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第133章 Scene Event 场景事件

第133章 Scene Event

场景事件

第132章建立了:

Scene(t)
   ↓
Scene(t+1)
   ↓
Scene Change

但并不是所有 Scene Change 都值得认知系统单独处理。

例如:

Egg.Position
10.00cm
↓
10.01cm

这在物理上是变化。

但对于认知系统而言,它可能只是:

Noise / Micro Change

而:

Egg
Table

之间:

SupportedBy
↓
No longer SupportedBy

则可能意味着:

Egg Fell

这是一个具有明确认知意义的变化。

因此,本章研究的核心问题是:

场景什么时候发生了值得认知系统处理的变化?

核心转换:

State Change
      ↓
Change Evaluation
      ↓
Event

133.1 什么是 Scene Event

可以定义:

Scene Event 是 Scene 中一个或多个 Object、Attribute、Relation、State 或 Environment 发生具有认知意义的变化,并被系统识别为一个独立变化事件的认知结构。

最基本结构:

Scene
   ↓
State Change
   ↓
Event

例如:

Egg
State:
Stable
↓
Falling

形成:

Falling Event

因此:

Event ≠ Raw Change

而是:

Raw Change
   ↓
Cognitive Evaluation
   ↓
Event

133.2 为什么需要 Event

如果系统只有:

Scene(t)
Scene(t+1)

它只能知道:

有变化。

但它不能直接知道:

发生了什么?

例如:

Scene(t):
Egg on Table

Scene(t+1):
Egg below Table

底层变化可能包括:

Position Changed
Velocity Changed
Relation Changed
State Changed

认知系统真正需要的是:

Egg Fell

所以:

Scene Change

是底层结构,

而:

Event

是对这些变化进行组织后的认知单位。


133.3 Event 不是 Object

例如:

Egg

是:

Object

而:

Egg Fell

是:

Event

因此:

Object
=
存在的实体

而:

Event
=
发生的变化

可以形成:

Object
   ↓
State
   ↓
State Change
   ↓
Event

133.4 Event 不是 State

例如:

Egg.State = Falling

描述:

Current State

而:

Egg Fell

描述:

State Transition

因此:

State
=
当前是什么状态

而:

Event
=
状态发生了什么重要变化

例如:

Closed
↓
Open

可以产生:

Door Open Event

133.5 Event 不是 Scene Change 的简单别名

这是本章非常重要的区别。

例如:

Position:
100
→
99.9

是:

Scene Change

但未必是:

Event

而:

Door:
Closed
→
Open

通常具有明确意义:

Door Open Event

因此:

Scene Change

是:

Physical / Structural Difference

而:

Scene Event

是:

Cognitively Significant Change

即:

Change
   ↓
Significance
   ↓
Event

133.6 Event 的基本结构

可以建立:

Event
{
    id,
    type,
    source,
    target,
    start_time,
    end_time,
    state_before,
    state_after,
    trigger,
    confidence
}

例如:

Event
{
    id: E001,

    type: "object_fell",

    source: Egg,

    target: Floor,

    start_time: T100,
    end_time: T105,

    state_before: Supported,
    state_after: Fallen,

    trigger: SupportRelationEnded,

    confidence: 0.96
}

这样 Event 就不是一句文字。

它是:

Structured Cognitive Event

133.7 Event Source

Event 必须知道:

Who / What Changed?

例如:

Egg Fell

那么:

source = Egg

又例如:

Door Opened

那么:

source = Door

如果是:

Hand Contacted Egg

则可能有:

source = Hand
target = Egg

因此:

Event
├── Source
└── Target

非常重要。


133.8 Event Type

Event Type 描述:

发生了什么类型的变化?

例如:

ObjectAppeared
ObjectDisappeared
ObjectMoved
ObjectFell
ObjectRolled
ContactStarted
ContactEnded
ObstacleAppeared
StateChanged
RelationChanged
EnvironmentChanged

因此:

Event Type

可以建立成一个可扩展的认知事件分类体系。


133.9 Object Appeared

最基本事件之一:

Object Appeared

例如:

Scene(t):
Table
Egg

下一时刻:

Scene(t+1):
Table
Egg
Cup

发现:

Cup

第一次进入 Scene。

于是:

Object Appeared

事件结构:

Object
+
Existence State
Absent → Present

形成:

Event

133.10 Object Disappeared

反方向:

Scene(t):
Table
Egg
Cup

变成:

Scene(t+1):
Table
Egg

如果确认不是:

Occlusion

而是真正离开 Scene:

Cup
Present
↓
Absent

形成:

Object Disappeared

因此:

Object Appeared

与:

Object Disappeared

是一对基础 Scene Events。


133.11 Object Moved

例如:

Egg.Position
P1
↓
P2

同时:

Velocity > Threshold

则可以形成:

Object Moved

但必须注意:

Position Change

并不自动等于:

Moved Event

需要满足:

ΔPosition
+
Movement Significance

或者:

Velocity

达到认知阈值。

因此:

Position Change
      ↓
Movement Evaluation
      ↓
Object Moved

133.12 Object Fell

“Fell”比“Moved”更高级。

因为:

Moved

只表示:

Position Changed

而:

Fell

通常需要:

Vertical Position ↓
+
Vertical Velocity
+
Support Relation Lost

例如:

Egg
SupportedBy
Table

然后:

SupportedBy
↓
Ended

同时:

Egg.VerticalVelocity < 0

形成:

Object Fell

所以:

Fell

是多个低层变化共同形成的 Event。


133.13 Object Rolled

“Rolled”又比“Moved”复杂。

可能需要:

Position Change
+
Rotation Change
+
Surface Contact
+
Motion Direction

例如:

Ball

发生:

Position Change
+
Orientation Change

并且:

ContactWithSurface = TRUE

可以形成:

Object Rolled

因此:

Movement

可以进一步分解:

Moved
├── Translated
├── Rolled
├── Rotated
├── Slid
└── Fell

133.14 Contact Changed

Contact 是典型的 Relation Event。

例如:

Contact = FALSE

变成:

Contact = TRUE

形成:

Contact Started

反方向:

TRUE
↓
FALSE

形成:

Contact Ended

因此:

Relation State Change
        ↓
Event

这是:

State Change
↓
Event

最直接的例子。


133.15 Obstacle Appeared

例如机器人原来的 Scene:

Robot
Path

下一时刻:

Robot
Path
Box

同时:

Box
↓
Blocks
↓
Path

于是不能只记录:

Object Appeared

还应该产生:

Obstacle Appeared

因为:

Object
+
Relation
+
Scene Context

共同赋予了它:

Obstacle

这一事件意义。

这说明 Event 是:

Context Dependent

的。


133.16 同一个 Change 可以产生不同 Event

例如:

Box Appeared

底层变化:

Object Added

如果 Box 位于机器人路径:

Box
+
Blocks
+
Robot Path

则可以形成:

Obstacle Appeared

所以:

Raw Object Change

可以产生:

Event A
Event B

例如:

Object Appeared
+
Obstacle Appeared

这不是重复。

它们处于不同认知层级。


133.17 Event Detection

因此需要:

Event Detector

基本过程:

Scene(t)
   ↓
Scene(t+1)
   ↓
Scene Change
   ↓
Change Classification
   ↓
Significance Evaluation
   ↓
Event Detection

更完整:

Previous Scene
      +
Current Scene
      ↓
Scene Comparator
      ↓
Change Set
      ↓
Change Classifier
      ↓
Event Rules
      ↓
Event Candidate
      ↓
Event Validation
      ↓
Confirmed Event

133.18 Event Candidate

并不是检测到变化就立即确认 Event。

例如:

Position Change

可能是:

Noise

因此先形成:

Event Candidate

例如:

Candidate:
ObjectMoved
Confidence = 0.62

经过更多数据:

Velocity confirmed
Position change persistent

变成:

Confirmed Event

因此:

Change
 ↓
Candidate
 ↓
Validation
 ↓
Event

133.19 Event Confirmation

事件确认可以使用:

Temporal Evidence
Spatial Evidence
Relation Evidence
State Evidence
Sensor Evidence

例如:

Object Fell

需要:

Position ↓
+
Velocity ↓
+
Support Lost

如果只有:

Position ↓

可能只是:

Camera Motion

所以:

Event Confirmation

本质上是:

Multi-Evidence Validation

133.20 Event Duration

有些 Event 是瞬时的:

Contact Started

有些 Event 有明显持续时间:

Object Falling

因此:

Event
├── Instant Event
└── Duration Event

例如:

ContactStarted
t100

是一个瞬间发生的事件。

而:

Falling
t100 → t105

具有:

Duration

133.21 Event Start 与 Event End

对于持续事件:

Falling

可以表示:

FallingStarted
       ↓
FallingActive
       ↓
FallingEnded

例如:

t1:
Supported

t2:
Falling

t3:
Falling

t4:
Contact Floor

最终:

Falling Event
Start = t2
End = t4

因此:

Event Lifecycle

与第130章的:

Relation Lifecycle

类似。


133.22 Event Lifecycle

可以建立:

Unknown
   ↓
Candidate
   ↓
Detected
   ↓
Confirmed
   ↓
Active
   ↓
Completed

例如:

Object Fell

经历:

Candidate
 ↓
Detected
 ↓
Confirmed
 ↓
Active
 ↓
Completed

因此 Event 自身也是:

Stateful Cognitive Entity

133.23 Event 与 State Change

最基本关系:

State(t)
   ↓
State(t+1)

如果变化具有意义:

State Change
   ↓
Event

例如:

Door.Closed
↓
Door.Open

形成:

DoorOpened

再例如:

Egg.Supported
↓
Egg.Unsupported

结合:

VerticalMotion

形成:

EggFell

因此 Event 可以理解为:

Meaningful State Transition

133.24 Event 与 Relation Change

关系变化也能产生 Event:

SupportedBy
↓
Ended

形成:

SupportLost

又:

Contact
↓
Created

形成:

ContactStarted

所以:

Relation Change
      ↓
Event

是 Event System 的重要输入。


133.25 Event 与 Attribute Change

属性变化也可以形成 Event。

例如:

Temperature
20°C
↓
80°C

如果超过认知阈值:

Temperature Rise Event

或者:

Force
0N
↓
5N

可以形成:

Force Increase Event

因此:

Attribute Change
      ↓
Significance
      ↓
Event

133.26 Event 与 Object Change

对象变化包括:

Created
Removed
Moved
Merged
Separated

这些都可能形成 Event。

例如:

Object Appeared

底层:

Object Added

又:

Object Disappeared

底层:

Object Removed

因此:

Object Lifecycle
      ↓
Event

133.27 Event 与 Environment Change

环境变化也可能产生 Event:

Lighting Changed

例如:

Bright
↓
Dark

形成:

LightingChanged

又:

Temperature
Normal
↓
High

形成:

EnvironmentTemperatureChanged

因此:

Environment
   ↓
Environment State Change
   ↓
Environment Event

133.28 Event 的多源组合

一个 Event 经常不是来自单个变化。

例如:

Egg Fell

可能由:

Relation Change
+
Attribute Change
+
State Change
+
Motion Change

共同构成:

SupportedBy Ended
+
Vertical Position ↓
+
Vertical Velocity ↑
+
State = Falling

最终:

Egg Fell Event

所以:

复杂 Event 是多个低层变化在时间上的结构化组合。


133.29 Event Pattern

如果多个 Event 连续发生:

ContactStarted
↓
ForceIncreased
↓
ObjectMoved
↓
ContactEnded

可以形成:

Event Pattern

例如:

Push Event Pattern

类似:

Approaching
↓
Contact
↓
Force Increase
↓
Object Motion

因此:

Event
   ↓
Event Sequence
   ↓
Event Pattern

可以进一步识别:

Behavior
Process
Activity

133.30 Event Sequence

例如:

E1 = HandApproached
E2 = HandContacted
E3 = EggMoved
E4 = HandReleased

形成:

E1
 ↓
E2
 ↓
E3
 ↓
E4

这比单个 Event 提供更多信息。

因此:

Event Memory

需要保存:

Event
+
Time
+
Order
+
Relations

133.31 Event 时间顺序

时间顺序是 Event 的重要属性。

例如:

Contact

发生之前:

Approaching

发生之后:

Holding

因此:

Approaching
<
Contact
<
Holding

形成:

Temporal Event Order

机器由此可以学习:

什么通常发生在什么之前。

133.32 Event Causality

进一步:

Event A
   ↓
Event B

例如:

SupportLost
   ↓
ObjectFell

或者:

ObstacleAppeared
   ↓
RobotStopped

这形成:

Event Causal Relation

注意:

Temporal Sequence

不自动等于:

Causality

系统需要更多证据。

因此:

Event Sequence
   ↓
Causal Evaluation
   ↓
Causal Hypothesis

133.33 Event Importance

不是所有 Event 的重要性都相同。

可以建立:

Event Importance

例如:

Minor:
ObjectMoved 1mm

与:

Major:
ObstacleAppeared

不同。

进一步:

Critical:
CollisionDetected

因此:

Event
├── Importance
├── Urgency
└── Confidence

这些属性可以决定:

是否立即进入 Decision System

133.34 Event Priority

例如:

ObjectMoved

可能:

Priority = Low

而:

ObstacleAppeared

可能:

Priority = High

而:

CollisionDetected

可能:

Priority = Critical

于是:

Event
   ↓
Priority Evaluation
   ↓
Cognitive Scheduling

这意味着 Event 不只是记录。

它还可以:

Trigger Cognition

133.35 Event Trigger

Event 可以触发后续认知过程:

Event
   ↓
Attention
   ↓
Situation Analysis
   ↓
Decision

例如:

Obstacle Appeared

触发:

Path Recalculation

又:

Object Fell

触发:

Object State Reassessment

因此:

Event

是:

Cognitive Trigger

133.36 Event 与 Attention

如果 Scene 每秒产生:

1000+

个底层变化,

认知系统不可能对每一个变化进行同等深度处理。

因此:

Scene Changes
      ↓
Event Detection
      ↓
Event Importance
      ↓
Attention Selection

只有重要 Event:

High Importance

进入:

Deep Cognition

这使 Event 成为:

Perception
→ Cognition

之间的重要过滤层。


133.37 Event 与 Memory

重要 Event 应进入:

Event Memory

例如:

10:30
Egg Fell

10:31
Door Opened

10:32
Obstacle Appeared

相比保存所有 Scene Frame:

Scene1
Scene2
Scene3
...
Scene100000

Event Memory 可以更加紧凑:

Event1
Event2
Event3

因此:

Continuous Scene
      ↓
Significant Changes
      ↓
Events
      ↓
Event Memory

形成:

Event-Centered Memory

133.38 Event 与 Learning

Event Memory 可以支持学习:

Event History
   ↓
Pattern Detection
   ↓
Repeated Pattern
   ↓
Learning

例如系统多次观察:

Obstacle Appeared
↓
Robot Stopped

随后:

Obstacle Appeared
↓
Robot Changed Path

机器可以学习:

Obstacle
→
Navigation Adjustment

因此:

Event

成为经验学习的重要单位。


133.39 Event 与 Prediction

事件还可以被预测。

例如当前:

Hand Approaching Egg

根据历史:

Approaching
↓
Contact

系统预测:

Contact Event

因此:

Current Scene
+
Dynamic Relation
+
Event History
       ↓
Predicted Event

形成:

Event Prediction

133.40 Event Prediction 与 Decision

例如:

Obstacle

正在:

Approaching Robot Path

系统预测:

Collision Event

那么:

Predicted Event
      ↓
Risk
      ↓
Decision

机器可以在 Event 真正发生之前行动。

因此:

Event Cognition

开始连接:

Prediction

和:

Decision

133.41 Event 与 Situation

Event 描述:

发生了什么变化

Situation 描述:

当前形成了什么具有意义的状态组合

例如:

Obstacle Appeared

是 Event。

随后:

Robot
+
Obstacle
+
Blocked Path
+
High Collision Risk

形成:

Blocked Navigation Situation

因此:

Event
   ↓
Situation Update

是非常重要的认知关系。


133.42 Event 与 Behavior

多个 Event 可以形成 Behavior:

Approach
↓
Contact
↓
Force Increase
↓
Object Movement

可能形成:

Push Behavior

所以:

Event Sequence
      ↓
Behavior Pattern

这是:

Scene Cognition

向:

Behavior Cognition

发展的关键一步。


133.43 Scene Event 的统一分类

可以建立第一版事件体系:

Scene Events
│
├── Object Events
│   ├── Appeared
│   ├── Disappeared
│   ├── Moved
│   ├── Fell
│   ├── Rolled
│   └── Rotated
│
├── Relation Events
│   ├── Contact Started
│   ├── Contact Ended
│   ├── Support Lost
│   ├── Support Created
│   └── Blocked
│
├── State Events
│   ├── State Started
│   ├── State Changed
│   └── State Ended
│
└── Environment Events
    ├── Obstacle Appeared
    ├── Lighting Changed
    ├── Temperature Changed
    └── Environment Changed

