The Drammar Ontology provides basic concepts and properties for semantic annotations of story-based media.
Vincenzo Lombardo Rossana Damiano Mario Cataldi Antonio Lieto Antonio Pizzo
Drammar Ontology
Creator
A second property with the same name as this property has been declared in the dcterms: namespace (http://purl.org/dc/terms/). See the Introduction to the document "DCMI Metadata Terms" (http://dublincore.org/documents/dcmi-terms/) for an explanation.
An entity primarily responsible for making the resource.
Examples of a Creator include a person, an organization, or a service. Typically, the name of a Creator should be used to indicate the entity.
Date
A point or period of time associated with an event in the lifecycle of the resource.
Date may be used to express temporal information at any level of granularity. Recommended best practice is to use an encoding scheme, such as the W3CDTF profile of ISO 8601 [W3CDTF].
Description
An account of the resource.
Description may include but is not limited to: an abstract, a table of contents, a graphical representation, or a free-text account of the resource.
Title
A name given to the resource.
This is an abstract property that collects all the object properties having Agent (or its subclasses AgentInPlan and AgentInUnit) as DOMAIN. This class has no inference value, but only is useful as an organizational principle.
Inverse of isOLElementOf. Connects the ordered list to its elements.
The schema (SituationSchema) describes, i.e. provides a template, for processes and states (Dynamics).
Generic property that has as domain some specific class (e.g. AgentInUnit, ActionInPlan), that restricts some more generic class according to its relation to some other class (e.g., Agent restricted to Unit, Action restricted to a single Plan, respectively), and as range the generic class that is restricted (e.g. Agent and Action, respectively). It is useful to catch some relation that goes beyond the subclass relation. In particular, the property connects the two individuals, e.g. the individual ActionInPlan and the individual Action. It collects, as subproperties, all the properties that link concrete entities and dynamics (so called, InUnit, e.g. AgentInUnit) and the abstract entities and dynamics (e.g., Agent).
Property that connects the concrete AgentInUnit, featured in some Unit, with the abstract notion of Agent.
Property that connects the concrete ObjectInUnit, featured in some Unit, with the abstract notion of Object.
Property that connects the concrete IncidentInUnit, contained in some Unit, with the abstract notion of Process (then described by a ProcessSchema).
Property of an Agent, who FEELS an Emotion (a mental state with a emotional type and, in the future, an appraisal of event, object, agent, ... according to OCC or other theories). WARNING: We are assuming that, together with Units (that represent a segment of the timeline of incidents) and Plans (that represent actions to be committed when some pre-conditions are holding), in the future we need a structure for the emotional state of the agent. When such a structure S is conceived, we will create the subclass AgentInS that is the class the FEELS emotions.
Inverse of precedes. Sequential order in an ordered list.
Property that connects a structural element (e.g. of the class OLE) with the data contained in it. Range is not defined; it is defined for each specific structure element.
Quality of an entity (DramaEndurant) In particular: Object_type This property provides a URI, in YAGOSUMO or in Wordnet, or a custom string that defines the class of some object. E.g., object individual PinkOctopus in Oktapodi is of Object_type "octopus" in Yago. Environment_periodOfYear Epoch of some environment. E.g. summer, january, Easter. Can be a URI or forced custom string. This is why Range is empty. Environment_location Can be "exterior" or "interior". From a fixed menu. Environment_timeOfDay Can be "dawn" "morning" "afternoon" "evening" "night". From a fixed menu. Environment_type The type of an envrironment. E.g.: forest, kitchen, office, ... . It can be custom string or URI. This is why Range is empty. Environment_epoch Epoch of some environment. E.g. 20th century, 1710's, 50's. Can be a URI or forced custom string. This is why Range is empty.
Filler is the property that connects a Role of a Frame with the entity that fills that Role. The Filler can be almost anything, but not really Thing ... this is why Range is not specified. Implementationally, we have put: AgentInUnit, ObjectInUnit. EnvironmentInUnit, State, ActionInUnit, EventInUnit, ... TO BE UPDATED ...
An Agent property is to have goals. Goal is sovraplan (since many plan can achieve a goal), so it is the range of an Agent property. It is specialized into - hasGoalInPlan, the property that connects an AgentInPlan to a Goal, meaning that the AgentInPlan has that goal in the plan and - hasGoalInUnit, the property that connects an AgentInUnit to a Goal, meaning that the AgentInUnit has that goal in the unit. UTILITY All these three properties are inferrable from other facts in the ontology: 1. hasGoal is inferrable from the facts that (A) the Goal is (property) isAchievedBy a Plan and (B) the Plan is (property) intendedBy an AgentInPlan, (C) who (property) featuresAgent an Agent. ALSO isGoalOf is inferrable, of course. 2. hasGoalInPlan is inferrable from the facts that (A) the Agent (property) hasGoal a Goal and (B) the AgentInPlan (property) featuresAgent that Agent. 3. hasGoalInUnit is inferrable from the facts that (A) the Agent (property) hasGoal a Goal and (B) the AgentInUnit (property) featuresAgent that Agent. GUIDELINE Annotator MUST ONLY annotate - isAchievedBy - intendedBy - featuresAgent CAVEAT Although all above is true, we can decide that through the interface we annotate hasGoal directly, without any SWRL reasoning.
