## Doing

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Last Update: 12/13/02
Copyright© 1996-2002. All rights reserved. See Terms of Usage.

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This page contains the most general Cyc vocabulary for representing actions, which includes collections and specialized predicates (#$ActorSlots) pertaining to actions.

### Action-Related Constants

#$Action actions

> The collection of #$Events (q.v.) that are carried out by some doer (see #$doneBy). Instances of #$Action include any event in which one or more actors effect some change in the (tangible or intangible) state of the world, typically by an expenditure of effort or energy. Note that it is not required that any tangible object be moved, changed, produced, or destroyed for an action to occur; the effects of an action might be intangible (such as a change in a bank balance or the intimidation of a subordinate). Note also that the doer of an action, though typically an #$Agent (q.v.), need not be (e.g. a falling rock that dents a car's roof). Depending upon the context, doers of actions might be animate or inanimate, conscious or nonconscious. For actions that are intentional, see #$PurposefulAction and #$performedBy.
> guid: bd58a841-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AnimalCapabilityType #$TemporalObjectType
> direct specialization of: #$Event
> direct generalization of: #$Synthesis-Generic #$ActionOnObject #$SingleDoerAction #$PurposefulAction #$InformationGathering #$Communicating #$AnimalActivity #$ChangingDeviceState #$HostileSocialAction #$LearnedActivity #$IBTGeneration #$ComputerActivity

#$ActionOnObject actions on an object

> A specialization of both #$Action and #$PhysicalEvent; the collection of physical events in which some doer acts on an object. Each instance of #$ActionOnObject is an action in which both the roles of #$doneBy and #$objectActedOn (qq.v.) are filled. Examples include someone typing on a keyboard and a tornado destroying a building. Non-examples include a person dancing and wind blowing.
> guid: c0e7f6ca-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$PhysicalEvent #$Action
> direct generalization of: #$AttackOnObject #$HandlingAnObject #$ConnectingTogether #$DistributionEvent #$CausingAnotherObjectsTranslationalMotion #$RemovingSomething #$CuttingSomething #$HarmingAnAgent #$InfluencingAnAgent #$TakingCareOfSomething

#$PurposefulMentalActivity purposeful mental activities **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A subcollection of #$StrictlyMentalEvent, i.e., those involving intentional mental activity on the part of at least one performer (see #$performedBy). Solving a math problem, planning an attack, performing a thought experiment are all examples of #$PurposefulMentalActivity. However, daydreaming or having undesired obsessive thoughts are not examples. A borderline example might be arriving at the solution to a math problem in one's sleep after intentionally working on the problem during the previous day.
> guid: c14de554-9c29-11b1-9dad-c379636f7270
> direct instance of: #$MammalCapabilityType #$TemporalObjectType
> direct specialization of: #$IntentionalMentalEvent #$PurposefulAction #$StrictlyMentalEvent

#$PurposefulAction intentional actions (actions performed by animals)

> A specialization of both #$Action and #$AtLeastPartiallyMentalEvent. Each instance of #$PurposefulAction is an action consciously, volitionally, and purposefully done by (see #$performedBy) at least one actor.
> guid: bd589e3f-9c29-11b1-9dad-c379636f7270
> direct instance of: #$TemporalObjectType
> direct specialization of: #$AtLeastPartiallyMentalEvent
> direct generalization of: #$Requesting-CommunicationAct #$LookingForAThingOrTypeOfThing #$EconomicAction #$ArrangingForSomething #$LawEnforcementActivity #$WorkingEvent #$Transaction #$HostileSocialAction #$GroupingObjects #$GroupTransfer #$PurposefulPhysicalAction #$PoliticalEvent #$PurposefulMentalActivity #$EndingAnAgreement #$AccessingAnIBT #$Paying #$SelectingSomething #$ContractNegotiation #$TakingSomething #$Ritual #$SocialGathering #$Research #$Competition #$Inform-CommunicationAct #$LocomotionEvent-Animal #$VisitingSomeone #$InfluencingAnAgent #$Evaluating #$AbandoningSomething #$Investigation #$SocialOccurrence #$MoneyTransfer #$CreatingAnArtifact

#$deliberateActors deliberate actor (actor slot) (role) (extensional representation predicate)

> (#$deliberateActors ACT ACTOR) means that the #$Agent ACTOR is conscious, volitional, and purposeful in the #$Event ACT. ACTOR is aware of acting in ACT, and chooses to play the role he/she/it does in ACT.
> guid: c0fd5f1c-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$preActors

