CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id acadia03_005
id acadia03_005
authors Maher, Andrew and Burry, Mark
year 2003
title The Parametric Bridge: Connecting Digital Design Techniques in Architecture And Engineering
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 39-47
doi https://doi.org/10.52842/conf.acadia.2003.039
summary New design opportunities that are facilitated by cross-disciplinary collaboration in both practice and research are available through the use of high level design software that simultaneously offers real time access to both analysis and design geometry in shared three-dimensional digital models. Here we present a collaborative research project between architects and structural engineers for the design of a pedestrian bridge, conceived to test current digital design processes in architectural and structural engineering practice with those in research through the use of models of parametrically defined associative geometry. In this project, the digital model’s architectural design geometry was constrained by the bridge’s fabrication methods and linked with its engineering analysis. Iterations of the design geometry were then optimised or ‘solved’ to produce variations according to the design parameters offered up for change. The shift of the professions from the plane to digital space exposes the possibilities of new design techniques with the exchange of design parameters potentially operating as a digital dialogue between the disciplines—a kind of digital version of Antoni Gaudi’s funicular hanging model—a metaphor of the digital space that has been developed for this project.
series ACADIA
email
last changed 2022/06/07 07:59

_id 0297
authors Maher, M-L., Simoff, J. and Cicognani, A.
year 1999
title Understanding Virtual Design Studios
source Springer, London
summary Understanding Virtual Design Studios examines the issues involved in setting up and running a virtual design studio. Rather than focusing on the technology or how to apply it, the reader is presented with an interdisciplinary framework for understanding, organising, running and improving virtual design studios both in professional and educational practice. The authors assess the potential benefits, such as improved creativity and collaboration, and highlight the areas in which our understanding needs to improve; How people collaborate in an environment where interaction is mediated by shared computer resources; How to organise and manage a distributed workspace efficiently; How people represent and communicate design ideas in an electronic form. Of interest to both design professionals and researchers interested in computer-mediated collaboration, this volume will also be of interest to anyone who needs a clear picture of what this new technology can do for them
series other
email
last changed 2003/04/23 15:14

_id 9c00
authors Maher, M. and Simmoff, S.
year 1999
title Variations on the Virtual Design Studio
source Proceedings of Computer-Supported Collaborative Work in Design
summary There are numerous approaches and techniques for setting up an environment for collaborative design. The most common approach is to extend the desktop environment to include tools for meeting and sharing files. This approach takes the individual work environment and adds tools for communicating with others. An alternative approach is to create a virtual world environment in which the collaborators meet, work, and organise their projects. This approach differs conceptually because it creates a sense of place that is unique to the project, sort of a shared office space. A variation on this approach is to create a virtual world that is the model of the product being designed. This is a more obvious choice when the product is an architectural design, but it can be extended to other kinds of design. This approach is essentially collaborating within the design. We present the three approaches and comment on their strengths and weaknesses.
series other
last changed 2003/04/23 15:50

_id f5a3
authors Maher, M.L. and Gomez de Silva Garza, A.
year 1996
title Developing case-based reasoning for structural design
source IEEE Expert
summary Case-based systems enable users to retrieve previously known designs from memory and adapt them to fit the current design problem. The four case-based design systems described here illustrate how various implementations achieve design assistance or design automation objectives. Case-based reasoning is a problem-solving technique that makes analogies between a problem and previously encountered situations (cases) relevant to solving the problem. Using CBR as a design process model involves the subtasks of recalling previously known designs from memory and adapting these design cases or subcases to fit the current design context. The detailed development of this process model for a particular design domain proceeds in parallel with the development of the case representation, the case memory organization, and the necessary design knowledge. The selection of an information representation paradigm and the details of its use for a problem-solving domain depend on the intended use of the information, the project information available, and the nature of the domain. CBR could be used to develop and implement a CBR system. Although that sounds circular, if CBR is a viable approach to problem solving, it can be applied to the development of the reasoning system itself. Toward that end, this article presents four "cases" of case-based building design systems that we've developed at the University of Sydney: CaseCAD, CADsyn, Win, and Demex. These systems exemplify alternative case memory contents and organizations and provide insight into different potential implementations of the recall and adaptation subprocesses.
series journal paper
email
last changed 2003/04/23 15:14

_id 62a1
authors Maher, M.L. and Poon, J.
year 1996
title Modelling design exploration as co-evolution
source Microcomputers in Civil Engineering, 11:192-207
summary Most computer-based design tools assume designers work with a well defined problem. However, this assumption has been challenged by current research. The explorative aspect of design, especially during conceptual design, is not fully addressed. This paper introduces a model for problem-design exploration, and how this model can be implemented using the genetic algorithm (GA) paradigm. The basic GA, which does not support our exploration model, evaluates individuals from a population of design solutions with an unchanged fitness function. This approach to evaluation implements search with a prefixed goal. Modifications to the basic GA are required to support exploration. Two approaches to implement a co-evolving GA are presented and discussed in this paper: one in which the fitness function is represented within the genotype, and a second in which the fitness function is modelled as a separately evolving population of genotypes.
series journal paper
email
last changed 2003/04/23 15:50