Property that connects all the states that are effects of a plan.
Property that connect all the states that are preconditions of a plan.
Connects a schema (ruled by a Frame) with each Role of the schema.
Property of DramaSet class. It is the standard Inclusion over sets.
Property that connects the plan with the unit that ends its mapping on the timeline.
Property that connects the plan with the unit that initiates its mapping on the timeline.
Each agent has its values and such values must be (state_Status) true.
This symmetric property overtly marks the conflicts over goals, actually DramaGoalOfDramaCharacterInUnit.
Intends has domain AgentInPlan and range Plan. Plans can be sovra-unit, as well as the Goal, but Goal can also be sovra-plan. So, hasGoal has domain Agent, while intentes has domain AgentInPlan.
This is a generic property that groups all the inverse properties ... these properties are not annotated directly, but are inferred by the reasoning system immediately after the annotation of the direct property. E.g. achieves is INVERSE of isAchievedBy isGoalOf is INVERSE of hasGoal
This property connects a goal (GoalOfAgentInUnit) with the action that achieves it (ActionInUnit). It could be the instatntiation of a generic obtainedThrough between a Goal and a Process (to be specified).
Inverse of describes, this property connects a Dynamics (Process or State) with the SituationSchema that describes it.
This is the property that connects a process with a particular state, called a done state, that holds whether the process has terminated.
Connects the element of an ordered list to the ordered list.
Property of an AgentInPlan, who BELIEVES a Belief (a mental state with a propositional content). BELIEVES = KNOWS. Beliefs are preconditions and effects of plans.
propositionalContent links a PropositionalAttitude schema (being it a BeliefSchema or a GoalSchema) to the its content (a factual state or process), that is the Process or State that is the actual content of the belief or the goal. Ex.: Belief (Ophelia believes PC) - propositionalContent - FactualState (PC = Hamlet is in the room) Ex.: Goal (Ophelia wants PC) - propositionalContent - FactualProcess (PC = Ophelia returns the gifts)
Property of Unit, connecting all of its participants, specialized for agents and objects. This property should be inferred for individuals through the presence of an incident inside a unit. In particular, the unit has Entity E if E is the filler of a Role of a ProcessSchema that describes an incident of the unit. GUIDELINE The annotator should not annotate this property, because he/she annotates the subproperties.
This property links a unit with the goals that are active in the unit; that is, some Agent that performs in the unit hasGoal one of these goals. This property is inferred for individuals through the mapping between plans and timeline by matching actions and incidents. In particular, the unit has a goal G when an Agent intends a plan (achieving G) such that one of its actions is mapped to some incident in the unit. GUIDELINE The annotator does not annotate this property.
Boolean property: - true, if the value is at stake; - false, if the value is balanced.
Boolean property for Intentionality of processes.
This datatype property represents the type of schema for some construct. In particular, framenet is the magic word for the schemata extracted from Framenet.
Type of the goal: one of the strings "Achievement" "Maintainance" "Perform" "Query"
The status of an object (e.g., open, closed). Can be custom string or URI to some external commonsense ontology.
Two possible resources: Framenet OR Verbnet
It provides the type of some filler of a role, internal to Drammar ontology. The range is one of the following strings: Action, Environment, Event, Agent, Object, Goal, State of affairs, Belief, Value, Emotion.
Role_framenetRoleID ID of the role as stated by Framenet. It is the string returned through the access to Framenet. The string represent the ID of the Frame Element.
Type of the role as stated by Verbnet. It is the string returned through the access to Verbnet. This happens when the access to Framenet fails.
Boolean ... concerns the status of a state (state of affairs, goal, belief ...).
Any tags freely added to a Unit. Range is string, actually a sequence of strings (tags) separated by commas.
String retrieved from the project database representing the id of the project
Personal comment, not constrained in topic
Personal comment related mostly to topic
Can be an Object Property, but it goes to an external class, DMO. So it is a a datatype Property to a URI.
Anything can convey a message. Standard cases: Signpost at a city entrance "Ciudad de Mexico"; Toothpaste brand name on the object toothpaste: "Colgate" A specific utterance in a communication action.
Any quality associated to anything. Can be a custom string or URI in some vocabulary. This is why Range is empty.
