I am not a carpenter or a builder or an architect or a civil engineer. I have, however, lived in houses most of my life. I have also lived on ocean going ships for a few years and I have slept in my car and on a haystack and in a tent and on trains and on planes on various occasions. None of this qualifies me to elaborate the spectrum of human domiciles, but there's little point in turning back after you get the bulk of the disclaimer written, so I might as well make the best of this.
This design will include various architectural styles and
construction design goals along with vehicle types and other
containers with various purposes. It is debatable as to whether I
can actually blend these disparate objects into a cohesive whole,
but I assume that you would be reading a nice safe encyclopedia if
you were actually looking for 'useful' information.
This is an exploration of various containers for humans, for their stuff and, perhaps, for life itself.
R. Buckminster Fuller thought of a 'house' as a machine for modifying your local environment. This is the main tack that I have taken in this design. I have, therefore, included other machines and enclosures that can also change your environment in some mental, physical or social way.
This Block is really just an overview, the aircraft sub-table
alone could fill (at least) an entire block. Most of the terms in
this design would actually be links to other Blocks which would
deal more specifically with containers of that persuasion.
A house of solitude. This also relates to 'hermetic' which describes an 'air-tight' seal.
All houses attempt to "shut out the world" in some way. A perfect
Hermitage shuts out everything. This is an unrealistic
goal (because you'll eventually suffocate or starve or go stark
raving mad from boredom), but we all seek the illusion of
isolation now and then.
A 'house' on wheels or water or wings.
Most houses change the weather (from cold to warm or from wet to
dry, for example), these houses change your location. Since a
Vehicle lets you move from a cold to a warm location or from a wet
to a dry location, a Vehicle can change your environment as
radically as any stationary house.
A house of safety.
This Type relates primarily to the 'sturdiness' of the house. A Fortress need not be stationary, but it should resist unintentioned or involuntary movement (as from a tornado). The average suburban tract house is not much of a Fortress, but it is better than the average 'double-wide' mobile or manufactured 'home'.
Keeping annoying intruders out, however, is more the
province of the Hermitage. A Fortress is often the abode of
'warriors' and other vermin. (where 'vermin' are creatures who
never create but often destroy)
A (mostly) horizontal hole.
This is literally "rock bottom". When W.C. Fields (then William
Claude Dukinfield) ran away from home at the age of eleven (to
escape his abusive father) he spent his first night in a hole
covered with boards in a nearby field. Just before morning, it
rained and his 'cave' began to fill with cold water (and he still
didn't go home). This is why the best caves are
horizontal.
A Cave may be preferable to a Box or a Cocoon in fact, but it
symbolizes a home which must first be wrested from bears or other
top tier predators. A Cave is cold, dark, stationary, often dank
and smelly and subject to hostile takeover attempts at odd hours
of the morning. A Cave is the lowest form (no pun intended) of
desirable real estate.
A house of splendor.
This may be seen as the apotheosis of style over substance (or
polish over performance or alliteration over allegory), but I
prefer to see it as the expression of the desire for a little
beauty in one's personal space.
A house of learning.
A good school should modify your social environment by increasing your value to society. This is best achieved when the school, your talents and interests and the needs of society are comfortably aligned, but almost any well intentioned education is better than ignorance. I have found that the oddest parts of my (admittedly mostly squandered) primary and secondary education have proven indispensable in some of the most unlikely places.
Education is "what you make of it" as contrasted against training
which is "what it makes of you".
A house of necessity.
This is (hopefully) just the house where your stuff lives, but in
times of trouble, nice warm dry cardboard boxes have been places
of refuge for thousands of modern urban poor. This Type takes
(mostly discarded or unwanted) local materials and and uses them
to construct a temporary shelter.
A place to sleep.
This is the bare minimum of enclosure used to shut out the tribulations of the waking world. It may be a blanket or a coat (or your towel) or just a pile of leaves and twigs against a wall. In many cases it is a state of mind rather than any physical object.
Cocooning is more often a matter of wrapping than of building.
This block would require the Science, Business, Employment and Leisure laths. That would put it somewhere in the #C3 Specialization area.
The terms are organized into four tables, each containing four sub-tables (or banks) which consist of sixteen cells. Each cell contains a command, a keyword or a link depending on usage. The headings before the four tables below and the (unique) element combinations that define each sub-table's purpose show the Physical Structure divisions. The four dark rows within each table separate the the sub-categories or banks and contain the (repeating) four Mental Construct element combinations that define the meaning of each individual cell.
