diversion.n.01

an activity that diverts or amuses or stimulates



Directly Mapped Categories

Name Synset Objects

Directly Mapped Objects

Object Category Synset Task Relevant Missing Meta Links Used Rooms Ready?

All Descendant Objects (including Direct)

Object Category Synset Task Relevant Missing Meta Links Used Rooms Ready?
video_game-apjpos video_game computer_game.n.01 False 0 True
video_game-ceaxsd video_game computer_game.n.01 False 0 True
video_game-ckugyi video_game computer_game.n.01 False 0 True
video_game-coiafo video_game computer_game.n.01 False 0 True
video_game-lfdpse video_game computer_game.n.01 False 0 True
video_game-ppnzqm video_game computer_game.n.01 False 0 True
video_game-pujfzk video_game computer_game.n.01 False 0 True
video_game-qsyyql video_game computer_game.n.01 False 0 True
video_game-quzjuo video_game computer_game.n.01 False 0 True
video_game-rzaxlj video_game computer_game.n.01 False 0 True
video_game-veodkq video_game computer_game.n.01 False 0 True
video_game-yyvkel video_game computer_game.n.01 False 0 True

Properties

Property Name
disinfectable
dustyable
grassyable
moldyable
nonSubstance
rigidBody
rustable
scratchable
stainable
stickyable
tarnishable
wetable
wrinkleable

Uses

Usage Type Status
Used as Substance NO
Used as Non-Substance NO
Used as Fillable NO

Tasks

Task Name Synsets Matched Scenes Predicates Required Features

Transitions

Transition Name Input Synsets Machine Synsets Output Synsets

Transition Graph

graph TD;

Related Synsets

graph TD; classDef success fill:#28a745,color:#fff; classDef warning fill:#ffc107,color:#fff; classDef danger fill:#dc3545,color:#fff; activity.n.01 --> diversion.n.01; diversion.n.01 --> game.n.03; game.n.03 --> computer_game.n.01; act.n.02 --> activity.n.01; event.n.01 --> act.n.02; psychological_feature.n.01 --> event.n.01; abstraction.n.06 --> psychological_feature.n.01; entity.n.01 --> abstraction.n.06; click activity.n.01 "/knowledgebase/synsets/activity.n.01/" "Synset details page"; class activity.n.01 success; click diversion.n.01 "/knowledgebase/synsets/diversion.n.01/" "Synset details page"; class diversion.n.01 success; click game.n.03 "/knowledgebase/synsets/game.n.03/" "Synset details page"; class game.n.03 success; click computer_game.n.01 "/knowledgebase/synsets/computer_game.n.01/" "Synset details page"; class computer_game.n.01 success; click act.n.02 "/knowledgebase/synsets/act.n.02/" "Synset details page"; class act.n.02 success; click event.n.01 "/knowledgebase/synsets/event.n.01/" "Synset details page"; class event.n.01 success; click psychological_feature.n.01 "/knowledgebase/synsets/psychological_feature.n.01/" "Synset details page"; class psychological_feature.n.01 success; click abstraction.n.06 "/knowledgebase/synsets/abstraction.n.06/" "Synset details page"; class abstraction.n.06 success; click entity.n.01 "/knowledgebase/synsets/entity.n.01/" "Synset details page"; class entity.n.01 success; style diversion.n.01 stroke:#333,stroke-width:2px;

Ancestor Synsets

Name State Definition
abstraction.n.06 Matched a general concept formed by extracting common features from specific examples
act.n.02 Matched something that people do or cause to happen
activity.n.01 Matched any specific behavior
entity.n.01 Matched that which is perceived or known or inferred to have its own distinct existence (living or nonliving)
event.n.01 Matched something that happens at a given place and time
psychological_feature.n.01 Matched a feature of the mental life of a living organism

Parent Synsets

Name State Definition
activity.n.01 Matched any specific behavior

Children Synsets

Name State Definition
game.n.03 Matched an amusement or pastime