WNSense is valued to a URI in Wordnet via MultiWordnet. E.g. "partire" is "{v#01371248}".
It is one of the Quale ... so. domain is QualeClass Frame from Framenet selected by the annotator after having inserted an Original term, selected a sense in wordnet, selected a frame after the sense has been mapped to the possible frames through Mapnet. The value is the ID in Framenet. As Free description we insert the Name and Definition of the Frame in Framenet (actually the XML of the specific frame). WARNING!!! Currently, in the implementation, it is the string of the number of choice in the list of frames returned. E.g. "1"
The range is a concept in YagoSUMO. E.g. &%Speaking+, &%Arriving=, these two probably from SUMO; http://www.mpii.de/yago/resource/wordnet_bathing_100427853, probably from YAGO.
This is the string originally inserted for searching the URI in the external ontology. E.g. "parlare" "eleganza"
All these properties are data associated with classes. Labels are self-explaining (e.g. hasDMO domain is absolutely Unit) or have domain Thing. In non-obvious names, the domain class is in the prefix of the name (e.g. Environment_epoch).
Action is an intentional EventiveProcess. This means that the Action should be part of a Plan of an Agent. However, we have introduced an explicit boolean datatype property isIntentional, because it could that the annotators will use actions directly in the units. An action is an EventiveProcess with the property isIntentional that values TRUE. Actions are then subdivided into two classes that are defined with respect to the scope to which they are bound.
This schema establishes, through the value 'done' of the datatype property quale_schema that the representation of a Done state requires a Done schema. The Done schema is connected through a property isDoneStateOf with an EventiveProcess or the Plan that the Done state terminates. The schema practically works as a guideline.
Emotion schema features - an emotion type, which refers to an individual representing a reference for the OCC emotion type - a role 'feltTowards', a property that refers to the object of the emotion. A property 'feels' goes from the Agent to the emotion.
EventiveProcesses are those Processes that are bound to some structure, i.e. have a scope in the ontology. In Drammar, the DramaStructures that contain the EventiveProcesses are Units (subclasses of DramaSets) and Plans (subclasses of DramaLists). They are then subdivided through a further trait, that is whether the process is intentional (of an agent) or not (Action or UnintentionalEventiveProcess). This trait is defined through a specific Datatype property, of boolean type, called isIntentional. So, its subclasses are: - Action: with isIntentional property valued TRUE; - UnintentionalEventiveProcess: with isIntentional property valued FALSE. Same happens in parallel to the EventiveStates, although in that case the trait concerns the state schema.
EventiveState is the class of states that participate to some structure. In Drammar, these structures are UnitStates and PlanStates (subclasses of DramaSets). They are defined through further traits: next is whether the state is of an agent's mind, of the story world, or of some action aspect. This trait is defined through a specific StateSchema in the Description templates. So, its subclasses are: - DoneState (DN): some action has come at an end; - MentalState (MS): mental state of an agent; - StateOfAffairs (SOA): objective state of the story world. Same happens in parallel to the EventiveProcesses, although in that case the trait concerns agent's intentionality.
FactualProcesses are those Processes that are abstraction of EventiveProcesses. They are not bound to any structure and have DramaEndurant (not contextualized to any structure) as participants. They are employed as PropositionalContent of Beliefs and fillers of some roles.
FactualStates are those States that are abstraction of EventiveStates. They are not bound to any structure and have DramaEndurant (not contextualized to any structure) as participants. They are employed as PropositionalContent of Beliefs and fillers of roles.
MentalStates are EventiveStates that are attributed to the mind of an agent. There are four types of mental states: 1. Emotion 2. Belief 3. Goal 4. Value Belief and Goal are grouped under the class PropositionalAttitude, because they both concern some attitude of the agent toward a proposition (while emotions and values are different types of mental states). A MentalState is defined as an EventiveState that is described by a MentalSchema. The latter are to be specified as EmotionSchema, BeliefSchema, GoalSchema, ValueSchema.
StateofAffairs are states that concern the storyworld as a whole; they are described by a SOASchema, so a State-of-Affairs-Schema.
UnintentionalEventiveProcess is an unintentional EventiveProcess. So, an UnintentionalEventiveProcess is an EventiveProcess with the property isIntentional that values FALSE. UnintentionalEventiveProcess are then subdivided into two classes that are defined with respect to the scope to which they are bound.
Specialization of UnintentionalEventiveProcess contextualized to a Plan. This represents some unintentional process that is considered to be effective in a plan by the agent that intends the plan. It is a theoretically predicted class at the moment: no instances found yet in classical drama. But ...
ActionInPlan is the intentional action contextualized to a Plan. The class represents those entities that are the actions mentioned in a plan.
