Construction
Artifact Vocabulary
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Last
Update: 12/13/02
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#$HumanlyOccupiedSpatialObject objects
or locations inhabited by humans
A specialization of #$InanimateThing.
Each instance of #$HumanlyOccupiedSpatialObject
is a place that humans occupy. Instances include both
movable things, such as cars and ships, and things having a
more or less permanent location, such as houses or office
buildings. Instances include things made by human beings,
such as subway stations or concert halls, as well as things
not made by human beings, such as caves.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$InanimateThing
direct generalization of:
#$ShippingLocation
#$HumanOccupationConstruct
#$PublicTransportationDevice #$Automobile #$Truck #$Ship #$HumanResidenceArea
#$MilitaryBase-Grounds #$Ambulance
#$TrainEngine
#$ConstructionArtifact structures
(artifacts) (solid objects) (inanimate objects)
A specialization of #$Artifact. Each
instance of #$ConstructionArtifact
is a structure designed and built by humans. This collection
includes buildings and parts of buildings, as well as things
like dams, railroad lines, and roads. Examples include the
#$RomanColiseum, the #$ArcDeTriomphe, #$HooverDam, the
#$EmpireStateBuilding, and the #$HollywoodBowl. Note that
the collection #$ConstructionArtifact
includes some instances (such as instances of the
specialization #$MannedSpacecraft) that are not tied to a
fixed location, as well as some instances (such as instances
of the specialization #$BridgeSpan) that, although tied to a
fixed location, are not free-standing artifacts. #$FixedStructure,
an important specialization of #$ConstructionArtifact,
is the collection of free-standing construction artifacts
that are tied to a fixed location.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$GeographicalThing #$Artifact-NonAgentive #$Artifact #$SolidTangibleProduct #$HumanScaleObject
direct generalization of: #$Facility-Construct
#$TransportFacility #$MilitaryFacility #$ShelterConstruction
#$PartOfAnHSC #$MemorialMarker #$PathArtifact
#$FixedStructure
#$HumanOccupationConstruct
#$FixedStructure fixed
free-standing structures
#$FixedStructure
is a specialization of #$ConstructionArtifact.
Each instance of #$FixedStructure
is a human-constructed, freestanding object that exists in a
fixed location. Examples include buildings, pyramids, the
Great Wall of China, dams, bridges, elevated roadways, and
canals. Such structures may have parts which are also
instances of #$FixedStructure
(e.g. bridge pilings) and parts which are not freestanding
(e.g. the span of a bridge, or a room in a building).
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Place #$ConstructionArtifact
direct generalization of:
#$PathForWheeledVehicles
#$SubwayStation
#$Airport-Physical
#$Dock
#$ModernShelterConstruction
#$Monument #$Building
#$PathArtifact constructed routes
A specialization of both #$ConstructionArtifact
and #$Path-Customary.
Each instance of #$PathArtifact
is a spatial path made by humans or animals. Instances of #$PathArtifact
include #$ErieCanal, #$WellandShipCanal, #$ChampsElysee,
#$WallStreet, and #$Highway101CA. Note that each of these
artifacts is a single, particular path; to refer to a whole
system of #$PathArtifacts,
use #$PathArtifactSystem.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$ConstructionArtifact #$Path-Customary
direct generalization of:
#$PathForWheeledVehicles
#$ShelterConstruction shelters
A specialization of #$ConstructionArtifact.
Each instance of #$ShelterConstruction
is an artifact built by some agent, including but not
limited to humans, and intended for use as a shelter.
Instances of #$ShelterConstruction
include bird nests, termite mounds, beaver dams, the
#$SydneyOperaHouse, the #$PalaceOfFineArts-SanFrancisco, and
the #$NewYorkHiltonAtBroadway.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$ConstructionArtifact
direct generalization of:
#$HumanShelterConstruction
#$OneStoryBuilding one
story buildings
#$OneStoryBuilding
is a specialization of #$Building. Each
instance is a building with exactly one story.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Building
#$TwoStoryBuilding two-stories
#$TwoStoryBuilding
is a specialization of #$Building. Each
instance is a building with exactly two stories.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Building
#$ThreeStoryBuilding three
story buildings
#$ThreeStoryBuilding
is a specialization of #$Building. Each
instance is a building with exactly three stories.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Building
#$ModernShelterConstruction modern
shelter constructions
A specialization of both #$FixedStructure
and #$HumanShelterConstruction.
