## Construction Artifact Vocabulary

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Last Update: 4/5/02
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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)

> 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.
> 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 **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 #$FixedStructure (e.g., bridge pilings) and parts which are not freestanding (e.g., the span of a bridge, or a room in a building).
> guid: bd58c647-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$Place #$ConstructionArtifact
> direct generalization of: #$PathForWheeledVehicles #$SubwayStation #$Airport-Physical #$Dock #$Building

#$PathArtifact path artifacts **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 #$PathArtifactSystem.
> guid: bd588ea2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$ConstructionArtifact #$Path-Customary
> direct generalization of: #$PathForWheeledVehicles

#$ShelterConstruction shelters **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> Collection of all one story buildings.
> guid: bd58c60d-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$Building

#$TwoStoryBuilding two-stories **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> Collection of all two story buildings.
> guid: bd58c6cb-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$Building

#$ThreeStoryBuilding three story buildings **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> Collection of all three story buildings.
> guid: bd58c691-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$Building

#$ModernShelterConstruction modern shelter constructions **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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).
> guid: bd58a081-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$Building
> 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 path artifacts **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 #$PathArtifactSystem.
> guid: bd588ea2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$ConstructionArtifact #$Path-Customary
> direct generalization of: #$PathForWheeledVehicles

#$ShelterConstruction shelters **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A collection of objects; a subcollection of both #$HumanResidence and #$ModernShelterConstruction. Each instance of #$ModernHumanResidence is a humanly constructed shelter of a modern type in which people live. Such residences are the typical dwellings in the developed world of the late 20th century and may be found in the more affluent regions of the developing world. Examples include houses in suburban `developments', modern apartment buildings, `modular' homes, etc.
> guid: bd58f076-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType #$ProductType
> direct specialization of: #$HumanResidence #$ModernShelterConstruction
> direct generalization of: #$SingleResidenceUnit

#$HumanResidenceArea residences (geographical regions)

> 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 **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 #$SingleResidenceUnit has a unique mailing address.
> guid: bd58b1b2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType #$ProductType
> direct specialization of: #$ModernHumanResidence

#$PartOfBuilding parts of a building **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A collection of parts of a building that are '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 **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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.).
> guid: bd58899c-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ContactLocationType
> direct specialization of: #$PhysicalContactLocation

#$SpaceInAHOC indoor spaces **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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. #$PartOfBuilding.
> guid: bd589ff6-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$HumanOccupationConstruct #$Cavity
> direct generalization of: #$SpaceInAFixedHOC

#$hasRooms room (physical part predicate) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 #$ConstructionArtifact. ROOM is not removable from BUILD. Spaces that can be identified in this way include lobbies, hallways, kitchens, closets, dining rooms, gymnasia, studios, stairwells, bedrooms, etc.
> guid: bd58a23e-9c29-11b1-9dad-c379636f7270
> direct instance of: #$PhysicalPartPredicate #$CotemporalObjectsSlot #$AntiTransitiveBinaryPredicate #$AsymmetricBinaryPredicate
> direct specialization of: #$containsCavityWithWalls #$internalParts #$physicalParts

#$RoomInAConstruction rooms (indoor spaces) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The set of rooms in #$ConstructionArtifacts
> guid: bd589fb2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$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.
> guid: bd58efed-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$PartOfBuilding
> direct generalization of: #$CeilingOfARoom

#$HOCObject furnishings **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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.
> 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 **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A general predicate for relating instances of portal to their coverings. Specpreds include #$doorwayHasCovering and #$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 **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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: #$ExistingObjectType #$ProductType
> direct specialization of: #$PortalCovering

#$doorwayHasCovering doorway has covering **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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.
> guid: bd58cf22-9c29-11b1-9dad-c379636f7270
> direct instance of: #$CotemporalObjectsSlot #$FunctionalPredicate #$AntiSymmetricBinaryPredicate #$PhysicalPartPredicate
> direct specialization of: #$portalHasCovering

#$Portal portals (localized spatial things) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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.
> guid: bd58d597-9c29-11b1-9dad-c379636f7270
> direct instance of: #$RegionType
> direct specialization of: #$SomethingExisting #$Cavity #$Path-Simple
> direct generalization of: #$PipeEndToCavityJunction #$WindowPortal #$Doorway

#$Doorway doorways **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 #$Doorway include doorways to houses, office buildings, elevators, automobiles, airplanes, and garages.
> guid: bd58f914-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$CavityWithWalls #$Artifact #$Portal

#$WindowPortal windows (parts of a building) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> Windows are one kind of portal found in a human occupation construct. They are usually covered by #$WindowThePortalCovering, which is the physical object made primarily of glass through which one can see.
> guid: bd58f957-9c29-11b1-9dad-c379636f7270
> direct instance of: #$RegionType
> direct specialization of: #$PartOfBuilding #$Portal

#$WindowThePortalCovering windows (wall vertical) **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 **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 #$ModernHumanResidence.
> guid: bf39b367-9c29-11b1-9dad-c379636f7270
> direct instance of: #$CotemporalObjectsSlot #$FunctionalPredicate #$AntiSymmetricBinaryPredicate #$PhysicalPartPredicate
> direct specialization of: #$portalHasCovering

#$RoofOfAConstruction roofs (parts of a building) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 #$RoofOfAConstruction is 'exposed to the elements.'
> guid: bd58f788-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$PartOfBuilding

#$WallOfAConstruction wall of a construction **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> Any wall which is a part of a #$HumanShelterConstruction. This includes includes the walls on the outside of the building as well as those on the inside such as the wall separating two rooms in a house.
> guid: bd58f8d3-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$PartOfAnHSC

#$FloorInAConstruction floors (parts) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A physical floor in a building, NOT the level (storey). The latter is called #$LevelOfAConstruction. The floor can include any floor in a building such as the floor of a room on the third floor as well as the floor covering the entire 1st level of the building. This includes just the horizontal surface -- not the subfloor. It also doesn't include floor coverings like carpet or tile.
> guid: bd58f893-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$PartOfAnHSC #$Wall-GenericBarrier

#$CeilingOfARoom ceilings **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 #$FloorInAConstruction in another room.
> guid: bd58f743-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$PartOfRoomInAConstruction

#$LevelOfAConstruction stories (indoor spaces) **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> The levels, also called floors or stories, 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 **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A specialization of #$LevelOfAConstruction whose instances are at or above ground level. See also #$BasementLevelInAConstruction and #$BalconyLevelInAConstruction.
> guid: bd588bb2-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$LevelOfAConstruction

#$BalconyLevelInAConstruction balconies **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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 #$BasementLevelInAConstruction.
> guid: bd5894f5-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$LevelOfAConstruction

#$BasementLevelInAConstruction basements **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> A specialization of #$LevelOfAConstruction whose instances are below ground level. See also #$AboveGroundLevelInAConstruction and #$BalconyLevelInAConstruction.
> guid: bd58ce1a-9c29-11b1-9dad-c379636f7270
> direct instance of: #$ExistingObjectType
> direct specialization of: #$LevelOfAConstruction

#$hasLevels has levels **COMMENT NOT REVIEWED** **GAFs NOT REVIEWED**

> 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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