Specialization of Incident for intentional Incidents in a Unit. Intentionality is represented with a datatype property, boolean "isIntentional". It is really intentional when mapped to an ActionInPlan through a SWRL.
Derived from BDI literature Agents are those entities in drama, that potentially - have goals (object property hasGoal); - intend plans to achieve goals (op intends) - participate in actions with some role (op filler); If some Agent (e.g. Polonius) is involved in an action without being intentional (e.g., being the topic of a conversation), it remains classified as an Agent in Drammar, though it fills a different role in the frame (e.g., Topic of Conversation).
AgentInPlan Class of the agent who intends or commits to a plan. It is local to a plan. Since many plans can achieve the same goal, the class Agent hasGoal Goal, while the class AgentInPlan hasGoalInPlan Goal. AgentInPlan Feels an Emotion. For each AgentInPlan there is an Emotion e.g. Hamlet_P_H_Revenge feels Emo_Hamlet_P_H_Revenge The rationale is that in the world of drama all characters have emotions. we assume that all the agent in plan involved in the drama possess some deliberative capacity and some emotional attitude. Not for all the agents in plan we can define the type of emotion they feel. (technically the emotion type is achieved through a SWRL that tests the plan, so in some cases it could be not triggered) Conversely, in the world of the enacted action (Timeline) we assume that exist only the emotions appraised for the agent in unit when plans are mapped onto the timeline. That means that in the timeline exist only the emotions that can be described in a plan with an emotion type, therefore mapped onto the units in the timeline.
AgentInUnit Class of the agent within a unit. It is local to a Unit. It is the class in relation performerAgent with the Unit, in case the agent is a direct performer in the ActionInUnit. Formally, this means that they are roles in some ProcessSchema; however, this is not sufficient to be a performer (think of Polonius being he topic of a discussion), so such a property should be annotated explicitly. This is the case of Hamlet and Ophelia in the Unit17 of the Nunnery scene. Also an AgentInUnit can be a participantInUnit of a Unit: in this case, the agent is only mentioned for some reason in some action or event of the unit, but it is not performing in the unit. This is the case of Polonius.
A belief is what an agent knows or believes. In Drammar there is no distinction between knowing and believing, because reasoning concerns Agent motivations for acting rather than the relationship between single agent knowledge and shared knowledge. A belief has as scope a PlanState, that is precondition or effect of a Plan. Mapping SWRL project a belief onto some UnitState.
This class contains all the patterns that depend on linguistic schemata. A pattern is useful to keep the Drammar representation of elements aligned with other shared ontologies and favor interoperability. In Drammar, situation schemata and roles depend on patterns imported from other ontologies. Situation schema provides the pattern for the description of incidents and states; Role provides the pattern for the role fillers in a frame instantiation.
Done is a state that focus on the termination of a process, being it a single action or a plan. It is a class described by a special schema, of the form: DoneSchema --- Done state individual with property action_done restricted to the action individual.
DramaEndurant, aka Entity - Class from DOLCE Entities of a drama: Agent, Object, Environment. They are involved in actions and states. The tripartite distinction is derived from the drama literature, where - Agents that intentionally perform actions; - Scene Objects involved in the actions; - Environments where such actions occur. Please, note that entities classified in a way can be used in different ways. For example: 1. If some Environment (e.g., the room in which the nunnery scene occurs) is involved in an action as a role (e.g., is the thing painted), it remains classified as an environment in Drammar, though it fills a different role in the frame (e.g., of painting). 2. If some Agent (e.g. Polonius) is involved in an action without being intentional (e.g. is the topic of a conversation), it remains classified as an Agent in Drammar, though it fills a different role in the frame (e.g., Topic of Conversation).
DramaEntity Class of all the dramatic entities, that is of all the entities that are peculiar to drama. Its sisters are classes that are not peculiar to drama, but concern templates, external references and abstract data structures from computer science.
The DramaGoal is a Goal in conflict with another Goal in a Scene. This means that the two Plans that achieve the two goals are in the Scene.
Sequences in drama: timeline: sequence of units plan: sequence of plans or a single action.
DramaPerdurant, aka Dynamics,- Class from DOLCE Class of elements of Drama that describe the story evolution, i.e. Processes and States related to a unit. Roughly, this class bridges to the concept of Perdurant in upper ontologies, externally to Drammar. However, in the context of Drammar we do not limit to bridging, but create a drama class because the individuals of this class describe the story advancement in terms of incidents and states holding between incidents (grouped in units). Notice that Process and State are not defined classes because there are no clues for doing it in Drammar. Previously, we proposed a definition based on ProcessSchema and StateSchema, but such categories are not split in Framenet, the knowledge source of our schemata.
