| Description |
This PSI-set formalizes Conceptual Graph Relations, taking as its definitive reference
John Sowa's June 2004 version of
Roles and Relations.
In XTM, these concepts are association role types. Each concept below is classified by a link to a PSI covering this usage. For PSIs denoting related types of associations, see the PSI Sets for CTM. |
|---|---|
| Publisher | Lexikos Corporation |
| Editor | Dan Corwin |
| Creator | See attributions, below and left |
| Language | http://www.topicmaps.org/xtm/1.0/language.xtm#en |
| Version | 2004 July 29 |
| Status | Released for usage |
| Published | 2004 June 9 |
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These definitions are intended to let users of this PSI set quickly and conveniently attach a precise meaning to the URLs at right. Most are original material for this on-line tutorial on Conceptual Graphs, from which we gratefully copied them on the publication date, by permission of their author, Ulrik Petersen. On its Home page can also be found an excellent on-line lecture by Henrik Schärfe explaining how these types may used to build conceptual models comparable to those of English paragraphs. To expose these relations further, Dan Corwin classified them, then added links to PSI pages redefining them as XTM role types. He also added the Amt, Matr, Med, and Strt definitions. All of these relations are analyzed further by John Sowa in Knowledge Representation -- Logical, Philosophical, and Computational Foundations, Brooks/Cole, Pacific Grove, CA. Page Copyright © 2004 Dan Corwin |
Prehension: Role; Has(Entity, Entity)The Has relation is a primitive relation (not defined). It is used to define all of the relations in this section. It can also be used by itself. For example: [Person: ]->(Has)->[Part: @2 [Leg] ] Component: Characteristic; Chrc(Entity,Entity)A type whose instances are properties of entities. E.g., [Rhino: Otto]->(Chrc)->[Color: Orange] Note how this contrasts with Attribute. The arc pointing away from Chrc must point to a concept which has a type whose instances are properties. For example, "Color" is a type, but not a property. Color's instances are properties, such as 'Orange' or 'Red'. The arc pointing away from an attribute (Attr), on the other hand, must point to a concept whose type is a property, e.g., Red. Thus Attr would not point to a concept of type Color, but only to concepts with types such as 'Red', 'Good', 'Wise', 'Intelligent', 'Bad', 'Immoral', etc. Component: Part; Part(Object,Object)An object which is a component/part of some other object. For example: [Body]->(Part)->[Leg] There is a very important distinction between an attribute and a part: Unlike an attribute, a part is capable of existing independently. For example, a wheel is capable of existing independently of the car of which it is a part. However, if the car is white, that is an attribute of the car, which cannot exist independently of the car: [Wheel: FrontLeftWheel]<-(Part)<-[Car: Alfred'sCar] [Car: Alfred'sCar]->(Attr)->[White] The relations above are super types of the Thematic Roles, which follow. Focus: Theme; Thme(Situation, Entity)A participant that may be moved, said, or experienced, but is not structurally changed. [Person: Alfred]<-(Agnt)<-[Drive]->(Thme)->[Car: Alfred'sCar] [Person: Juliet]<-(Agnt)<-[Say]->(Thme)->[Sentence: 'Ay me'] Focus: Result; Rslt(Process, Entity)An inanimate goal of an act. [Person: John]<-(Agnt)<-[Brew]->(Rslt)->[CupOfTea: #42] Focus: Patient; Ptnt(Process, Physical)A participant in a process that undergoes a change during the course of the process. [Knife]<-(Inst)<-[Stab]- Actor: Agent; Agnt(Act,Animate)An active animate entity that voluntarily initiates an act. For example: [Drive]->(Agnt)->[Person: Alfred] Actor: Effector; Efct(Entity,Entity)An