3.1 Design Considerations
Our stated intent when designing a martial arts ontology was not to constrain it to the use case of cultural contact detection, but to ensure its usefulness in multiple potential use cases, such as finding common and distinguishing traits between styles or publishing sports competition statistics as open data. However, ontology development methodologies that advocate modularization do allow for rationales that partition the landscape on the basis of the role that individual modules play in a driving use case [
14]. By drawing inspiration from the NeOn Methodology, one of the most recently established scenario-based frameworks with reuse and modularity in mind [
43], we based our knowledge engineering effort on a series of competency questions, of which the salient ones are reported below:
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CQ1. What techniques does a martial art style use?
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CQ2. What type of weapons are employed in armed martial arts?
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CQ3. Which martial arts feature a hand technique that simulates wielding a weapon?
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CQ4. Which styles, techniques, or forms are symbolically represented by a being of nature?
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CQ5. In what group types (families, clans, schools, sports federations) is a certain martial art being taught?
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CQ6. What aspects of a martial art style must be mastered to acquire a certain grade?
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CQ7. What belt color in a grading system corresponds to a grade in another system for the same martial art?
It is worth reminding how none of the above CQs are predicated upon explicit cultural indicators, though related considerations can be drawn from most if not all of them. This is a precise design choice: A user of this ontology must be given the tools to single out and highlight the entities with a potential to contribute to the use case at hand if needed.
Based on these design considerations, the martial arts ontology was developed as an ontology network that satisfies these requirements:
(1)
Modularity. Rather than as a monolithic ontology, organize the model in a modular structure with clearly defined epistemic roles for each module to favor reuse of parts of the overall ontology.
(2)
General purpose. Aside from the driving use case, the model should be general enough to be adapted to most martial arts, with extension points to partly model non-combative kinetic performing arts.
(3)
Inference of cultural aspects. Cultural traits will not be made explicit in the model: As many as are the entities with a potential to act as manifestations of a culture, they only materialize as such when reasoning is performed on data built upon the ontology.
(4)
Reuse of other ontologies. The model should be built up to the level where the entities are able to specialize those of a designated upper ontology. Said ontology will be an overarching dependency of the martial arts model. Alignments with, and reuse of, other domain ontologies will be performed when possible.
From a modularity perspective, the ability to single out relevant groups of terms is similar to the principle of ensuring that the subsumption hierarchy of a single class be as self-contained as possible, which is intended to be applied to the modularization of an existing ontology [
12]. For instance, classes that subsume
WeaponType, say,
MeleeWeaponType, should belong in the same module, however, if parts of the human anatomy are considered akin to weapons in an offensive capacity (see, e.g., CQ3), then they should also belong together. Also, properties that connect classes (e.g., declarations of domain or range) should belong either in the same ontology as both classes or in ontologies that depend on one another. By following these principles, we obtain an organization of the Martial Arts Ontology into modules that happen to also play defined roles in the cultural categorization of an art by different facets, whether tangible or not.
Based on the above competency questions, requirements, and design principles, the martial arts ontology network was structured along three modules: the kinesthetic, stylistic, and social modules. These, in turn, reflect three possible dimensions and lenses for highlighting cultural phenomena.
To fulfill requirement #4 while taking #2 into account, we chose a foundational ontology as the base model to relate our key concepts to, namely,
DOLCE UltraLite (DUL) [
17]. This upper ontology provides fundamental notions such as agents, qualities, norms, and methods, which proved fitting for the organization of the martial arts terminology. We can therefore defer any mappings to cultural heritage models, such as CIDOC-CRM and ArCo, to the stage where the characterization of martial arts entities as cultural objects occurs.
The remainder of this article assumes the prefix mappings defined in Table
1.
3.2 Modules and Terminology
The starting documentation for this modeling effort is the corpus of panel texts and media captions for the exhibitions that were established for HKMALA through the years, as well as multimedia subtitles of interviews to masters and their technique explanations. The base terminology was lifted from the corpus by project members and engineered as classes and properties. The resulting key concepts are synthetically shown in Figure
1, with nodes for classes and edges for properties relating them through either domain and range or class restrictions.
7 The figure reflects the organization into modules denoting the principal cultural dimensions, with classes serving as contact points between them.