Each instance of #$ModernShelterConstruction
is a construction artifact that provides comfortable shelter
for humans during some of their daily activities. Instances
of #$ModernShelterConstruction
have the kinds of features found in modern-day buildings in
Europe, the USA, and other technologically developed parts
of the world, namely, amenities like doors, plumbing,
electricity, and probably some kind of climate control
system for maintaining humanly comfortable conditions
indoors. Examples include the #$NewYorkHiltonAtBroadway, the
#$SydneyOperaHouse, and instances of the collection #$ModernHumanResidence
(e.g., a newly built home in a suburban development or a
renovated brownstone in New York City).
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direct instance of:
#$ExistingObjectType
direct specialization of: #$RealEstate #$FixedStructure #$HumanShelterConstruction
direct generalization of:
#$ModernHumanResidence
#$HumanResidence homes
A specialization of #$HumanShelterConstruction.
Each instance of #$HumanResidence
is a humanly constructed shelter (or a part of one) in which
humans reside. The collection #$HumanResidence
includes residential huts, igloos, longhouses, hotels,
barracks, palaces, houseboats, and mobile homes, as well as
apartments, duplexes, and detached houses. A person's
residence is typically the place where she/he usually sleeps
and keeps most personal effects.
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direct instance of:
#$ContactLocationType
direct specialization of:
#$PhysicalContactLocation
direct generalization of:
#$ModernHumanResidence
#$PathArtifact constructed routes
A specialization of both #$ConstructionArtifact
and #$Path-Customary.
Each instance of #$PathArtifact
is a spatial path made by humans or animals. Instances of #$PathArtifact
include #$ErieCanal, #$WellandShipCanal, #$ChampsElysee,
#$WallStreet, and #$Highway101CA. Note that each of these
artifacts is a single, particular path; to refer to a whole
system of #$PathArtifacts,
use #$PathArtifactSystem.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$ConstructionArtifact #$Path-Customary
direct generalization of:
#$PathForWheeledVehicles
#$ShelterConstruction shelters
A specialization of #$ConstructionArtifact.
Each instance of #$ShelterConstruction
is an artifact built by some agent, including but not
limited to humans, and intended for use as a shelter.
Instances of #$ShelterConstruction
include bird nests, termite mounds, beaver dams, the
#$SydneyOperaHouse, the #$PalaceOfFineArts-SanFrancisco, and
the #$NewYorkHiltonAtBroadway.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$ConstructionArtifact
direct generalization of:
#$HumanShelterConstruction
#$ModernHumanResidence modern residences
A specialization of both #$HumanResidence
and #$ModernShelterConstruction.
Each instance of #$ModernHumanResidence
is a humanly constructed shelter of a modern type in which
people live. Such residences are the typical dwellings in
the developed world of the late 20th century and may be
found in the more affluent regions of the developing world.
Examples include houses in suburban `developments', modern
apartment buildings, `modular' homes, etc.
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direct instance of: #$ProductType #$ExistingObjectType
direct specialization of:
#$HumanResidence #$ModernShelterConstruction
direct generalization of:
#$SingleResidenceUnit
#$HumanResidenceArea residences
A specialization of #$GeographicalRegion.
Each instance of #$HumanResidenceArea
is a region in which a number of people live
semi-permanently (that is, for a duration of at least a year
or more). Examples include #$SanFranciscoBayArea,
#$ResearchTrianglePark, research stations at the
#$SouthPole, and radar posts in the Aleutians.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$OutdoorLocation #$HumanlyOccupiedSpatialObject
direct generalization of:
#$UrbanArea
#$SingleResidenceUnit single-family dwellings
#$SingleResidenceUnit
is a specialization of #$ModernHumanResidence.
Each instance of #$SingleResidenceUnit
is either a modern-style detached house, an apartment, or
another instance of #$ModernHumanResidence
designed to accomodate either a single person or a single
family (i.e., instance of #$FamilyCohabitationUnit (q.v.)).
Usually, each instance of #$SingleResidenceUnit
has a unique mailing address.
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direct instance of: #$ProductType #$ExistingObjectType
direct specialization of:
#$ModernHumanResidence
#$PartOfBuilding parts
of a building
#$PartOfBuilding
is a specialization of #$PartOfAnHSC. Each instance of #$PartOfBuilding
is a part of a building that is 'built-in', that is, built
with the intention of remaining as part of the building.