_id 290c
authors Maher, M.L. and Simoff, S.
year 1999
title Variations on a Virtual Design Studio in J-P. Barthes
source Z. Lin and M. Ramos (eds) Proceedings of Fourth International Workshop on CSCW in Design, Universite de Technologie de Compiegne, pp.159-165
summary There are numerous approaches and techniques for setting up an environment for collaborative design. The most common approach is to extend the desktop environment to include tools for meeting and sharing files. This approach takes the individual work environment and adds tools for communicating with others. An alternative approach is to create a virtual world environment in which the collaborators meet, work, and organise their projects. This approach differs conceptually because it creates a sense of place that is unique to the project, sort of a shared office space. A variation on this approach is to create a virtual world that is the model of the product being designed. This is a more obvious choice when the product is an architectural design, but it can be extended to other kinds of design. This approach is essentially collaborating within the design. We present the three approaches and comment on their strengths and weaknesses.
series other
email
last changed 2003/04/23 15:50

_id 9ec6
authors Maher, M.L., Balachandran, B. and Zhang, D.M.
year 1995
title Case-Based Reasoning in Design
source Lawrence Erlbaum Associates
summary This survey presents a number of issues raised by the application of case-based reasoning for design. The authors comment on the two extremes of case-based design: design assistance and design automation, and how they share a number of difficult issues related to their implementation.
series other
email
last changed 2003/04/23 15:14

_id f071
authors Maher, M.L., Cicognani, A. and Simoff, S.J.
year 1997
title An Experimental Study of Computer Mediated Collaborative Design
source International Journal of Design Computing, Key Centre of Design Computing, University of Sydney, Sydney
summary The use of computer technology in design practice is moving towards a distributed resource available to a team of designers. The development of software to support designers has traditionally been based on the assumption that there will be a single person using the software at a time. Recent developments have enabled the feasibility of software for two or more simultaneous users, leading to the possibility of computer mediated collaborative design (CMCD), where the computer plays the role of mediator and design information handler. There is the potential for the computer to play a more active role in collaborative design through enhanced visibility of 3D models and assistance in generating alternative designs and design critiques. With this potential the computer not only mediates the collaborative design process but actively supports the designers. Research in integrated CAD, multimedia and design database systems, virtual design studios, and design protocol studies provide the basis for a formal study of CMCD. We have developed an experimental methodology to study the difference in design semantics documented using computer applications when designing alone as compared to designing collaboratively. This methodology can be applied to study other aspects of CMCD.
series journal paper
email
last changed 2003/04/23 15:50

_id a944
authors Maher, M.L., Gero, J.S. and Saad, M.
year 1993
title Synchronous Support and Emergence in Collaborative CAAD
source CAAD Futures ‘93 [Conference Proceedings / ISBN 0-444-89922-7] (Pittsburgh / USA), 1993, pp. 455-470
summary Design is rarely an activity that is commenced and completed by an individual The more common design environment is one in which teams of designers work together towards a final solution. In this paper we consider issues involved in the development of computer-based design environments in which teams of design professionals can collaborate, focusing on the need for visual and underlying representations which can support multiple interpretations. We consider the environment as providing a shared workspace which facilitates both communication and progression of design ideas, concepts, and drawings. In the environment presented here, the shared workspace has two foci: the workspace that designers see and interact with, and the workspace that provides an underlying computer-based representation for persistent memory. The emphasis is on providing representations that support emergence that occurs during collaboration.
keywords Collaborative Design, Team Design, Multi-User Synchronous CAAD, Shared Representation, Shared Workspace, Emergence
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 6bd9
authors Maher, M.L., Gu, N. and Li, F.
year 2001
title Visualisation and object design in virtual architecture
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 39-50
doi https://doi.org/10.52842/conf.caadria.2001.039
summary The design of virtual architecture is currently ill-defined and lacks a framework for understanding existing designs. We present a basis for the representation of virtual architecture that follows from the idea of conceptual metaphor. This approach addresses the limitations of current environments for designing virtual architecture by providing a basis for combining visualisation and object design.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade03_047_70_maher
id ecaade03_047_70_maher
authors Maher, M.L., Liew, P.-S., Gu, N. and Ding, L.
year 2003
title An Agent Approach to Supporting Collaborative Design in 3D Virtual Worlds
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 47-52
doi https://doi.org/10.52842/conf.ecaade.2003.047
summary 3D Virtual worlds facilitate a level of communication and collaboration not readily available in conventional CAD systems. The integration of virtual worlds and CAD systems using a common data model can make a significant impact on synchronous collaboration and real time multi-user multi-disciplinary modification of building data. By using agents, the integration of 3D virtual worlds and CAD systems can go beyond that of passive data transfer. With sensors and effectors, each agent can interact with its environment by responding to changes in the CAD system or 3D virtual world, which can take the form of an update to the geometry, or as a recommendation to change non geometric information or to propagate changes to other parts of the design. The reasoning process for each agent can vary from a reflexive behaviour in which the agent responds directly to the sensor data to a reflective behaviour in which the agents reasons about its goals and alternatives before making a change to the environment. We demonstrate this approach using ArchiCAD and Active Worlds as the CAD system and the virtual world platform. An EDM database is used as the central repository for storing the representation of the relevant data model. A multi-agent system is developed to connect the virtual world to this database to allow active data sharing. This agent approach can be extended to the integration of other applications and data models.
keywords Design Collaboration, Virtual World, Agent and CAD
series eCAADe
email
more http://www.arch.usyd.edu.au/~mary
last changed 2022/06/07 07:59

