## 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.
> guid: bd58d372-9c29-11b1-9dad-c379636f7270
> 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.
> guid: bd589da5-9c29-11b1-9dad-c379636f7270
> 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).
> guid: bd58c647-9c29-11b1-9dad-c379636f7270
> 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 #$PathArtifactSystem.
> guid: bd588ea2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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.
> guid: bd589a82-9c29-11b1-9dad-c379636f7270
> 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.
> guid: bd58c60d-9c29-11b1-9dad-c379636f7270
> 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.
> guid: bd58c6cb-9c29-11b1-9dad-c379636f7270
> 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.
> guid: bd58c691-9c29-11b1-9dad-c379636f7270
> 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 #$ModernHumanResidence (e.g., a newly built home in a suburban development or a renovated brownstone in New York City).
> guid: bd58a081-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$HumanResidence includes residential huts, igloos, longhouses, hotels, barracks, palaces, houseboats, and mobile homes, as well as apartments, duplexes, and detached houses. A person's residence is typically the place where she/he usually sleeps and keeps most personal effects.
> guid: bd58e689-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$PathArtifactSystem.
> guid: bd588ea2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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.
> guid: bd589a82-9c29-11b1-9dad-c379636f7270
> 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 #$ModernHumanResidence is a humanly constructed shelter of a modern type in which people live. Such residences are the typical dwellings in the developed world of the late 20th century and may be found in the more affluent regions of the developing world. Examples include houses in suburban `developments', modern apartment buildings, `modular' homes, etc.
> guid: bd58f076-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$SouthPole, and radar posts in the Aleutians.
> guid: bd58caab-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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.
> guid: bd58b1b2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ProductType #$ExistingObjectType
> direct specialization of: #$ModernHumanResidence

#$PartOfBuilding parts of a building

> #$PartOfBuilding is a specialization of #$PartOfAnHSC. Each instance of #$PartOfBuilding is a part of a building that is 'built-in', that is, built with the intention of remaining as part of the building.
> guid: bd589e2e-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$Workplaces (grocery store buildings, office buildings, smithies, hospitals, and so on.).
> guid: bd58899c-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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. #$PartOfBuilding.
> guid: bd589ff6-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$ConstructionArtifact BUILD, and that ROOM is not removable from BUILD. Spaces that can be identified in this way include lobbies, hallways, kitchens, closets, dining rooms, gymnasia, studios, stairwells, and bedrooms.
> guid: bd58a23e-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$ConstructionArtifact.
> guid: bd589fb2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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.
> guid: bd58efed-9c29-11b1-9dad-c379636f7270
> 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 #$HumanOccupationConstructObject include everything from furniture to tools, appliances to artwork, medical examining tables to church altars and pews.
> guid: bd590775-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$PortalCovering may be either flexible or rigid, and they may be either fixed in place or removable. Examples include windows (in buildings or automobiles), doors, shutters, screens, draperies, window blinds, convertible tops, lids, and corks.
> guid: bd589d69-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$windowHasCovering.
> guid: bd58cedf-9c29-11b1-9dad-c379636f7270
> direct instance of: #$PhysicalPartPredicate #$AntiSymmetricBinaryPredicate #$CotemporalObjectsSlot
> direct specialization of: #$physicalParts

#$portalConnectsRegions portal connects regions

> (#$portalConnectsRegions PORTAL HERE THERE) means that the regions HERE and THERE are connected via PORTAL, and that at least one of HERE and THERE contains PORTAL as a physical part.
> guid: bd58d88e-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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.
> guid: bd5899ff-9c29-11b1-9dad-c379636f7270
> 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 #$DoorwayCovering.
> guid: bd58cf22-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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.
> guid: bd58d597-9c29-11b1-9dad-c379636f7270
> 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.
> guid: bd58f914-9c29-11b1-9dad-c379636f7270
> 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 #$WindowThePortalCovering (q.v.).
> guid: bd58f957-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$WindowPortal. It is a physical barrier, but because it is made primarily of glass, it allows light to enter.
> guid: bd589e6e-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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.
> guid: bd588640-9c29-11b1-9dad-c379636f7270
> 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 #$PortalCovering.
> guid: bf39b367-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$RoofOfAConstruction is 'exposed to the elements.'
> guid: bd58f788-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$HumanShelterConstruction. This includes the walls on the outside of the building as well as those on the inside such as the wall separating two rooms in a house.
> guid: bd58f8d3-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$LevelOfAConstruction). The floor can include any floor in a building such as the floor of a room on the third floor as well as the floor of the entire first level of the building. This includes just the horizontal surface -- not the subfloor. It also does not include floor coverings like carpet or tile.
> guid: bd58f893-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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.
> guid: bd58f743-9c29-11b1-9dad-c379636f7270
> 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.
> guid: bd58ca09-9c29-11b1-9dad-c379636f7270
> 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 #$BalconyLevelInAConstruction.
> guid: bd588bb2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$BasementLevelInAConstruction.
> guid: bd5894f5-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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 #$BalconyLevelInAConstruction.
> guid: bd58ce1a-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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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