This design only shows positive terms. Negative terms would be
the opposite of each 'passive' term listed below. If the term is
'active', the negative form will invoke the function or be used to
capture the state or current Value.
Cell #00 contains the name of this block of terms, it is used to
create the Specialization "Table of
Contents". If you select cell #00, you will lock-in this
block of terms and you will need to unplug Command Mode to exit,
even if these terms aren't commands. I can't think of a reason to
select cell #00 that doesn't involve using the Table of Contents
to lock-in this block of terms, so I don't see this as a problem.
The "Basic" sub-table is the default because that is where the majority of common generic domesticated terms reside. These are the "Left Hand Only" indices (#0[0-F]). The "Right Hand Only" indices are the first (#[0-F]0) commands in each sub-table. Notice also that '5' and 'D' are the most awkward finger combinations so they are used for less critical events (ideally).
The first table does not have the Vehicle or Hermitage Types. This table contains Terms related to public and commercial buildings. These are not places where people normally live (of their own free will at any rate).
The first (Basic) sub-table contains common useful things which
might otherwise be found in any of the other tables.
Basic(no elements) |
Cocoon |
Box | Both |
|
#00 - Environmental Modification Devices |
#01 - Cocoon | #02 - Cardboard Box | #03 - A-frame |
|
School |
#04 - real property | #05 - sleeping bag | #06 - carrel | #07 - Rooming house |
Palace |
#08 - domus | #09 - gazebo | #0A - pavilion | #0B - bandstand |
Both | #0C - Hostal |
#0D - Earth sheltered | #0E - building | #0F - building code |
Office
|
Cocoon | Box | Both | |
#10 - Cave |
#11 - academy | #12 - cubicle |
#13 - tomb | |
School | #14 - studio | #15 - post office | #16 - Bulwark | #17 - Pyramid |
Palace | #18 - Shophouse | #19 - church | #1A - temple | #1B - cathedral |
Both | #1C - theatre | #1D - dentist office |
#1E - laboratory | #1F - skyscraper |
InstitutionFortress |
Cocoon | Box | Both | |
#20 - Fortress | #21 - facility | #22 - prison |
#23 - Longhouse | |
School | #24 - School | #25 - maritime resort | #26 - museum | #27 - railway stations |
Palace | #28 - Palace | #29 - Monastery |
#2A - Castle | #2B - Parthenon |
Both | #2C - hospital | #2D - Nursing home | #2E - bank | #2F - redoubt |
StoreCave |
Cocoon | Box | Both | |
#30 - store |
#31 - cart | #32 - stand | #33 - restaurant |
|
School | #34 - grocery | #35 - hardware store | #36 - bothy | #37 - shopping center |
Palace | #38 - department store |
#39 - clothing store |
#3A - haberdashery | #3B - galleria |
Both | #3C - showroom | #3D - convenience store |
#3E - service station |
#3F - mall |
Air Transport
(no elements) |
Cocoon |
Box | Both |
|
#40 - airplane | #41 - parachute |
#42 - helicopter |
#43 - fighter jet |
|
School |
#44 - flight simulator |
#45 - airfoil | #46 - balloon | #47 - tandem trainer |
Palace |
#48 - private jet |
#49 - glider | #4A - dirigible |
#4B - flying wing |
Both | #4C - jumbo jet |
#4D - jet-pack |
#4E - Vertical Takeoff Or Landing |
#4F - starship |
Personal Transport
|
Cocoon | Box | Both | |
#50 - bicycle |
#51 - skate | #52 - pickup |
#53 - compact car |
|
School | #54 - station wagon |
#55 - moped | #56 - motorcycle | #57 - sedan |
Palace | #58 - limousine |
#59 - ski |
#5A - Sport Utility Vehicle |
#5B - sports car |
Both | #5C - ambulance | #5D - unicycle | #5E - Camper |
#5F - minivan |
Mass Transport
|
Cocoon | Box | Both | |
#60 - city bus |
#61 - ski lift | #62 - subway car |
#63 - trolly | |
School | #64 - school bus |
#65 - taxi cab |
#66 - (train) passenger car |
#67 - funicular |
Palace | #68 - semi tractor-trailer |
#69 - rickshaw | #6A - dining car |
#6B - Tour bus |
Both | #6C - panel van |