3.2.1 Kinesthetic Module.
The features that describe the qualities and articulation of the human body, or weaponry, when performing a manifestation of a martial art, are grouped in this module. While primarily a kinetic model, it is complemented with kinesthetic concepts, i.e., related to the perception of movement, that are not quantifiable in themselves, but are manifested and perceptible through kinetic means.
The key concepts of this module are as follows:
class Armament . Anything that plays a role, or potential role, as a vehicle of offensive, defensive, or otherwise performative acts in some martial art is a member of this class. That includes actual weaponry (e.g., the gim, a Chinese double-edged straight sword), human limbs, or other types of body parts, for which subclasses WeaponType and BodyPartType are defined. Note that their instances, such as “hand” or “double-edged sword,” are abstract, rather than tangible, material individuals, hence the suffix -Type in the class name.
class BodilyState . An instance of this class denotes a single characteristic, or combination thereof, of the state the body or a body part needs to be in, for a technique to be executed: subclasses include Stance (e.g., low, feet two hip widths apart), Handling of armament (e.g., swift), or the Grip (e.g., one- or two-handed) on an object or opponent.
class BodilyHardness . A qualitative measure of how a body is able to withstand blows—and, under certain conditions, deliver them. This is an example of physical Quality, as defined in DUL. Base instances could be as simple as “hard” and “soft,” but more may be specified for martial arts like Judo, based on the principle of Jū (gentleness).
class VitalFlow . Again a non-measurable dul:Quality, it indicates a physical, mental, or spiritual input by the practitioner: for example, the ki/qi (energy) or yi (intent). Because some traditions distinguish different ways of conveying and receiving this input, such as at the point of impact (external) or through the entire motion of the body (internal), an instance of this class can be associated to an instance of VitalFlowTransmissionType.
object property handles . Associates the characteristics of an instance of Handling to an instance of WeaponType and can be used to represent statements such as “Handling a double sword requires a two-handed grip and slow swing.”
object property inState . Associates an instance of BodyPartType to an instance of BodilyState that part is or must be in, e.g., that the lower body is in a wide Stance when defending. Note that this is not intended to model body conditioning, which actually concerns attaining qualities (e.g., through training).
object property withGrip . Associates the characteristics of an instance of Grip to an instance of Handling, effectively linking two bodily states to each other.
3.2.2 Stylistic Module.
This module describes the way combinations of the aforementioned kinesthetic features culminate in something that acquires a methodological identity: This can be a technique, choreography (or form, e.g., kata or taolu), an actual martial art, or a style of one. This module also comprises an epistemic component, since it is also responsible for encoding the symbolic associations that either inspire or are used to identify and transmit such methods. These typically arise from human experience—such as observing a drunkard’s erratic moves or the stance of a crane in a pond—thus encoding another important ICH element. The key concepts are:
class Technique . A subclass of
dul:Method, whose instances combine kinetic features to serve a single purpose within context, such as a (counter-)attack. This class is specialized insofar as the hierarchy remains general, thus being subsumed with classes such as
EmptyHandTechnique,
FrontalTechnique, or
OffensiveTechnique, which are not shown in Figure
1 for the sake of conciseness.
class Form . Also a subclass of dul:Method. Forms demonstrate one or more Techniques within a simulation. Examples include the kata of Japanese arts, the Chinese taolu, and the Korean hyung, yet these do not appear as terms in the ontology due to their culture-specific nature. A Form uses one or more Techniques: For instance, the Nanquan taolu demonstrates the back leg sweep technique in a performative context.
class StylingSystem . Also a subclass of dul:Method, intended as a collective methodological framework that denotes a martial art or style thereof. “Southern Praying Mantis (Kung Fu)” or “Brazilian Jiu-Jitsu” are example instances.
class Development . A cause-effect relationship with a connotation either pedagogical (e.g., the mastery of a Technique) or focused on improving a physical or mental condition, such as the upper body resistance to impact. This is an n-ary relation that can be used to represent, for example, that the conditioning drill of punching the makiwara (padded striking pad) develops the hardness of hand knuckles: The instance of Development is therefore connected to one of dul:Quality via the property improves and to one of BodyPart via the property affectsBodyPart.
class TrainingMethod . A subclass of dul:Method whose purpose is a certain Development. It may consist of a single exercise. Multiple instances can be combined into a TrainingSet, such as the rice bucket conditioning drills.
class IntentiveApproach . Indicates the martial artist’s disposition when performing a Technique. Instances may denote the intent to attack, defend, or distract. It can be subclassed with approaches that require the hardening or loosening of the body during a performance.
class SymbolicObject . Anything that is used as an allegory or mental image for a technique or style, such as the praying mantis, drunken man, or even a weapon (e.g., the
nukite simulates a spear strike in karate). Most likely, these are worldly things described in other domains, where they could be modeled as classes, individuals, or more simply concepts (e.g., in thesauri). Moreover, one is unlikely to think of these as symbols in their own domains.