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direct instance of:
#$ExistingObjectType
direct specialization of: #$PartOfAnHSC
direct generalization of:
#$PlumbingFixture
#$WindowPortal
#$RoofOfAConstruction
#$PartOfRoomInAConstruction
#$Workplace workplaces
#$Workplace
is a specialization of #$PhysicalContactLocation.
Each instance of #$Workplace
is a place where people customarily work. #$Workplace
includes as instances offices, restaurant buildings,
construction sites, agricultural sites, the #$SpaceNeedle,
and so on. Some places may be #$Workplaces
only during a small part of their existence (a piece of
residential property while the house is being built, for
example); some may almost always be #$Workplaces
(grocery store buildings, office buildings, smithies,
hospitals, and so on.).
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direct instance of:
#$ContactLocationType
direct specialization of:
#$PhysicalContactLocation
#$SpaceInAHOC indoor spaces
A specialization of both #$Cavity and #$HumanOccupationConstruct.
Each instance of #$SpaceInAHOC
is a space found inside some instance of #$HumanOccupationConstruct
(HOC). Instances include all major spaces inside any #$HumanOccupationConstruct,
including not only rooms (instances of #$RoomInAConstruction),
but also halls, elevator shafts, attics, stairwells, and the
spaces inside trains, cars, and airplanes that are designed
for human occupation. Other building parts which are not
open spatial regions (e.g., walls, plumbing, etc.) are _not_
included in this collection; cf. #$PartOfBuilding.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$HumanOccupationConstruct #$Cavity
direct generalization of: #$SpaceInAFixedHOC
#$hasRooms room
(physical part predicate) (composition predicate)
(part predicate)
(#$hasRooms
BUILD ROOM) means that the #$SpaceInAHOC
ROOM is a room or demarcated space which is physically
contained within the #$ConstructionArtifact
BUILD, and that ROOM is not removable from BUILD. Spaces
that can be identified in this way include lobbies,
hallways, kitchens, closets, dining rooms, gymnasia,
studios, stairwells, and bedrooms.
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direct instance of: #$AsymmetricBinaryPredicate #$CotemporalObjectsSlot
#$PhysicalPartPredicate
direct specialization of:
#$containsCavityWithWalls
#$in-ContGeneric
#$internalParts
#$RoomInAConstruction rooms
(indoor spaces) (containers) (devices)
#$RoomInAConstruction
is a specialization of #$SpaceInAFixedHOC and
#$CavityWithWalls. Each instance of #$RoomInAConstruction
is a room found in a #$ConstructionArtifact.
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direct instance of:
#$ExistingObjectType
direct specialization of: #$CavityWithWalls #$SpaceInAFixedHOC
#$PartOfRoomInAConstruction parts
of a room
A specialization of #$PartOfBuilding.
Each instance of #$PartOfRoomInAConstruction
is a part of some room in a construction artifact (see the
collection #$RoomInAConstruction).
The collection #$PartOfRoomInAConstruction
includes as instances both solid parts, such as instances of
#$Mantel, as well as enclosed regions, such as those
contained by cabinets and cupboards. Note that instances of
#$PartOfRoomInAConstruction
are required to be features which are 'built-in'; that is,
built with the intention of remaining as part of the room.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$PartOfBuilding
direct generalization of:
#$CeilingOfARoom
#$HumanOccupationConstructObject furnishings
A specialization of both #$Artifact and
#$HumanScaleObject. Each instance of #$HumanOccupationConstructObject
is an artifact that is of a type typically found in some
indoor place where humans live or work -- i.e. in some
instance of #$HumanOccupationConstruct.
Since these objects are normally found indoors, they are all
roughly human-sized . Instances of #$HumanOccupationConstructObject
include everything from furniture to tools, appliances to
artwork, medical examining tables to church altars and pews.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Artifact #$HumanScaleObject
direct generalization of:
#$FoodOrDrinkPreparationDevice
#$FoodUtensil #$HouseholdAppliance
#$FurniturePiece
#$PortalCovering portal covering
A specialization of #$SolidTangibleThing.
Each instance of #$PortalCovering
is a solid tangible object that covers a portal. Instances
of #$PortalCovering
may be either flexible or rigid, and they may be either
fixed in place or removable. Examples include windows (in
buildings or automobiles), doors, shutters, screens,
draperies, window blinds, convertible tops, lids, and corks.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$SolidTangibleThing #$Covering-Object
direct generalization of:
#$WindowThePortalCovering
#$DoorwayCovering
#$portalHasCovering portal
has covering
**GAFs NOT REVIEWED**
A general predicate that relates portals to their
coverings. (#$portalHasCovering
PORTAL COVERING) means that the #$PortalCovering
COVERING covers the #$Portal PORTAL.