Class of the structures of the story, i.e. structures composed of several elements: timelines and story states, plans and plan states. DramaLists are ordered sequences: - Timeline (sequence of Units) - Plan (sequence of subplans or a single action) DramaSets are sets: - Unit (set of incidents, actions - ActionInUnit - and events - EventInUnit) - StoryState (set of PlanStates) - PlanState (set of states) - UnitState (set of states)
DramaUnit Class of the units that have a dramatic goal.
Emotion is the class of emotions felt by an agent in a scene. The Scene is the scope of emotions: a scene is a set of several plans of several agents. The emotions refer to OCC emotion ontology (22 emotions types). Emotion type is an external resource.
This class includes individuals for all the emotion types referred by OCC theory. The individuals are bridge individuals to some external formal OCC-based knowledge source, which does not exist yet. These individuals could also be a bridge to some commonsense ontology, such as YagoSumo for Values, but it would be different from the adoption of the OCC theory, as committed in Drammar.
This is a class that provides the service of accumulating all the quale datatype properties that refer to external ontologies. Its subclasses are useful in grouping, but do not represent specific issues in support.
A Goal is achieved by a single Plan; though in principle several plans can achieve the same Goal, in Drammar a Goal is bound to a single Plan. Goal isGoalOf of an Agent. Goal has a propositional content that is - a process in the case of perform goal PG (Hamlet wants to ask Ophelia ...) - a state in the case of - achievement (Hamlet wants Ophelia goes to a nunnery) - maintenance (Hamlet wants Claudius (keeps) believing Hamlet is mad) - query (Hamlet wants to know whether Ophelia is honest) In these various cases the propositional content is different: - Perform Goal - PC: ActionInPlan - AG - PC: State, embedded in one Belief, with status false or Process, embedded in Belief, with accomplishment false - MG - PC: State or Process, embedded in Belief, with status/accomplishment true - Query Goal - PC: depends on query; e.g.: - Y/N question: the boolean status of a state (currently implemented as a State with status TRUE) - Wh question: the filler of a role in some state or process (currently not implemented) These are guidelines for writing the plans correctly.
WARNING: THIS CURRENTLY IS A PLACEHOLDER! This class collects all the schemata that license the behavior of the Mental states (NIY). In particular, they can be: 1. Beliefs: AGENTINPLAN believes BELIEF hasPropositionalContent exactly 1 FACT (NIY) 2. Goal: AGENT hasGoal GOAL hasPropositionalContent exactly 1 FACT (NIY) 3. Emotion: AGENT feels EMOTION feltTowards exactly 1 FACT or AGENT or OBJECT (NIY) 4. Value: AGENT hasValue VALUEOFAGENT featuresValue VALUE (NIY) CURRENTLY, ALL THESE SCHEMATA ARE REALIZED DIRECTLY IN THE ONTOLOGY.
OrderedListElement for Actions ... to be inserted in an OrderedList ... such as, e.g., Plan
Object Class of entities (endurant) that participates into Perdurants, but without intentions. This class is disjoint from Agents (Disjoint property).
Class of the elements of the ordered lists, such as timeline, augmented timeline, plan.
Plan Plan is an OrderedList intended by an Agent to achieve some Goal. Plan OLE's can be ActionInPlan or States. Plans are assumed to be instantiated plans, and so are directly mapped onto incidents through the equality relation. Contains sequence of actions, states and plans (recursively). Plans can be Base or Recursive; this type is set through a datatype property. Example of a Base plan: P_H_007: Bel ActionInPlan Bel Example of a Recursive plan P_H_01_1: Bel P_H_007 P_O_008_1 Bel
PlanState Set of the states that are preconditions or effects (object properties) of a plan, respectively.
Process represents the DYNAMIC class of the Perdurant. Its subclasses will be obtained by the dichotomy FACTUAL / EVENTIVE. This dichotomy stems from the philosophical distinction between EVENTS, that occur "hic et nunc", so bound to some spatio-temporal structure; FACTS, that are abstraction of EVENTS. In Drammar, these abstract processes and states, called FactualProcess and FactualState, have the following behavior: - ARE propositional content of mental states or fillers of roles - ARE NOT in pre-conditions or effects in plan-states or in unit-states - ARE NOT in unit or in plans Process IS A BRIDGE CLASS: Process is the class that bridges to the concept of Process in upper ontologies, externally to Drammar. Consider that such resources are not of linguistic type. The ProcessSchema, in fact, drives the behavior of the process inside a plan or a unit, and consists of 1. Wordnet sense 2. Frame from Framenet or Verbnet 3. Roles played by participants in such frame Process, on the contrary, connects the Process in Drammar to external ontologies concerning the concept itself. For example, constraints on the process. In the action of asking, it is assumed that Speaker and Addressee are connected through some communication medium, e.g. co-presence in a room, at the telephone ... .