8 The monkey may not evoke imagery in zoology as it does in martial arts: In ontology parlance, this means that one should not expect it to be assigned the
SymbolicObject type assertively, but instead by type inference, because of being used in association with a style or technique. We therefore choose not to be prescriptive in the ways these entities should be modeled, as they most likely originate in external datasets agnostic to the martial arts domain.
object property belongsInSystem . Associates an instance of Technique to an instance of StylingSystem (be it a martial art or style thereof) where that technique is practiced and developed.
object property develops . Connects an instance of TrainingMethod to one of Development.
object property practiced in . Connects an instance of Technique or Form to one of TrainingMethod: for example, a certain taolu is practiced in a mirror drill.
object property hasIntent . Associates an instance of Technique to one of IntentiveApproach.
object property employsArmament . Associates a dul:Method to an Armament that is required for implementing that method, whether a technique, style, or form.
object property representedBy and its inverse symbolicallyRepresents . Associates any of the above subclasses of
dul:Method (forms, styles, or techniques) to something that consequently becomes a
SymbolicObject. For example, we can connect the “chasing the wind” sword technique to the concept of wind as modeled in Wikidata, as in this example from the HKMALA dataset (see Section
4):
object property hasStylisticFeature . A super-property that groups those that characterize styles or techniques, such as employsArmament and symbolicallyRepresents.
3.2.3 Social Module.
This module implements the system that describes how martial disciplines are taught, learned, assessed, and disseminated. This module is more lightly axiomatized than the others, the reason being that the ontological landscape is much richer in modeling social agents, their interactions and activities, and pedagogical and agonistic frameworks,
9 which can be employed directly. We only therefore describe the key concepts that contribute domain-specific knowledge to existing models. The key concepts are:
class MartialArtsCommunity . Any collective social agents where martial arts teaching, training, assessment, or dissemination takes place, e.g., a school, clan, sect, or sports federation. Classification by this type is expected to occur either by assertion or by inference.
class GradingSystem . The dul:Norms in place within a MartialArtsCommunity to assess the technical level of a practitioner and where a formal status or Degree can be attained. Examples include the different belt color systems.
class Syllabus . A dul:Norm that organizes methods in the stylistic model, such as techniques, forms, and training exercises (whereupon these become Requirements), to represent the bundle of knowledge required for a martial art, style, or degree therein. A Syllabus is validFor a GradingSystem.
class StatusAcquisition . A dul:Event whereby a practitioner acquires a Status (e.g., that of a master in the discipline), which may or may not be measured by a Degree.
object property acquiredStatus . Denotes that a person completed a StatusAcquisition. The object of the acquisition (e.g., a style or art) and the status attained in it (e.g., a formal title or salutation) are connected to it via the acquisitionHasObject and acquisitionHasStatus object properties.
object property adopts . Associates an instance of MartialArtsCommunity to one of GradingSystem that is used for assessing students.
object property taughtAt . Associates an instance of StylingSystem to one of MartialArtsCommunity where that style is taught.
Note the absence of a tout-court martial artist class. While a person (from DOLCE) could be classified as such by a variety of criteria, including having practiced an art, acquired a status in it, or participated in competitions, consensus of who may be universally classified as a martial artist is hard to reach.
Also note that no specific commitment is made to the HKMALA context: any notions specific to Southern Chinese martial arts will require the ontologies to be specialized or instantiated (req. #2). Also, to ensure enough flexibility to develop rule systems upon the ontologies, we aimed at an implementation within the OWL 2 RL profile
10 (req. #3). Such rule system will be necessary to be able to classify, e.g., an experienced practitioner as a Master—a status recognized in the social dimension—or a piece of
Armament or other object as a training tool.