#$nonDeliberateActors non-deliberate acter (actor slot) (role) (extensional representation predicate)

> (#$nonDeliberateActors ACT ACTOR) means that ACTOR plays some role in the #$Event ACT, but is not acting deliberately. For example, #$JohnKennedy was a #$nonDeliberateActors in his assassination, a person is a #$nonDeliberateActors in his/her own autonomic bodily functioning, and Mount #$Vesuvius-Volcano was a #$nonDeliberateActors in the event of its eruption that destroyed Pompeii. #$nonDeliberateActors is a negative specification of the role an actor has in an event; the role of particular #$nonDeliberateActors might be further specified positively, for example, with #$bodilyActedOn or #$bodilyDoer.
> guid: bd5e44f3-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$actors

#$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.
> guid: c0fd4798-9c29-11b1-9dad-c379636f7270
> 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 #$doneBy.
> guid: bd58a962-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AgentiveRole
> direct specialization of: #$deliberateActors #$doneBy

#$performedByPart performed by part **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$performedByPart ACT ORG) means that the #$Organization ORG is considered to be the performer of the #$Action ACT, though in fact only some subordinate part of ORG (i.e., a member or a sub-organization), rather than all of the organization, is directly involved in ACT. For example, (#$performedByPart OperationDesertStorm USArmy) since only certain divisions of the US Army participated in Operation Desert Storm.
> guid: bd58d5fc-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$performedBy

#$directingAgent director

> An instance of #$ActorSlot (q.v.) that is a specialization of #$deliberateActors and an inverse-specialization (see #$genlInverse) of #$controls. (#$directingAgent EVENT DIRECTOR) means that DIRECTOR deliberately controls or directs EVENT. AGENT might or might not perform EVENT directly. If an agent other than DIRECTOR performs (see #$performedBy) EVENT, then that performer's actions in EVENT are controlled by at least one of EVENT's directing agents. (In many cases, of course, EVENT will have only one director.) Non-performing directors typically control the actual performers by communicating instructions (or orders, commands, etc.) to them. For example, (#$directingAgent PSOBicentennialConcertOfBeethovensNinth WilliamSteinberg) holds, because Steinberg was the conductor of that concert; he directed the many other musicians who performed in that event. Other examples are (#$directingAgent MassacreAtMyLai LtWilliamCalley) and (#$directingAgent TateLaBiancaMurders CharlesManson).
> guid: bd589690-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AgentiveRole #$IndividualLevelPredicate
> direct specialization of: #$deliberateActors

#$assistingAgent assistant **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$assistingAgent ACT AGENT) means that AGENT is one of the agents assisting in the performance of ACT; AGENT itself may or may not also be performing ACT. AGENT is doing some tasks related to ACT but which are not directly #$subEvents of performing the main or focus action. Thus, `assisting' here means doing such supporting activities as fetching supplies or tools needed in ACT; helping to manipulate objects involved in ACT; gathering an audience, or booking the performer, if ACT is a public performance, and so forth.
> guid: c0fd5da3-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AgentiveRole
> direct specialization of: #$deliberateActors

#$providerOfMotiveForce provider of physical force

> (#$providerOfMotiveForce MOVE OBJ) means that the #$PartiallyTangible OBJ provides, through its expenditure of energy, a significant fraction of the physical force required to make the #$MovementEvent MOVE happen. For example, if MOVE is an instance of #$PedalingABicycle , OBJ will be the person who is operating the bike. Another example: if MOVE is a use of a belt sanding tool, then #$providerOfMotiveForce will relate MOVE to both the electric sander and the person operating the sander, since both the sander and the operator supply a significant fraction of the force required to make MOVE happen.
> guid: bd58d7fe-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$preActors

#$AttemptingFn attempt **GAFs NOT REVIEWED**

> A #$CollectionDenotingFunction from types of actions to collections of attempts to perform them. (#$AttemptingFn ACTION-TYPE) is the collection of all attempts to perform an ACTION-TYPE. For example, (#$AttemptingFn #$FollowingInstructions) is the collection of all attempts at following instructions, whether successful (and thus resulting an actual instruction-followings) or not.
> guid: c0175698-9c29-11b1-9dad-c379636f7270
> direct instance of: #$UnaryFunction #$CollectionDenotingFunction #$ReifiableFunction #$Individual

