Construction
Artifact Vocabulary
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Last
Update: 3/30/02
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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
#$HumanResidenceArea
#$HumanOccupationConstruct
#$PublicTransportationDevice #$Automobile #$Truck #$Ship
#$MilitaryBase-Grounds #$Ambulance
#$TrainEngine
#$ConstructionArtifact structures (artifacts)
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 #$MannedSpacecraft) that are are not tied to
a fixed location, as well as some instances (such as
instances of the specialization #$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
A specialization of #$ConstructionArtifact.
Each instance of #$FixedStructure
is a humanly-constructed, freestanding object that exists in
a fixed location; e.g., buildings, pyramids, the Great Wall
of China, dams, elevated roadways, canals, and so on. 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
#$Building
#$PathArtifact path artifacts
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, USHighway80, 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
Collection of all one story buildings.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Building
#$TwoStoryBuilding two-stories
Collection of all two story buildings.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Building
#$ThreeStoryBuilding three
story buildings
Collection of all three story buildings.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Building
#$ModernShelterConstruction modern
shelter constructions
A collection of construction artifacts; a
subcollection of #$Building (q.v.).
An instance of #$ModernShelterConstruction
is a building that provides comfortable shelter for humans
during some of their daily activities. Instances of #$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 #$ModernHumanResidence
(e.g., a newly built home in a suburban development or a
renovated brownstone in NYC).
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$Building
direct generalization of:
#$ModernHumanResidence
#$HumanResidence homes
(human shelter constructions)
A specialization of #$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 path artifacts
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, USHighway80, 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 collection of objects; a subcollection of both #$HumanResidence
and #$ModernShelterConstruction.
Each instance of #$ModernHumanResidence
is a humanly constructed shelter of a modern type in which
people live. Such residences are the typical dwellings in
the developed world of the late 20th century and may be
found in the more affluent regions of the developing world.
Examples include houses in suburban `developments', modern
apartment buildings, `modular' homes, etc.
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direct instance of:
#$ExistingObjectType
#$ProductType
direct specialization of:
#$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:
#$ExistingObjectType
direct specialization of:
#$HumanlyOccupiedSpatialObject #$OutdoorLocation
direct generalization of:
#$UrbanArea
#$SingleResidenceUnit single-family dwellings
A specialization of #$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:
#$ExistingObjectType
#$ProductType
direct specialization of:
#$ModernHumanResidence
#$PartOfBuilding parts
of a building (parts)
A collection of parts of a building that are
'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
#$Workplace workplaces
The collection of places where people customarily
work (not the employing organizations). #$Workplace
includes offices, restaurant buildings, construction sites,
agricultural sites, the #$SpaceNeedle, etc. Some places may
be #$Workplaces
only during a small part of their existence (a piece of
residential property while the house is being built,
perhaps); some may almost always be #$Workplaces
(grocery store buildings, office buildings, smithies,
hospitals, etc.).
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direct instance of:
#$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 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)
The predicate #$hasRooms
allows us to say that a particular space is within a
particular building. (#$hasRooms
BUILD ROOM) means that ROOM is a room or demarcated space
which is physically contained within BUILD, a #$ConstructionArtifact.
ROOM is not removable from BUILD. Spaces that can be
identified in this way include lobbies, hallways, kitchens,
closets, dining rooms, gymnasia, studios, stairwells,
bedrooms, etc.
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direct instance of: #$AntiTransitiveBinaryPredicate
#$AsymmetricBinaryPredicate #$PhysicalPartPredicate
#$CotemporalObjectsSlot
direct specialization of:
#$containsCavityWithWalls
#$internalParts
#$physicalParts
#$RoomInAConstruction rooms
(indoor spaces)
The set of rooms in #$ConstructionArtifacts
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direct instance of:
#$ExistingObjectType
direct specialization of: #$CavityWithWalls #$SpaceInAFixedHOC
#$PartOfRoomInAConstruction part
of room in a construction
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:
#$CeilingOfARoom
#$HOCObject furnishings
A specialization of #$Artifact. #$HOCObject
is a very general collection for all artifacts that are
found in places where humans live or work, i.e., in some
instance of #$HumanOccupationConstruct
(abbreviated HOC). Since these objects are considered to be
found indoors, they are all roughly `human-sized'. Instances
of #$HOCObject
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
#$portalHasCovering portal
has covering
A general predicate for relating instances of
portal to their coverings. Specpreds include #$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
#$DoorwayCovering doors (coverings)
A specialization of #$PortalCovering.
Each instance of #$DoorwayCovering
is a physical object used to cover some kind of portal,
including but not limited to doorways in buildings. This
collection also includes doors of cars, buses, subways,
elevators, garages, airplane hangars--coverings over any
doors that people (and perhaps vehicles) pass through.