Cf. the more specialized predicates, #$doorwayHasCovering
and #$windowHasCovering.
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direct instance of:
#$PhysicalPartPredicate
#$AntiSymmetricBinaryPredicate #$CotemporalObjectsSlot
direct specialization of:
#$physicalParts
#$portalConnectsRegions portal
connects regions
(#$portalConnectsRegions
PORTAL HERE THERE) means that the regions HERE and THERE are
connected via PORTAL, and that at least one of HERE and
THERE contains PORTAL as a physical part.
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direct instance of:
#$CotemporalPredicate
#$TernaryPredicate
direct specialization of:
#$pathBetween
#$DoorwayCovering doors
(coverings) (parts) (solid objects)
A specialization of #$PortalCovering.
Each instance of #$DoorwayCovering
is a physical object used to cover some kind of portal,
including but not limited to doorways in buildings. This
collection also includes doors of cars, buses, subways,
elevators, garages, airplane hangars -- coverings over any
doors that people (and perhaps vehicles) pass through.
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direct instance of: #$ProductType #$ExistingObjectType
direct specialization of:
#$PortalCovering
#$doorwayHasCovering doorway
has covering
A predicate that relates a doorway to a physical
covering used to seal it. (#$doorwayHasCovering
DOORWAY COVER) means that the instance DOORWAY of #$Doorway has
as a physical covering the instance COVER of #$DoorwayCovering.
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direct instance of: #$AntiSymmetricBinaryPredicate
#$FunctionalPredicate
#$CotemporalObjectsSlot
#$PhysicalPartPredicate
direct specialization of:
#$portalHasCovering
#$Portal portals
A specialization of both #$Path-Spatial
and #$Cavity. Each
instance of #$Portal is an
opening -- in a surface, through a tube, or whatever -- with
or without a covering (although any covering is not itself
typically part of the portal). Specializations include #$Doorway,
#$Valve, and #$BodilyOrifice.
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direct instance of:
#$RegionType
direct specialization of:
#$Path-Spatial #$Cavity #$Path-Simple
direct generalization of:
#$PipeEndToCavityJunction
#$WindowPortal
#$Doorway
#$Doorway doorways
#$Doorway is a
specialization of #$Portal,
#$CavityWithWalls, and #$Artifact-NonAgentive. Each instance
of #$Doorway
is a portal in some instance of #$HumanOccupationConstruct
(q.v.), suitable for people (and perhaps vehicles) to enter
and exit. Each instance of #$Doorway
includes the frame, not merely the empty space within the
doorway. Instances of #$Doorway
include doorways to houses, office buildings, elevators,
automobiles, airplanes, and garages.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Artifact-NonAgentive #$CavityWithWalls #$Portal
#$WindowPortal windows
(portals) (parts of a building)
#$WindowPortal
is a specialization of #$Portal and
#$PhysicalPartOfObject. Each instance of #$WindowPortal
is a portal found in a human occupation construct, typically
covered by some instance of #$WindowThePortalCovering (q.v.).
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direct instance of:
#$RegionType
direct specialization of:
#$PartOfBuilding #$Portal
#$WindowThePortalCovering windows
(vertical walls) (coverings)
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
The physical object which 'covers' or fills in the
#$WindowPortal.
It is a physical barrier, but because it is made primarily
of glass, it allows light to enter.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$PortalCovering
#$WindowPane window panes
**COMMENT NOT REVIEWED**
**GAFs NOT REVIEWED**
Each individual pane in a window. A window may only
have one window pane.
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direct instance of:
#$ExistingObjectType
direct specialization of: #$SolidTangibleProduct
#$windowHasCovering window
has covering
A predicate that relates a window to a physical
covering used to seal it. (#$windowHasCovering
WINDOWCOVER) means that the instance WINDOW of #$WindowPortal
has as a physical covering the instance COVER of #$PortalCovering.
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direct instance of: #$AntiSymmetricBinaryPredicate
#$FunctionalPredicate
#$CotemporalObjectsSlot
#$PhysicalPartPredicate
direct specialization of:
#$portalHasCovering
#$RoofOfAConstruction roofs
#$RoofOfAConstruction
is a specialization of #$TopSurface and #$PartOfBuilding.