#6D - cable car |
#6E - sleeping car |
#6F - Freight Train |
Water Transport
|
Cocoon | Box | Both | |
#70 - boat | #71 - life vest |
#72 - skiff | #73 - hydrofoil | |
School | #74 - schooner | #75 - raft | #76 - Houseboat | #77 - destroyer |
Palace | #78 - cruse ship |
#79 - kayak | #7A - speed boat |
#7B - yacht |
Both | #7C - pontoon boat |
#7D - catamaran |
#7E - submarine | #7F - aircraft carrier |
House(no elements) |
Cocoon |
Box | Both |
|
#80 - house | #81 - hut | #82 - Cottage |
#83 - shelter | |
School |
#84 - residence | #85 - Capsule hotel | #86 - Cell | #87 - vernacular |
Palace |
#88 - Chalet | #89 - Igloo | #8A - Mansion | #8B - Manor House |
Both | #8C - farmhouse | #8D - Log cabin | #8E - Bungalow | #8F - dwelling |
Hotel
|
Cocoon | Box | Both | |
#90 - hotel | #91 - Bivouac | #92 - Rotunda | #93 - Squinch | |
School | #94 - Arcade | #95 - Sleeping rough | #96 - Tree house | #97 - Efficiency apartment |
Palace | #98 - Penthouse | #99 - lumitalo | #9A - Chandrashala | #9B - Inn |
Both | #9C - Portico | #9D - Mandapa | #9E - Squint | #9F - motel |
ApartmentFortress |
Cocoon | Box | Both | |
#A0 - Apartment |
#A1 - Unit | #A2 - ramada | #A3 - Terraced house | |
School | #A4 - Tenement | #A5 - Boarding house | #A6 - Barracks | #A7 - townhouse |
Palace | #A8 - Lighthouse | #A9 - Microhouse | #AA - tower | #AB - Arcology |
Both | #AC - Mixed-use | #AD - Communal apartment | #AE - Flatshare | #AF - Multi-family |
CondominiumCave |
Cocoon | Box | Both | |
#B0 - timeshare | #B1 - rotunda |
#B2 - Flophouse | #B3 - six pack |
|
School | #B4 - barn | #B5 - cafe | #B6 - bar | #B7 - health club |
Palace | #B8 - resort | #B9 - courtyard | #BA - building envelope | #BB - villa |
Both | #BC - Atrium | #BD - shoji | #BE - Basilica | #BF - gated community |
The fourth table has the Vehicle and Hermitage Types. This table
contains Terms related to Containers. Containers may not be
self-powered, but they are often involved with the movement of
things. These tables also contain things which are used to create
the other structures in this design (and containers for people
when considered as mindless objects).
The 'Barrel' sub-table contains odd shaped (non-rectangular)
containers. The 'Container' Container Contains Containers that are
sturdy (this is 'ad homage' Bertrand Russell's "set of
all sets" joke). The Warehouse sub-table contains (mostly
stationary) conveyers, edifices and enclosures which deal with
containers.
Package(no elements) |
Cocoon |
Box | Both |
|
#C0 - Package | #C1 - cargo net |
#C2 - Lintel | #C3 - prefabricated house | |
School |
#C4 - Playground | #C5 - canopy | #C6 - carpentry | #C7 - Apron |
Palace |
#C8 - Aisle | #C9 - Cemetery | #CA - masonry | #CB - Souterrain |
Both | #CC - Arch | #CD - Shack | #CE - framing | #CF - Eminent domain |
Barrel
|
Cocoon | Box | Both | |
#D0 - barrel | #D1 - culvert | #D2 - storm sewer | #D3 - Caravan | |
School | #D4 - Revolving Door | #D5 - levee | #D6 - tunnel | #D7 - trash can |
Palace | #D8 - Opera House |
#D9 - canal | #DA - plumbing | #DB - Barrel vault |
Both | #DC - dome | #DD - channel | #DE - pipeline | #DF - hat box |
ContainerFortress |
Cocoon | Box | Both | |
#E0 - container | #E1 - sidewalk |
#E2 - City block | #E3 - Elevator | |
School | #E4 - nanostructure | #E5 - dumpster | #E6 - Public housing | #E7 - Sanatorium |
Palace | #E8 - mail-order | #E9 - camping site | #EA - Subdivision | #EB - Retirement community |
Both | #EC - pressure vessel | #ED - swimming pool |
#EE - Tract housing | #EF - cargo container |
WarehouseCave |
Cocoon | Box | Both | |
#F0 - Warehouse | #F1 - conveyer belt | #F2 - County jail |
#F3 - Railway | |
School | #F4 - Pier | #F5 - Escalator | #F6 - duck | #F7 - Campus |
Palace | #F8 - airport | #F9 - Roundhouse | #FA - shed | #FB - Science park |
Both | #FC - Bay | #FD - aqueduct | #FE - Dormer | #FF - Business park |