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direct instance of:
#$ExistingObjectType
#$ProductType
direct specialization of:
#$PortalCovering
#$doorwayHasCovering doorway
has covering
Relates a #$Doorway to
the physical covering used to seal it. The user should be
aware that #$Doorway, the
designated arg1 for this predicate, is currently constrained
to be a physical part of some instance of #$ShelterConstruction.
This is because, in normal English parlance, doorways are
the portals through which people pass to get in and out of
shelter constructions, and from room to room. Planes,
trains, automobiles, and other vehicles are not
conventionally said to have #$Doorways, and
if the aim is to assert something about the #$PortalCoverings
of a vehicle, #$portalHasCovering
would be the appropriate predicate to use.
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direct instance of:
#$CotemporalObjectsSlot
#$FunctionalPredicate
#$AntiSymmetricBinaryPredicate #$PhysicalPartPredicate
direct specialization of:
#$portalHasCovering
#$Portal portals
(localized spatial things)
The collection of all openings, as in a surface,
through a tube, etc., with or without a covering. This
includes doors, mouths, doughnut-holes, etc.
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direct instance of:
#$RegionType
direct specialization of:
#$SomethingExisting #$Cavity #$Path-Simple
direct generalization of:
#$PipeEndToCavityJunction
#$WindowPortal
#$Doorway
#$Doorway doorways
A specialization of #$Portal. 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:
#$ExistingObjectType
direct specialization of:
#$CavityWithWalls #$Artifact #$Portal
#$WindowPortal windows
(parts of a building)
Windows are one kind of portal found in a human
occupation construct. They are usually covered by #$WindowThePortalCovering,
which is the physical object made primarily of glass through
which one can see.
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direct instance of:
#$RegionType
direct specialization of:
#$PartOfBuilding #$Portal
#$WindowThePortalCovering windows
(wall vertical)
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
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
#$windowHasCovering window
has covering
A restriction of #$portalHasCovering.
This predicate can take as it's arg1 any instance of #$WindowPortal,
eg., a car window, or a window in a #$ModernHumanResidence.
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direct instance of:
#$CotemporalObjectsSlot
#$FunctionalPredicate
#$AntiSymmetricBinaryPredicate #$PhysicalPartPredicate
direct specialization of:
#$portalHasCovering
#$RoofOfAConstruction roofs
(parts of a building)
The collection of all roofs of structures which are
instances 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 wall
of a construction
Any wall which is a part of a #$HumanShelterConstruction.
This includes includes the walls on the outside of the
building as well as those on the inside such as the wall
separating two rooms in a house.
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direct instance of:
#$ExistingObjectType
direct specialization of: #$PartOfAnHSC
#$FloorInAConstruction floors (parts)
A physical floor in a building, NOT the level
(storey). The latter is called #$LevelOfAConstruction.
The floor can include any floor in a building such as the
floor of a room on the third floor as well as the floor
covering the entire 1st level of the building. This includes
just the horizontal surface -- not the subfloor. It also
doesn't include floor coverings like carpet or tile.
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direct instance of:
#$ExistingObjectType
direct specialization of: #$PartOfAnHSC #$Wall-GenericBarrier
#$CeilingOfARoom ceilings
The collection of all ceilings of every instance of
#$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
#$LevelOfAConstruction stories
(indoor spaces)
The levels, also called floors or stories, of a #$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
A specialization of #$LevelOfAConstruction
whose instances are at or above ground level. See also #$BasementLevelInAConstruction
and #$BalconyLevelInAConstruction.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$LevelOfAConstruction
#$BalconyLevelInAConstruction balconies
A specialization of #$LevelOfAConstruction
whose instances are balconies in the style of those
overhanging levels sometimes found in churches, theatres,
etc. Such balconies are often approximately one-third the
size of the floor or level below them, and therefore can be
considered legitimate levels themselves. They usually
contain a mob of seats. Note that this collection does _not_
include the kind of balcony that protrudes from a window or
door on an already existing level. See also #$AboveGroundLevelInAConstruction
and #$BasementLevelInAConstruction.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$LevelOfAConstruction
#$BasementLevelInAConstruction basements
(indoor spaces)
A specialization of #$LevelOfAConstruction
whose instances are below ground level. See also #$AboveGroundLevelInAConstruction
and #$BalconyLevelInAConstruction.
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direct instance of:
#$ExistingObjectType
direct specialization of:
#$LevelOfAConstruction
#$hasLevels has levels
Levels which are part of this building
guid: bd588bf5-9c29-11b1-9dad-c379636f7270
direct instance of:
#$CotemporalObjectsSlot
#$PhysicalPartPredicate
#$FunctionalPredicate
#$AntiSymmetricBinaryPredicate
direct specialization of:
#$physicalParts
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