Each instance of #$RoofOfAConstruction
is a roof of a structure which is an instance of #$HumanShelterConstruction.
Like instances of #$Wall-Vertical, instances of #$RoofOfAConstruction
may be considered as having one or two sides; the 'inner'
side of a roof may or may not qualify as a #$CeilingOfARoom.
It is understood that one and only one side of a #$RoofOfAConstruction
is 'exposed to the elements.'
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$PartOfBuilding
#$WallOfAConstruction walls
of a building
#$WallOfAConstruction
is a specialization of #$PartOfAnHSC and #$Wall-Vertical.
Each instance of #$WallOfAConstruction
is a part of a #$HumanShelterConstruction.
This includes the walls on the outside of the building as
well as those on the inside such as the wall separating two
rooms in a house.
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direct instance of:
#$ExistingObjectType
direct specialization of: #$PartOfAnHSC
#$FloorInAConstruction floors (parts)
#$FloorInAConstruction
is a specialization of #$PartOfAnHSC and
#$Wall-GenericBarrier. Each instance of #$FloorInAConstruction
is a physical floor in a building (typically made to walk
upon), _not_ the level (the story composed of rooms or halls
-- see #$LevelOfAConstruction).
The floor can include any floor in a building such as the
floor of a room on the third floor as well as the floor of
the entire first level of the building. This includes just
the horizontal surface -- not the subfloor. It also does not
include floor coverings like carpet or tile.
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direct instance of:
#$ExistingObjectType
direct specialization of: #$PartOfAnHSC #$Wall-GenericBarrier
#$CeilingOfARoom ceilings
#$CeilingOfARoom
is a specialization of #$PartOfRoomInAConstruction.
Each instance of #$CeilingOfARoom
is a ceiling of some #$RoomInAConstruction.
Note that, unlike walls, ceilings are conventionally
considered to be 'one-sided' objects. The other side of a #$CeilingOfARoom
may be a #$RoofOfAConstruction,
or in a #$ModernShelterConstruction,
more probably the #$FloorInAConstruction
in another room.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$PartOfRoomInAConstruction
#$LevelOfAConstruction stories
#$LevelOfAConstruction
is a specialization of #$SpaceInAFixedHOC. Each instance of
a #$LevelOfAConstruction
is a level, also called floor or story, of a #$ConstructionArtifact.
Levels are regions in space; they are not two-dimensional planes.
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direct instance of:
#$ExistingObjectType
direct specialization of: #$SpaceInAFixedHOC
direct generalization of:
#$BasementLevelInAConstruction
#$AboveGroundLevelInAConstruction
#$BalconyLevelInAConstruction
#$AboveGroundLevelInAConstruction above-ground levels
#$AboveGroundLevelInAConstruction
is a specialization of #$LevelOfAConstruction.
Each instance of #$AboveGroundLevelInAConstruction
is at or above ground level. See also #$BasementLevelInAConstruction
and #$BalconyLevelInAConstruction.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$LevelOfAConstruction
#$BalconyLevelInAConstruction balconies
#$BalconyLevelInAConstruction
is a specialization of #$LevelOfAConstruction.
Each instance of #$BalconyLevelInAConstruction
is a balcony in the style of those overhanging levels
sometimes found in churches, theatres, etc. Such balconies
are often approximately one-third the size of the floor or
level below them, and therefore can be considered legitimate
levels themselves. They usually contain a mob of seats. Note
that this collection does _not_ include the kind of balcony
that protrudes from a window or door on an already existing
level. See also #$AboveGroundLevelInAConstruction
and #$BasementLevelInAConstruction.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$LevelOfAConstruction
#$BasementLevelInAConstruction basements
#$BasementLevelInAConstruction
is a specialization of #$LevelOfAConstruction.
Each instance of #$BasementLevelInAConstruction
is a level in a construction that is below ground level. See
also #$AboveGroundLevelInAConstruction
and #$BalconyLevelInAConstruction.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$LevelOfAConstruction
#$hasLevels has levels
This predicate relates buildings (or other
instances of #$ConstructionArtifact)
to their levels. (#$hasLevels
ARTIFACT LEVEL) means that LEVEL is a level (e.g., a floor)
of ARTIFACT.
guid: bd588bf5-9c29-11b1-9dad-c379636f7270
direct instance of:
#$CotemporalObjectsSlot
#$PhysicalPartPredicate
#$AntiSymmetricBinaryPredicate #$FunctionalPredicate
direct specialization of:
#$physicalParts
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