#$SingleDoerAction actions with only one performer

> A specialization of #$Action. Each instance of #$SingleDoerAction is an action which can have only one doer (see the predicate #$doneBy). Such actions may be intentional, but they need not be. Most bodily functions (e.g., the instances of #$Heartbeating or #$Bleeding) belong to specializations of #$SingleDoerAction, because the only doer of a normal bodily function is the body of a single agent. In order for a type of action (i.e., a specialization of #$Action) to be a specialization of #$SingleDoerAction, it must be inconsistent to assert, for any instance ACT of that type of action, both (#$doneBy ACT X) and (#$doneBy ACT Y), where X and Y are different. Notable specializations of #$SingleDoerAction include #$Sleeping, #$Dying, #$AnimalWalkingProcess, and #$WritingByHand.
> guid: c0fd4844-9c29-11b1-9dad-c379636f7270
> direct instance of: #$FirstOrderCollection
> direct specialization of: #$Action
> direct generalization of: #$Perceiving #$IncurringAnInjury #$Ambulation #$WritingByHand #$DigestionEvent #$DyingOfBLO #$BodyMovementEvent #$Starvation #$Ingesting #$AnimalWalkingProcess #$BodilyFunctionEvent #$WakingUpFromSleep #$GoingToSleep

#$BodilyFunctionEvent bodily function events

> A specialization of both #$AnimalActivity and #$PhysiologicalProcess. Each specialization of #$BodilyFunctionEvent is a type of action done by an animal that can be (and often is) done without the doer's conscious volition. Specializations of #$BodilyFunctionEvent include #$Breathing, #$Swallowing, and #$DigestionEvent. If an instance of #$BodilyFunctionEvent involves the doer moving all or part of its body, either volitionally or as a reflex, it is also an instance of #$BodyMovementEvent.
> guid: bd58f3d9-9c29-11b1-9dad-c379636f7270
> direct instance of: #$DefaultDisjointScriptType #$TemporalStuffType
> direct specialization of: #$SingleDoerAction #$AnimalActivity #$PhysiologicalProcess
> direct generalization of: #$Swallowing #$Resting-Relaxing #$Exhaling #$BodilyFunctionEvent-Involuntary #$Inhaling #$Ingesting

#$InvoluntaryBodyMovement involuntary body movements **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The collection of involuntary bodily movements, those movements in which an #$Animal's body does the action automatically -- the agent's consent doesn't enter into it. Subsets of #$InvoluntaryBodyMovement include #$Heartbeating, #$Sneezing, #$Snoring, etc.
> guid: bd590662-9c29-11b1-9dad-c379636f7270
> direct instance of: #$AnimalCapabilityType #$DefaultDisjointScriptType #$TemporalStuffType
> direct specialization of: #$BodyMovementEvent #$BodilyFunctionEvent-Involuntary

#$VoluntaryBodyMovement voluntary body movements

> A specialization of both #$PurposefulPhysicalAction and #$BodyMovementEvent. Each instance of #$VoluntaryBodyMovement is an event in which an animal intentionally moves one part of its body relative to another part of its body. Specializations of #$VoluntaryBodyMovement include #$Biting, #$PunchingSomeone, and #$MakingAGesture.
> guid: bd58f69f-9c29-11b1-9dad-c379636f7270
> direct instance of: #$MammalCapabilityType #$DefaultDisjointScriptType
> direct specialization of: #$PurposefulPhysicalAction #$BodyMovementEvent
> direct generalization of: #$Rubbing #$MakingAGesture

#$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.
> guid: bd58d02b-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$objectActedOn

#$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.
> guid: bd5fc61f-9c29-11b1-9dad-c379636f7270
> direct instance of: #$IndividualLevelPredicate #$ActorSlot
> direct specialization of: #$nonDeliberateActors #$doneBy

#$actorPartsAffected actor parts affected **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$actorPartsAffected ACT PART) means that PART is an #$objectActedOn in ACT, and it is one of the #$anatomicalParts of the organism which is #$bodilyActedOn in ACT. For example, during a man's morning shave, his #$Beard is an #$actorPartsAffected, but the hand with which he shaves is not, because his beard is changed, but his hand is not changed (`acted on') in any significant way.
> guid: bd58b54b-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$nonDeliberateActors

