Preferred Name | context event | |
Synonyms |
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Definitions |
Captures a change of state on a set of related Context.Objects through the effectuation of their behavior (Context.Methods) in a time frame. Context.Event model any kind of "happening" or "occurrence" among a set of Context.Objects in the time line of a Context.Scene (temporality). |
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ID |
https://w3id.org/BCI-ontology#Context.Event |
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change note |
Status: *STABLE* |
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definition |
Captures a change of state on a set of related Context.Objects through the effectuation of their behavior (Context.Methods) in a time frame. Context.Event model any kind of "happening" or "occurrence" among a set of Context.Objects in the time line of a Context.Scene (temporality). |
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describedby | ||
editorial note |
Regarding the alignment to DUL:Event: Below there are two groups of important notes and modeling considerations about its ontological implications: (*) Regarding its "ontological definition": (*) Defines a relationship to a time interval. Hence, it has an intrinsically temporal nature. (*) An event does not represent a capability from any object but a temporal object participation. (*) Architecturally speaking, it is natural to model sequences of related Context.Events: DUL:precedes/DUL:follows relations. (*) This ontology followed a modeling approach of participant-based classification of events. (*) Regarding "Causality": DUL:Event's definition refers to the "causality" nature of an event in two alternative set of views: (*) Aspectual views: "as a transition (something that has changed from a state to a different one)". (*) Intentionality views: "the causal analysis generates situations with different identities, according to what DUL:Description is taken for interpreting the DUL:Event". (...) "If intentionality is a criterion to classify events or not, this depends on if an ontology designer wants to consider causality as a relevant dimension for events' identity". The architectural description of events in a Context in this ontology fits the "Aspectual" view for the nature of causality: as a transition between states based on the Context.Methods of the Context.Objects. |
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example |
Some event types from the Gaming domain are: (*) PointerEnter (*) PointerExit (*) PointerDown (*) PointerUp (*) PointerClick (*) UpdateSelected (*) InitializePotentialDrag (*) BeginDrag (*) EndDrag |
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isDefinedBy | ||
modified |
2018-04-19T00:47:00 |
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note |
This class is intended to be the root of a class hierarchy. Domain-specific applications can extend this class hierarchy for their own purposes to describe any Context.Event entities. This class hierarchy includes the subclasses StimulusEvent, ActuationEvent, and Action. Captures a change of state on a set of related Context.Objects through the effectuation of their behavior (Context.Methods) in a time frame. Context.Event model any kind of "happening" or "occurrence" among a set of Context.Objects in the time line of a Context.Scene (temporality). Regarding the alignment to DUL:Event: Below there are two groups of important notes and modeling considerations about its ontological implications: (*) Regarding its "ontological definition": (*) Defines a relationship to a time interval. Hence, it has an intrinsically temporal nature. (*) An event does not represent a capability from any object but a temporal object participation. (*) Architecturally speaking, it is natural to model sequences of related Context.Events: DUL:precedes/DUL:follows relations. (*) This ontology followed a modeling approach of participant-based classification of events. (*) Regarding "Causality": DUL:Event's definition refers to the "causality" nature of an event in two alternative set of views: (*) Aspectual views: "as a transition (something that has changed from a state to a different one)". (*) Intentionality views: "the causal analysis generates situations with different identities, according to what DUL:Description is taken for interpreting the DUL:Event". (...) "If intentionality is a criterion to classify events or not, this depends on if an ontology designer wants to consider causality as a relevant dimension for events' identity". The architectural description of events in a Context in this ontology fits the "Aspectual" view for the nature of causality: as a transition between states based on the Context.Methods of the Context.Objects. Status: *STABLE* Some event types from the Gaming domain are: (*) PointerEnter (*) PointerExit (*) PointerDown (*) PointerUp (*) PointerClick (*) UpdateSelected (*) InitializePotentialDrag (*) BeginDrag (*) EndDrag |
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part |
Context |
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preferred label |
context event |
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prefixIRI |
bci:Context.Event |
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prefLabel |
context event |
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scope note |
This class is intended to be the root of a class hierarchy. Domain-specific applications can extend this class hierarchy for their own purposes to describe any Context.Event entities. This class hierarchy includes the subclasses StimulusEvent, ActuationEvent, and Action. |
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source |
[Unity] |
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StillImage |
Activity.png Context.png |
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title |
Context.Event |
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disjointWith | ||
subClassOf |