_id 6ab6
authors Maher, M.L., Rutherford, J. and Gero, J.
year 1996
title Graduate Design Computing Teaching at the University of Sydney
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 233-244
doi https://doi.org/10.52842/conf.caadria.1996.233
summary Design Computing involves the effective application of computing technologies, digital media, formal methods and design theory to the study and practice of design. Computers are assuming a prominent role in design practice. This change has been partly brought about by economic pressures to improve the efficiency of design practice, but there has also been a desire to aid the design process in order to produce better designs. The introduction of new computer-based techniques and methods generally involves a re-structuring of practice and ways of designing. We are also seeing significant current developments that have far reaching implications for the future. These innovations are occuring at a rapid rate and are imposing increasing pressures on design professionals. A re-orientation of skills is required in order to acquire and manage computer resources. If designers are to lead rather than follow developments then they need to acquire specialist knowledge – a general Computing also demands technical competence, an awareness of advances in the field and an innovative spirit to harness the technology understanding of computers and their impact, expertise in the selection and management of computer-aided design systems, and skill in the design an implementation of computer programs and systems.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 8b35
authors Maher, M.L., Simoff, S.J. and Mitchell, J.
year 1997
title Formalising building requirements using an Activity/Space Model
source Automation in Construction 6 (2) (1997) pp. 77-95
summary The specification of the spatial requirements for a building is the basis for the architectural design of the building. The specification usually takes the form of an extensive text-based document, a briefing database for large projects, or informal discussion between the architect and the client for a small project. The specification of a building is still a hand-crafted presentation of information that is neither carried forward to the next stage of the life cycle of the building, nor formalised so that it can be effectively used for another project. This paper presents a model, specifically developed to capture the idiosyncrasies of specifying buildings, that has the potential to provide the basis for specifying buildings more generally and could provide the basis for facilitating the generation of new designs or the reuse of existing designs. The model makes explicit the representation of activities, spaces and their relationships. The continued development of the Activity/Space (A/S) Model not only provides a formal representation of requirements, but could provide a standard for product modelling of buildings.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 9afb
authors Maher, M.L., Simoff, S. and Cicognani, A.
year 1997
title Observations from an experimental study of computer-mediated collaborative design
source M.L. Maher, J.S. Gero, and F Sudweeks eds. Preprints Formal Aspects of Collaborative CAD, Key Centre of Design Computing, University of Sydney, Sydney, pp.165-185
summary The use of computer technology in design practice is moving towards a distributed resource available to a team of designers. The development of software to support designers has been based largely on the assumption that there will be a single person using the software at a time. Recent developments have enabled the feasibility of software for two or more simultaneous users, leading to the possibility of computer-mediated collaborative design. Research in integrated CAD, virtual design studios, and design protocol studies provide the basis for a formal study of computer-mediated design. We develop an experimental study of computer-mediated collaborative design with the aim of collecting data on the amount and content of design semantics documented using computer applications when designing alone as compared to designing collaboratively. The experiment includes the definition of an hypothesis, aim, methodology, data collection and coding schemes. The experiment and some preliminary observations are presented, followed by directions for further research.
series other
email
last changed 2003/04/23 15:14