Role provides the pattern for the role fillers in a frame instantiation, that occurs in SituationSchema, for processes and states.
The linguistic schema for State. It is guided from the Framenet frame.
Scene is a super plan structure that provides a scope for drama facts that result from the combination of several plans. Motivated originally by the appraisal of emotions that result from the application of multiple plans over the same situation, it can be useful in other occasions. Stay tuned!!! E.g. Emotion Reproach SWRL IF - there exist two agents Xp and Yp (AgentInPlan), each intending a plan (Px and Py respectively), which respectively include in the effect states the same value, NOT balanced by X because Px FAILS (Accomplished FALSE) and PUT at-stake by Y through its plan Py, and - there exists a scene, that features the same two agents (AgentInScene) Xs and Ys, Xs featuring Xp and Ys featuring Yp, and the agent Xs feels an unset emotion, and the scene has as member the SEPlans SEPx and SEPy, and SEPx hasData Px and SEPy hasData Py then: - the AgentInScene Xs feels REPROACH towards the AgentInScene Ys
Situation schema provides the pattern for the description of incidents and states. It derives from the Event pattern in DOLCE (for Process schemata and SOA schemata) and from some specific patterns for Mental States and Done states. The schema works as a hub for the roles involved and the schema pattern itself. The informationabout the schema is recorded in the datatype properties. In particular, we annotated: - the frame ID in Framenet - the role ID, for each frame element, in Framenet.
State represents the STATIC class of the Perdurant. Its subclasses will be obtained by the dichotomy FACTUAL / EVENTIVE. State IS A BRIDGE CLASS: State is the class that bridges to the concept of State in upper ontologies, externally to Drammar. A State has the data property of State_status, which is a boolean (true/false) representing the fact that the state really holds or not.
Timeline This is the class that represent the story incidents grouped in units. It is a subclass of OrderedList. OrderedList is a well known pattern with a published ontology; OrderedListElement OLE are envelopes for units. All the OLE of a Timeline are in precedes/follows relation.
Specialization of UnintentionalEventiveProcess for unintentional Incidents in a Unit. For example: a man that falls asleep.
Unit Class of the segments in which a story is subdivided, as defined by theoreticians. Units are the elements of the Timeline.
UnitState UniState is the class of set of states that hold immediately before or after a Unit. EventiveState within a UnitState are mapped from PlanStates, once the EventiveProcessInPlan have been mapped to EventiveProcessInUnit. A UnitState results from the accumulation of all the PlanState associated to the plans that span some Unit.
VALUE Value is the class of the values that are relevant for some agent in the story. If there is an individual of the Class Value, then the state 'such individual is a Value of this Agent' holds. e.g. the individual Ophelia_Honesty of the class Value connected to the property HasValue to the Agent Ophelia, means that Honesty is a Value of Ophelia. The rationale behind this is that for modern and contemporary drama values are of an individual, not universal. So, honesty for Hamlet is different from the honesty value for Ophelia, although they share the same External Reference individual. VALUE OF AGENT AT STAKE The Value can be balanced or AtStake. In Drammar, the subclass ValueOfAgentAtStake represents both balanced and at stake values, with the data property atStake that can be true (Value at stake) or false (Value balanced). The rationale for having the subclass is that the same value of agent can be both at stake and balanced in the same drama.
Thing collects both general classes (DescriptionTemplate and StructureElement) and specific classes (all under DramaEntity).
Get thee to a nunnery why wouldst thou be a breeder of sinners? I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me I am very proud, revengeful, ambitious; with more offences at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us. Go thy ways to a nunnery.
Hamlet recommend Ophelia to go to the nunnery
This schema establishes, through its datatype property freeDescription that The property that connects an Agent with a Belief state is knows. So, it practically works as a guideline.
Hamlet believes the court of Elsinor is corrupted.
Hamlet believes Ophelia go to a nunnery.
The termination of Hamlet advising Ophelia to go to the Nunnery.
Hamlet wants that Ophelia goes to the Nunnery
Hamlet achieves his revenge for his father's assassination.
Hamlet wants to avenge his father's death.
This goal has no schema because it is underspecified.
Hamlet recommending Ophelia to go to a nunnery.
The nunnery where Hamlet advice Ophelia to go to
Hamlet asks to Ophelia 'Where is your Father?'
Hamlet discovers that Claudius is guilty
Hamlet recommends Ophelia to go to a nunnery.
Hamlet advising Ophelia to go to a nunnery.
Hamlet describes the corruption of Elsinore and invites Ophelia to go to a nunnery.
Hamlet asks to Ophelia "Where is your Father?"
The action where Ophelia lies about Polonius' location.
