate the starting
point of a particular movement from one place to another. (#$fromLocation
MOVE LOC) means that LOC is where some salient moving-object
(see #$objectMoving)
in the #$Translocation
MOVE is found at the beginning of MOVE and is where it
begins this motion. This moving-object might or might not be
#$Stationary at LOC at the beginning of MOVE. If MOVE is a
single-pathway translation (see #$Translation-SingleTrajectory),
then each of its salient moving-objects is found at LOC when
MOVE starts. If MOVE has multiple movers and multiple
pathways (see #$Translation-MultiTrajectory),
then at least some of the moving-objects can be found at LOC
when MOVE starts. If MOVE is a flow (such as a river
flowing, a wind blowing, a tornado, a typhoon, some clouds
moving, or air filling your lungs when you take a breath;
see #$Translation-Flow),
then at least some portion of the fluid moving-object can be
found at LOC when MOVE starts. See also #$motionPathway-Complete
and #$pathConnects.
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direct instance of:
#$ActorSlot
direct specialization of:
#$preActors
#$from-Generic
#$motionPathway-Complete path
cospatial with the path of motion
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
This predicate can be used to indicate that the
trajectory or trajectories travelled by one or more objects
during a movement event follow some spatial path throughout
the entire movement. More formally, if MOVE is an instance
of #$Translation-SingleTrajectory,
(#$motionPathway-Complete
MOVE PATH) means that the instance PATH of #$Path-Spatial
contains the entire instance of #$Trajectory
along which the objects moving (see #$objectMoving)
travel in MOVE. Note that there can be at most one #$motionPathway-Complete
in this case. If MOVE is an instance of #$Translation-MultiTrajectory,
(#$motionPathway-Complete
MOVE PATH) means that the instance PATH of #$Path-Spatial
contains the entire instance of #$Trajectory
along which at least one of the objects moving in MOVE
travels. In this case, more than one #$motionPathway-Complete
may exist. (Note that the instance of #$Traversal
determined by the #$trajectory-Complete
need not occupy the whole length of PATH.) To explain this
predicate somewhat differently, any #$motionPathway-Complete
of an instance of #$Movement-TranslationEvent
connects the starting and stopping points (the #$fromLocation
and #$toLocation) of
the whole trajectory of at least one object in the movement
event (See also #$pathConnects).
Note that PATH may be a marked or unmarked instance of #$Path-Spatial.
See also #$trajectoryPassesThrough
and #$motionPathway-Partial.
You can use #$trajectoryPassesThrough
to state that an object passes through a particular location
on the object's trajectory.
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direct instance of:
#$ActorSlot
direct specialization of: #$genericPathway-Complete
#$motionPathway-Partial
#$motionPathway-Partial path
overlapping the path of motion
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
This predicate can be used to indicate one of the
paths followed in some movement event. More formally, (#$motionPathway-Partial
MOVE PATH) means that the instance MOVE of #$Movement-TranslationEvent
has a trajectory (see #$trajectory-Complete)
with a sub-trajectory in common with some #$subPaths
of the instance PATH of #$Path-Spatial.
For example, if a certain trip to Dallas from Austin is via
highway I-35, this does not imply either that the whole
journey is along I-35 (it also may be along driveways and
side streets), or that it is along all of I-35 (which would
take you from the Mexican border all the way to the Canadian
border). A part of the journey is along a part of I-35.
Contrast this predicate with #$motionPathway-Complete,
which indicates the relation between a movement MOVE and an
instance of #$Path-Spatial
followed throughout all of MOVE.
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direct instance of:
#$ActorSlot
direct specialization of: #$genericPathway-Partial
Some Very General Actor Slots
#$actors actor (actor
slot) (role) (extensional representation predicate)
**GAFs NOT REVIEWED**
The most general instance of #$ActorSlot (q.v.):
all other actor slots are specializations of this predicate.
Thus #$actors is a
broad relation that holds between a given event and any
contemporary existing thing (see #$SomethingExisting)
that is meaningfully involved in the event. (#$actors EVENT ACTOR)
means that ACTOR is somehow saliently (directly or
indirectly) involved in EVENT during EVENT. An object's
merely being cotemporal (see #$cotemporal) with
an event is obviously not sufficient for being an actor in
it, nor is participating (however centrally) in a
representation or re-enactment of the event. But note that
being an actor in the sense is _not_ restricted to things
that play active (as opposed to passive or instrumental)
roles in a given event.
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direct instance of:
#$ActorSlot
direct specialization of:
#$temporallyIntersects
#$constituentInSituation
#$preActors pre-existing
actor (actor slot) (role) (extensional
representation predicate)
An #$ActorSlot (q.v.)
that relates an event to those of its participants that
pre-exist it. (#$preActors EVENT
OBJECT) means that OBJECT is a participant (see #$actors) in EVENT and
that OBJECT exists before EVENT begins. Note that OBJECT
also exists during at least part of EVENT (as #$actors generalizes to
#$temporallyIntersects).
#$preActors
is a very general actor-slot, subsuming #$doneBy, #$objectActedOn,
#$objectMoving,
and many others.
guid: bd60ca59-9c29-11b1-9dad-c379636f7270
direct instance of:
#$ActorSlot
direct specialization of:
#$startsAfterStartingOf
#$actors
#$postActors actor
remaining afterwards (actor slot) (role)
(extensional representation predicate)
The predicate #$postActors is
used to indicate that a participant in an event continues to
exist after that event is over. (#$postActors EVENT
OBJECT) means that OBJECT is a participant in EVENT (so that
(#$actors EVENT
OBJECT) also holds), and that OBJECT exists after EVENT
ends. #$postActors is a
very general instance of #$ActorSlot; it
subsumes #$outputsCreated,
#$transferredThing,
and many others.
guid: bd5e52a6-9c29-11b1-9dad-c379636f7270
direct instance of:
#$ActorSlot
direct specialization of:
#$actors
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