这个体系不是最终封闭分类,而是:

Extensible Event Taxonomy

133.44 Event Detection Pipeline

完整工程流程可以建立为:

Perception
    ↓
Scene Builder
    ↓
Scene(t)
    ↓
New Perception
    ↓
Scene(t+1)
    ↓
Scene Comparator
    ↓
Scene Delta
    ↓
Change Classifier
    ↓
Event Candidate Generator
    ↓
Event Validator
    ↓
Event Classification
    ↓
Event Importance
    ↓
Event Memory
    ↓
Situation / Decision

133.45 Event Engine

工程上可以形成:

SceneEventEngine
├── ChangeDetector
├── ObjectEventDetector
├── AttributeEventDetector
├── RelationEventDetector
├── StateEventDetector
├── EnvironmentEventDetector
├── EventCandidateManager
├── EventValidator
├── EventClassifier
├── EventPriorityManager
└── EventMemory

核心输入:

Scene(t)
Scene(t+1)

核心输出:

EventSet(t)

133.46 Event Set

一个时间窗口内可能同时发生多个 Event:

EventSet

例如:

EventSet(t)
├── HandMoved
├── ContactStarted
├── EggForceChanged
└── EggStateChanged

因此:

Scene Change

不一定对应:

One Event

而可能:

Scene Change
       ↓
Event Set

多个 Event 可以共享同一个 Scene Change。


133.47 Event Aggregation

多个低层 Event 可以进一步聚合:

HandMoved
ContactStarted
ForceIncreased
EggMoved

聚合为:

ObjectInteractionEvent

再进一步:

ObjectInteractionEvent
+
Relation Pattern

形成:

Push / Pickup / Place

因此:

Micro Events
    ↓
Event Aggregation
    ↓
Macro Event

这是建立层级认知的重要机制。


133.48 Event 的层级

可以形成:

Level 0
Raw Change

Level 1
State Change

Level 2
Primitive Event

Level 3
Composite Event

Level 4
Situation

Level 5
Behavior / Process

例如:

Position ↓

Velocity ↓

Falling

Egg Fell

Object Dropped

Handling Failure

这样形成:

Low-Level Change
        ↓
High-Level Cognition

133.49 Event 与 Scene Evolution

第132章:

Scene(t)
↓
Scene(t+1)

本章:

Scene Change
↓
Event

因此连续场景:

Scene(t0)
   ↓
Scene Change
   ↓
Event
   ↓
Scene(t1)
   ↓
Scene Change
   ↓
Event
   ↓
Scene(t2)

可以形成:

Scene Evolution
+
Event Stream

即:

Scene Timeline

与:

Event Timeline

同时存在。


133.50 Event Stream

可以定义:

EventStream

例如:

T1  HandEntered
T2  HandApproachedEgg
T3  ContactStarted
T4  EggMoved
T5  ContactEnded
T6  HandLeft

于是:

Scene
   ↓
Event Stream

成为一个连续的:

Cognitive Timeline

133.51 Event Stream 与 Scene Stream

可以并行维护:

Scene Stream
S0
S1
S2
S3

和:

Event Stream
E1
E2
E3

关系:

Scene(t0)
   ↓
ΔScene
   ↓
Event
   ↓
Scene(t1)

因此:

Scene Stream

提供:

World State

而:

Event Stream

提供:

World Change

两者共同构成:

Dynamic World Model

133.52 Event 与 Cognitive Attention

最终可以建立:

Scene Change
      ↓
Event Detection
      ↓
Event Importance
      ↓
Attention
      ↓
Cognitive Processing

例如:

Minor Position Change

可能:

Ignore

而:

Obstacle Appeared

进入:

Attention

再:

Collision Imminent

进入:

Immediate Decision

因此 Event 是:

Cognitive Resource Allocation

的重要触发单位。


133.53 Event 与 Decision

最终:

Event
   ↓
Situation Update
   ↓
Risk Evaluation
   ↓
Decision

例如:

Obstacle Appeared

导致:

Path Blocked

进一步:

Risk High

最终:

Stop

所以:

Scene Event

不是单纯日志系统。

它是:

Cognition Trigger

133.54 Event 与 Action Feedback

机器执行 Action:

MoveHand

预期:

Hand Approaches Egg

实际:

Hand Stopped

产生:

Unexpected Event

于是:

Action
   ↓
Expected Scene Change
   ↓
Actual Scene Change
   ↓
Event
   ↓
Feedback

因此 Event 也是:

Action Feedback

的重要来源。


133.55 Event 与 Learning Loop

最终形成:

Perception
   ↓
Scene
   ↓
Scene Change
   ↓
Event
   ↓
Situation
   ↓
Decision
   ↓
Action
   ↓
New Scene
   ↓
New Event
   ↓
Feedback
   ↓
Learning

这使:

Event

进入完整认知闭环。


133.56 Scene Event 的核心数据模型

可以建立:

SceneEvent
{
    id,

    type,

    source,

    target,

    scene_id,

    start_time,
    end_time,

    state_before,
    state_after,

    trigger_changes,

    confidence,

    importance,

    priority,

    status
}

例如:

SceneEvent
{
    id: E001,

    type: "object_fell",

    source: Egg,

    target: Floor,

    scene_id: S021,

    start_time: T100,
    end_time: T105,

    state_before: Supported,
    state_after: Fallen,

    trigger_changes: [
        SupportLost,
        VerticalMotion
    ],

    confidence: 0.97,

    importance: High,

    priority: High,

    status: Completed
}

133.57 Scene Event 的核心关系

整个模型可以压缩为:

Scene(t)
    ↓
Scene(t+1)
    ↓
ΔScene
    ↓
Change Evaluation
    ↓
Meaningful Change
    ↓
Event

其中:

ΔScene

来自:

Object Change
+
Attribute Change
+
Relation Change
+
State Change
+
Environment Change

然后:

Meaningful Change

经过:

Detection
+
Validation
+
Classification

最终:

Scene Event

133.58 Scene Event 的完整架构

                       Scene(t)
                          │
                          ↓
                    Scene Change
                          │
          ┌───────────────┼───────────────┐
          ↓               ↓               ↓
      Object Change   Relation Change   State Change
          │               │               │
          └───────────────┼───────────────┘
                          ↓
                  Change Evaluation
                          ↓
                 Event Candidate
                          ↓
                    Validation
                          ↓
                   Event Detection
                          ↓
                  Event Classification
                          ↓
                Importance / Priority
                          ↓
                    Scene Event
                          ↓
             ┌────────────┼────────────┐
             ↓            ↓            ↓
         Attention     Memory       Situation
             │            │            │
             └────────────┼────────────┘
                          ↓
                       Decision

133.59 本章核心定义

Scene Event 是 Scene 中具有认知意义的状态、对象、属性、关系或环境变化,经检测、验证和分类后形成的结构化“发生事件”。

核心链:

State Change
     ↓
Change Detection
     ↓
Significance Evaluation
     ↓
Event

完整形式:

Scene(t)
   ↓
Scene(t+1)
   ↓
ΔScene
   ↓
Meaningful Change
   ↓
Event

典型事件:

Object Appeared
Object Disappeared
Object Moved
Object Fell
Object Rolled
Contact Started
Contact Ended
Support Lost
Obstacle Appeared
State Changed
Environment Changed

因此:

Scene

回答:

当前世界是什么结构?

Dynamic Scene

回答:

世界正在怎样变化?

而:

Scene Event

回答:

这次变化发生了什么值得机器处理的事情?

最终形成:

Scene
   ↓
Dynamic Scene
   ↓
Scene Change
   ↓
Scene Event
   ↓
Event Sequence
   ↓
Situation
   ↓
Behavior
   ↓
Decision

这一章完成了一个关键跃迁:

“世界发生了变化”

被进一步转化为:

“世界发生了一个可被认知系统识别、记忆、预测和处理的事件”

也就是说,WSaiOS-ICAI 开始从:

World State

进入:

World Occurrence

而当多个 Scene Event 按照时间发生:

Event₁
   ↓
Event₂
   ↓
Event₃
   ↓
Event₄

系统就会面对下一个关键问题:

单个事件如何与其他事件连接,并形成一个连续、具有阶段和方向的认知过程?

因此下一层自然是:

Event
   ↓
Event Sequence
   ↓
Event Pattern
   ↓
Process

第134章:Event Sequence——事件序列

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