_id 174d
authors Maher, M.L., Simoff, S., Gu, N. and Lau, K.H.
year 2001
title A virtual office
source M. Burry (ed.), Cyberspace: The World of Digital Architecture, Images Publishing, Mulgrave, Vic, pp. 196-199
summary The Virtual Office design provides an environment in a threedimensional virtual worl, in which a person, as an avatar, works alone or holds meetings with others. Two aspects of the design emphasize the "virtual": the walls and the allocation of areas. The design assumes that the walls of a virtual office provide a visual boundary to the place that indicates what is inside and what is outside the office. The functions of the wall include security, privacy, and a place for hanging things. The threedimensional visualization of the wall as a frame with cubes was inspired by the paintings of Piet Mondriaan. The design has five functional areas that are distinct, in order to provide a sense of movement when moving from one type of task to another.
series other
email
last changed 2003/04/23 15:50

_id 9c19
authors Maher, M.L., Simoff, S., Gu, N. and Lau, K.H.
year 2001
title Virtual conference centre
source M. Burry (ed.), Cyberspace: The World of Digital Architecture, Images Publishing, Mulgrave, Vic, pp. 192-195
summary The Virtual Conference Facilities design is part of the Virtual Campus, which comprises several rooms, hallways, and resource areas. The rooms include facilities for slide projection, recording, and softbots. The three-dimensional visualization of the rooms assumes that an avatar can walk or teleport from one place to another, The design style is a derivation of the Virtual Office design, using similar framelike walls and distinctive activity areas. The facility has three main rooms: the entrance hall, the conference room, and the practice studio. The use of rooms is determined on the basis of activity and conversation privacy, since the main purpose of the facility is to provide a place for people to meet. A person can hear anyone else in the some room talk but cannot hear someone in another room.
series other
email
last changed 2003/04/23 15:50

_id e501
authors Maher, M.L., Simoff, S., Gu, N., and Lau, H.K.
year 2000
title Designing Virtual Architecture
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 481-490
doi https://doi.org/10.52842/conf.caadria.2000.481
summary Virtual architecture as the design of functional virtual places is not well understood. Most virtual places are created by programmers rather than designed a places in the sense that buildings are designed. As a result, we are in the era of vernacular virtual architecture. While current virtual architecture fulfills certain needs of online users, a well-designed virtual place is becoming essential to cope with the growing complexity and demand in virtual worlds. This paper presents a basis for the design of virtual places that draws on our knowledge of architectural design.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 9c3e
authors Maher, M.L., Skow, B. and Cicognani, A.
year 1999
title Designing the virtual campus
source Design Studies, 20, 319-342
summary Virtual Worlds are networked environments that look like the physical world, and create a sense of place for the person communicating, navigating, and doing things in the virtual world. Virtual worlds have traditionally been developed as games, in fact, most virtual worlds today are games. A virtual campus has been developed in the Architecture Faculty at the University of Sydney that is based on some of the concepts of virtual worlds. The virtual campus is a place on the internet where students can go to take courses, meet with academic staff, and communicate with other students. The development of the virtual campus has been influenced by research in design science and is based on the conceptual metaphor of architectural design. The design of the virtual campus is considered at three levels: the implementation level, the representation level, and the interface level. Identifying these levels provides a basis for the design of virtual worlds for professional and educational environments. The consideration of the representation level results in a consistent use of a conceptual metaphor so that a person in the virtual campus can make use of the facilities in an intuitive manner.
series journal paper
email
last changed 2003/04/23 15:50

_id da49
authors Maher, Mary Lou and Gero, John S.
year 2002
title Agent Models of 3D Virtual Worlds
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 125-135
doi https://doi.org/10.52842/conf.acadia.2002.125
summary Architectural design has relevance to the design of virtual worlds that create a sense of place throughthe metaphor of buildings, rooms, and inhabitable spaces. The design and implementation of virtualworlds has focused on the design of 3D form for fast rendering to allow real time exploration of theworld. Using platforms that were originally designed for computer games, some virtual worlds nowcontain preprogrammed interactive behaviors. We present an agent model of virtual worlds in which theobjects in the world have agency, that is, the objects can sense their environment, reason about theirgoals, and make changes to the environment. This agent model is presented and illustrated using a wallagent. Following from the wall agent, we generalize how agency can be attached to any 3D model in avirtual world.
series ACADIA
email
last changed 2022/06/07 07:59

_id a7ba
authors Maher, Mary Lou and Gu, Ning
year 2002
title Design Agents in Virtual Worlds - A User-Centred Virtual Architecture Agent
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 23-38
summary This paper presents a User-centred Virtual Architecture (UcVA) Agent, a kind of rational agent capable of representing a person in virtual worlds and designing virtual worlds based on current needs. The two major structural aspects of this agent are Avatar Agent and Design Agent. The UcVA agent in this paper is presented from various perspectives: structure, process, and use scenarios. A proposed application of these agent models and an analysis of User-centred Virtual Architecture designed by this agent illustrates and evaluates this approach to designing virtual architecture.
series other
email
last changed 2003/05/10 10:16

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