#$actorPartsInvolved anatomical part involved

> (#$actorPartsInvolved ACT PART) means that PART is one of the parts (see the predicate #$anatomicalParts) of an organism that is playing an active role (see the predicate #$doneBy and its specializations) in the event ACT, and, moreover, that PART is somehow involved in the event ACT. Some examples of #$actorPartsInvolved include: the eyes of someone who is sneezing (or crying); the left foot of someone playing in a football game; the right hand of someone who is shaking hands; the claws of a cat who is scratching someone. As a negative example, consider a person's hair when that person is getting a haircut. The hair is not an #$actorPartsInvolved, because the person is passive in that event; it is, however, an #$actorPartsAffected (q.v.) in that event.
> guid: bd58b6d2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ActorSlot
> direct specialization of: #$preActors #$nonDeliberateActors

#$levelOfMentalExertion level of mental exertion **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$levelOfMentalExertion AGNT ACT LEVEL) means that AGNT performs ACT, exerting a level of mental effort described by LEVEL. E.g., (#$levelOfMentalExertion JohannesBrahms (CreatingFn BrahmsSymphonyNo1) #$VeryHigh).
> guid: c10041a0-9c29-11b1-9dad-c379636f7270
> direct instance of: #$FunctionalPredicate #$TernaryPredicate

#$levelOfPhysicalExertion level of physical exertion **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$levelOfPhysicalExertion AGNT ACT LEVEL) means that AGNT does ACT with a level of physical exertion LEVEL. E.g., (#$levelOfPhysicalExertion DonovanBailey RunningMens100MRaceIn1996Olympics #$VeryHigh).
> guid: bd58c8b8-9c29-11b1-9dad-c379636f7270
> direct instance of: #$FunctionalPredicate #$TernaryPredicate

### ScriptPerformanceAttributeType and a few examples:

#$ScriptPerformanceAttributeType script performance attribute type **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A collection of collections. Each #$ScriptPerformanceAttributeType is a type of attribute that can be used to describe the manner in which actions are performed. Examples include: #$Competence, #$Precision, #$Dexterity, #$Gracefulness, #$Creativity, etc. So, e.g., one may run a race with some measure of #$Gracefulness, some measure of #$Competence, etc.
> guid: bd589d2e-9c29-11b1-9dad-c379636f7270
> direct instance of: #$SecondOrderCollection
> direct specialization of: #$PrimitiveScalarIntervalType

#$ScriptPerformanceAttribute-Coll script performance attribute - coll **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The most general type of attribute describing the manner in which an actor performs an action; specializations of this include #$CorrectnessOfPosture, #$Competence, #$Precision, #$Dexterity, #$Gracefulness, #$Creativity, etc. The elements of #$Precision, e.g., represent the various qualitative levels such as high precision, low precision, etc.
> guid: 8200e5c6-74b1-11d6-8000-00a0c99cc5ae
> direct instance of: #$CollectionType
> direct specialization of: #$Collection

#$Competence-Coll competence **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> One of the most general attributes for describing the level of skill with which an agent performs some task. Knowledge enterers will usually want to use some more specific attribute.
> guid: 90e5c11a-74b1-11d6-8000-00a0c99cc5ae
> direct instance of: #$CollectionType
> direct specialization of: #$Collection

#$Agility-Coll agility **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> #$Agility is the #$ScriptPerformanceAttributeType for describing actions in which the performer's whole body moves precisely and in a well-coordinated fashion.
> guid: 9ed87420-74b1-11d6-8000-00a0c99cc5ae
> direct instance of: #$CollectionType
> direct specialization of: #$Collection

#$Dexterity-Coll dexterity **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> #$Dexterity is the #$ScriptPerformanceAttributeType for describing actions in which the performer's hands move accurately, quickly, and with economy of motion. Here is an example of the constant in use: (#$skillLevel #$JimiHendrix #$PlayingAMusicalInstrument #$performedBy #$Dexterity #$VeryHigh).
> guid: aad5d68c-74b1-11d6-8000-00a0c99cc5ae
> direct instance of: #$CollectionType
> direct specialization of: #$Collection

#$Safeness-Coll safeness - coll **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> #$Safeness is the #$ScriptPerformanceAttributeType for describing actions in which the performer acts without endangering itself or others.
> guid: 9b4f2614-74b1-11d6-8000-00a0c99cc5ae
> direct instance of: #$CollectionType
> direct specialization of: #$Collection

#$Strength-Coll strength - coll **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> #$Strength is the #$ScriptPerformanceAttributeType for describing actions performed by exerting nontrival force at the times it is necessary.
> guid: 537eb6cc-74ae-11d6-8000-00a0c99cc5ae
> direct instance of: #$CollectionType
> direct specialization of:

#$Effectiveness-Coll effectiveness - coll **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> #$Effectiveness is the #$ScriptPerformanceAttributeType for describing an activity that is done `effectively', namely meeting the goals of that activity as defined within the context of that activity. Note: This is a very vague #$AttributeType, almost as vague as #$ScriptPerformanceAttribute itself, and should be used ONLY when no more specific attribute type applies.
> guid: aff9c60a-74b1-11d6-8000-00a0c99cc5ae
> direct instance of: #$CollectionType
> direct specialization of: #$Collection

#$skillLevel skill level **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> This predicate relates performers to types of actions. (#$skillLevel OBJ ACT-TYPE ROLE PERF-ATT LEVEL) means that the #$SomethingExisting OBJ has the ability to play the role ROLE in instances of the type of #$Event ACT-TYPE, with LEVEL degree of PERF-ATT. For example, (#$skillLevel Joe #$DiggingAHole #$performedBy #$Agility #$High) means that, in general, Joe can dig holes with great agility. To talk about actual performance in a particular action, use #$performanceLevel.
> guid: bd58f7fb-9c29-11b1-9dad-c379636f7270
> direct instance of: #$QuintaryPredicate

#$skillRequired skill required **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$skillRequired ACT-TYPE OTHER-TYPE PERF-ATT LEVEL) means that if one is to successfully perform an instance of some kind of action (ACT-TYPE), then one must be capable of performing instances of another kind of action (OTHER-TYPE) with the performance attribute PERF-ATT at a level of at least LEVEL. For example, (#$skillRequired PlayingVolleyball ServingAVolleyball #$Competence #$Low). If you can't even serve a volleyball at a `Low' competence level, you're not so much `playing' volleyball as developing the skills to play it.
> guid: bd588905-9c29-11b1-9dad-c379636f7270
> direct instance of: #$QuaternaryPredicate

#$performanceLevel performance level **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> This predicate relates performers to particular individual actions. (#$performanceLevel OBJ EVT ROLE PERF-ATT LEVEL) means that the individual OBJ plays the role ROLE in the action EVT, and does so with the performance attribute PERF-ATT to the degree LEVEL. Such an assertion expresses actual performance in a particular action; for example, (#$performanceLevel Joe DiggingHole54001 #$performedBy #$Strength #$Low) means Joe exerted a low level of strength while digging that particular hole. This does not imply much about Joe's potential to exert strength, about strength required in general for hole-digging, etc., it just talks about that one single event. To talk about typical or expected performance, use #$skillLevel.
> guid: bd5898d7-9c29-11b1-9dad-c379636f7270
> direct instance of: #$FunctionalPredicate #$QuintaryPredicate

#$performanceLevel performance level **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> This predicate relates performers to particular individual actions. (#$performanceLevel OBJ EVT ROLE PERF-ATT LEVEL) means that the individual OBJ plays the role ROLE in the action EVT, and does so with the performance attribute PERF-ATT to the degree LEVEL. Such an assertion expresses actual performance in a particular action; for example, (#$performanceLevel Joe DiggingHole54001 #$performedBy #$Strength #$Low) means Joe exerted a low level of strength while digging that particular hole. This does not imply much about Joe's potential to exert strength, about strength required in general for hole-digging, etc., it just talks about that one single event. To talk about typical or expected performance, use #$skillLevel.
> guid: bd5898d7-9c29-11b1-9dad-c379636f7270
> direct instance of: #$FunctionalPredicate #$QuintaryPredicate

#$significantSubEvents significant sub events **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> (#$significantSubEvents RESULT-TYPE COMPONENT-TYPE RESULT-ATTRIB COMPONENT-ATTRIB SIGNIF) means that doing an action of type COMPONENT-TYPE with a #$HighToVeryHigh level of the #$ScriptPerformanceAttribute COMPONENT-ATTRIB contributes to performing an action of RESULT-TYPE with a #$HighToVeryHigh level of the performance attribute RESULT-ATTRIB. The degree to which good performance of COMPONENT-TYPE actions promotes good performance of RESULT-TYPE actions is indicated by SIGNIF (#$High, #$Medium, #$Low, etc.). For example, (#$significantSubEvents #$SpeedSkatingSportsEvent #$BodyMovementEvent #$Effectiveness #$Agility #$HighToVeryHigh).
> guid: bd58e62f-9c29-11b1-9dad-c379636f7270
> direct instance of: #$FunctionalPredicate #$QuintaryPredicate

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