Hamlet believes that Ophelia believes Polonius is in the Room.
Hamlet believes/knows his father was killed by Claudius
Hamlet doesn't believe/know whether his father was killed by Claudius
Hamlet believe that the ghost is not the soul of his father.
Hamlet believes that the ghost is the soul of his father.
Hamlet believes/knows that The death of Hamlet's Father is avenged
Hamlet doesn't believe/know that the death of Hamlet's Father is avenged
Hamlet does not believe that Ophelia has the value of Honesty.
Hamlet believes/knows that Polonius is in the Room.
Hamlet believes/knows Polonius is in the Room.
Ophelia believes Hamlet believes Polonius is at home.
Ophelia believes/knows Polonius is in the Room.
Hamlet has asked rethorically Ophelia 'Where is your father?'.
The termination of the action Hamlet asking rhetorically Ophelia about Polonius' location.
This is the state of affairs (actually the subclass Accomplishment) that holds when the plan P_H_007 terminates. Actually, its name derives from the incident that is accomplished (in its propositional content - relation accomplishedIncident).
The accomplishement of plan Ophelia tells the truth to Hamlet about Polonius' location
The accomplishment of plan Ophelia tells the truth to Hamlet about Polonius' location
Schema found at the 1st wordnet sense of "chiedere" in both CADMOS interface and wordnet From Framenet entry: name="Questioning" ID="40" The words in this frame have to do with a Speaker asking an Addressee a question which calls for a reply (as opposed to making a request which calls for an action on the part of the Addressee). All the Core Frame Elements to be visualized in the CADMOS interface: The person asking a question generally occurs as the External Argument of verb and noun targets: Pat <t>quizzed</t> me about where I had been. Pat's <t>question</t> surprised me. <semType name="Sentient" ID="5"/> The Addressee is most frequently the NP Object of a target verb. However, with the verb inquire , Addressee can only occur as an of -PP and with a noun target, Addressee occurs in a PP Complement or as a possessive : Pat <t>questioned</t> me about where I had been. "Do you often come here?" Kim <t>inquired</t> of the person sitting next to her . My <t>question</t> to you is straightforward. Kim's <t>interrogation</t> by the police was long. <semType name="Sentient" ID="5"/> The Message, or content of the question, usually takes the form of a direct quote or an embedded question with a verb target: "What are you doing?" Kim <t>inquired</t>. Kim <t>inquired</t> what I was doing . With noun targets, Message is not common (as Topic occurs more frequently). However, Message does occur in a PP Complement with the noun question : The answer to your <t>question</t> of how the company makes money is simply that it doesn't. <semType name="Message" ID="56"/> Topic occurs very frequently in this frame with both noun and verb targets. It generally occurs as a PP Complement: Pat <t>inquired</t> about train times . Pat's <t>inquiry</t> about train times fell on deaf ears.
Schema found at the 11th wordnet sense of "mentire" in both CADMOS interface and 2nd sense in multiwordnet A Speaker communicates about a Topic in such a way as to mislead an Addressee , either by telling outright lies or by presenting a message in a misleading form. The person who uses language in the written or spoken modality to convey a deceptive Message to the Addressee. Politicians do nothing but <m>tell</m> <t>lies</t> about money. <semType name="Sentient" ID="5"/> The person that receives a Message from the Speaker. You're <t>kidding</t> me ! Satan <t>lies</t> to everyone, including himself . <semType name="Sentient" ID="5"/> Topic is the entity to which the proposition or propositions relate, that they are about. You <t>deceived</t> me about the location of the diamonds .
Schema found at the 14th wordnet sense of "stare" An Agent supports their body in a particular Location . The LUs of the frame convey which body part is the Point_of_contact where the Agent is supported, what orientation the body is in, and some overall arrangement of the limbs (especially the legs) and the torso. He <t>knelt</t> down Location , hand on heart . The Agent is the individual whose body is in a particular posture. The Agent FE is generally expressed as the external argument of verbs: Kim was <t>kneeling</t> by the window. <semType name="Sentient" ID="5"/> A description of the position of the Agent . The Location of the Agent is frequently expressed and generally occurs as a PP Complement: Kim was <t>kneeling</t> by the window . <semType name="Location" ID="54"/>
n#07258194 father, male_parent, begetter
{n#07291392} girlfriend, girl, lady friend
ExtRef_king
{n#04949838} message, content, subject_matter, substance
Hamlet wants to ask to Ophelia about Polonius' Location
Hamlet wants to understand Claudio's fault
Hamlet wants to learn if Ophelia is truly honest
Ophelia wants to lie to Hamlet about Polonius' Location
Hamlet discovers Claudius' fellony and avenges his Father
Hamlet discovers that Claudius has killed the King, his father.