active entity (animate or inanimate) that initiates an action, but without voluntary intention. [Good]<-(Attr)<-[Tree]<-(Efct)- Party: Experiencer; Expr(State, Animate)An animate entity who experiences a state. The state is often a verb of perception, such as 'see', 'hear', 'think', 'like', 'dislike', etc. [Romeo]<-(Expr)<-[Hear]->(Thme)->[Sentence: 'Ay me'] Party: Recipient; Rcpt(Act, Animate)An animate goal of an act. For example: [Person: Juliet]<-(Rcpt)<-[Give]- Party: Beneficiary; Benf(Act, Animate)A beneficiary is a recipient of some act. The beneficiary also derives a benefit from the successful completion of the act. [Present: {*}]<-(Thme)<-[Give]->(Benf)->[Person: Alfred]
Locus: Location; Loc(Physical, Physical)The place where something is or takes place. [Person: Prince]<-(Agnt)<-[Arrive]->(Loc)->[Location: Vault] Locus: Path; Path(Process,Place)A path describing a process. For example: [Salesman: #]<-(Agnt)<-[Travel]->(Path)->[City: {Frederikshavn, Aalborg, Aars}] Locus: Origin; Orgn(Process, Physical)A physical participant in a process which is the source or originator of the process. For example: [Act : Take]- [Appendix : #]<-(Thme)<-[Begin]->(Orgn)->[Page: 492] Locus: Destination; Dest(SpatialProcess, Physical)A goal of a process whose major tenet is that it is spatial (i.e., occurs in space). For example: [Person: Romeo]<-(Agnt)<-[Go]->(Dest)->[City: Mantua] Timing: PointInTime; PTim(Physical, Time)An essential participant of a temporal togetherness (nexus). For example: [Time: 5:13am]<-(PTim)<-[Situation: [Person: Romeo]<-(Agnt)<-[Leave]] Timing: Duration; Dur(State,Interval)The interval in which a state exists. For example: [Movie]<-(Thme)<-[Show]->(Dur)->[Interval: @120 min] Timing: Start; Strt(Entity,Time)A determinant source of a temporal nexus. For examples see Thematic Roles Timing: Completion; Cmpl(TemporalProcess, Physical)A goal of a completed process whose major tenet is that it takes place over time. This can, e.g., be a state or a situation. [Clothes]<-(Ptnt)<-[Process: Dry]->(Cmpl)->[State: Dry] Means: Instrument; Inst(Act, Entity)An instrument used in an act. The instrument is not changed by the activity. [Knife]<-(Inst)<-[Stab]- Means: Matter; Matr(Act,Substance)A resource that is changed by the event. For examples see Thematic Roles Means: Medium; Med(Transfer,Physical)A physical resource for transmitting information, such as the sound of speech or the electromagnetic signals that transmit data. For examples see Thematic Roles Correlative: Possession; Poss(Animate,Entity)An entity owned by some animate being. For example: [Car: *x]<-(Thme)<-[Drive]->(Agnt)- The relations below model Properties. Those above model parts of Situations. Property: Attribute; Attr(Object,Entity)An entity that is a property of some object. For example: [Rhino: Otto]->(Attr)->[Orange] Note how this contrasts with Characteristic. Property: Measure; Meas(Attribute, Quantity)A quantity used to describe an attribute. In English, the attribute will often be an adjective such as "clever", "fat", "long", "beautiful", etc. The quantity will either be a measure or a degree or the like. For example: [Person: John]->(Attr)->[Clever]->(Meas)->[Degree: #very] [Person: James]->(Attr)->[Tall]->(Meas)->[Measure: <187,cm>] Property: Amount; Amt(Characteristic,Quantity)A quantity used as a measure of some characteristic. The first argument of the Amt relation is a characteristic, which is usually expressed by a noun, such as length, height, weight, age, speed, or temperature. For examples see Roles & Relations Property: Manner; Manr(Process, Entity)An entity that is a property of some process. In English, we often use adverbs to describe manners, e.g., quickly, slowly, tentatively. For example: [Researcher: Alfred]<-(Agnt)<-[Suggest]- |