Ophelia answers at Hamlet "At Home, my Lord"
Ophelia answers at Hamlet 'At Home, my Lord'
The line 'Where is your father?' QUESTA DESCRIZIONE E' SBAGLIATA IN TEORIA QUI SI INTENDE L'INSIEME DI TUTTI I MESSAGGI DI AMLETO
PROBLEMA: QUALE PIANO PRECEDE O SEGUE? BISOGNA FARE UN ALTRO PIANO?
Hamlet's father killed by Claudius in Plan Hamlet's Revenge
PS = Process Schema A_ask_01 is the Action P_H_007 is the Plan of the Action Asking is the frame involved
PState_Pre_P_H_Revenge
Hamlet asking rethorically Ophelia about Polonius' location.
Hamlet intend to ask rhetorically Ophelia about Polonius' location
Hamlet intends to test Ophelia for honesty
Hamlet intends to avenge his Father's Assassination.
This is the overall main plan of Hamlet as stated in Polti situation 4 A1 Revenge
Hamlet intends to send Ophelia to the nunnery
Hamlet want to know if Claudius is his father's murderer
Hamlet intends to Unmask Claudio's fault
Hamlet intends to Unmask the murder of his father
Ophelia intends to lie about Polonius' location
Ophelia tells the truth to Hamlet about Polonius' location
Ophelia intends to tell the truth to Hamlet about Polonius' location
One of the roles of the Schema for the state of affairs STA_01. The Agent.
Claudio nel ruolo dell'assassino nell'avvelenamento di Amleto_Padre
One of the roles of the Schema for the state of affairs STA_01. The Location.
Il veleno nel ruolo del mezzo che ha avvelenato il padre di Amleto
Il padre di Amleto nel ruolo della vittima avvelenato da Claudio
Room in the Elsinore Castle where Hamlet meets Ophelia
The death of Hamlet's Father is not avenged
Polonius is in the Room Lurking at the Nunnery Scene
What currently happens in the CADMOS interface: stare/131/posture Agent(Polonius) Location(NunneryRoom)
Claudius is dead because of Because Hamlet killed him
Claudius is alive before Hamlet kills him
This is the State schema for the state SOA_sta_01. - the frame ID is 18 - the role ID, for each frame element: Agent: 81,
Hamlet tests Ophelia with the question about her father
unitHasGoal properties is a shortcut. Not to be annotated manually, but inferred through SWRL rules. unitHasAgent properties is a shortcut, again! VEDI SOPRA!
Rights
Information about rights held in and over the resource.
Typically, rights information includes a statement about various property rights associated with the resource, including intellectual property rights.
has item
An item of a slot in an ordered list.
stable
Format
Examples of dimensions include size and duration. Recommended best practice is to use a controlled vocabulary such as the list of Internet Media Types [MIME].
The file format, physical medium, or dimensions of the resource.
Coverage
Spatial topic and spatial applicability may be a named place or a location specified by its geographic coordinates. Temporal topic may be a named period, date, or date range. A jurisdiction may be a named administrative entity or a geographic place to which the resource applies. Recommended best practice is to use a controlled vocabulary such as the Thesaurus of Geographic Names [TGN]. Where appropriate, named places or time periods can be used in preference to numeric identifiers such as sets of coordinates or date ranges.
The spatial or temporal topic of the resource, the spatial applicability of the resource, or the jurisdiction under which the resource is relevant.
Subject
The topic of the resource.
Typically, the subject will be represented using keywords, key phrases, or classification codes. Recommended best practice is to use a controlled vocabulary. To describe the spatial or temporal topic of the resource, use the Coverage element.
Contributor
An entity responsible for making contributions to the resource.
Examples of a Contributor include a person, an organization, or a service. Typically, the name of a Contributor should be used to indicate the entity.
Language
A language of the resource.
Recommended best practice is to use a controlled vocabulary such as RFC 4646 [RFC4646].
Identifier
An unambiguous reference to the resource within a given context.
Recommended best practice is to identify the resource by means of a string conforming to a formal identification system.
Type
Recommended best practice is to use a controlled vocabulary such as the DCMI Type Vocabulary [DCMITYPE]. To describe the file format, physical medium, or dimensions of the resource, use the Format element.
The nature or genre of the resource.
Dublin Core Metadata Element Set, Version 1.1
Relation
A related resource.
Recommended best practice is to identify the related resource by means of a string conforming to a formal identification system.
Publisher
An entity responsible for making the resource available.
Examples of a Publisher include a person, an organization, or a service. Typically, the name of a Publisher should be used to indicate the entity.
Source
A related resource from which the described resource is derived.
The described resource may be derived from the related resource in whole or in part. Recommended best practice is to identify the related resource by means of a string conforming to a formal identification system.