CAa was created rather late (08th November 2018, 3afcee93) to depict that not-qualified workers are not supposed to walk into CAa|s. Also, unattended CAa|s need to be closed using barriers (or warning tape).
Trivia
conceptualisation and prototyping (i.e., development) started in M2. The CAa was used and also refined in ES1
introduces "no access areas" as a passive interaction concept (user is forced to react) by playing alarm sound on violating access restriction (i.e., when area is entered)
it was planned to show alarm like flashing light -> was not feasible, due to time constraints (lighting with MRTK is another topic we were not able to address within the time frame) and also since highly immersive flashing lights might cause simulation sickness
designed several objects on our own since they were not available
goal: use typical electrical devices to show that someone is assembling a switching cabinet
list of objects:
switching cabinet (aluminium profiles, casing metal sheets, hinges, mounting metal sheet, base)
transformer
air gap switch
cable channels
made cables to run from transformer and air gab switches (all single objects) using a framework which creates them along a predefined path during runtime (also enabling using physics) 27d49627
caused rendering issues such as jittering/stuttering
removed later 34a4d9c0
equipped the assembled switching cabinet in ME2 with the other self-designed objects to make it appear like an electrician is fixing an issue with the switches etc.
used in ES1
unequipped (no switches etc) -> door more or less closed (only open enough to fit a cable through the slot)
no need to add something nobody can see but might cause rendering issues
Reflections
Based on previous experience made during design (for) the application (in terms of using the tools and material but also understanding the customer's requirements), we were able to conceptualise this OHS issue without much testing with the customer by implementing and refining our ideas in Unity3D. This gave room for shifting from feasibility to design and allowed us to design own 3D objects using Blender to make it look more the way we wanted it to be. Before, it was often a pragmatic decision based on what material (3D object) was available (Analogy to wealth: The more you have, the pickier you become?). We did not feel the need to test before we felt the basic design to be finished.
Clear idea of what is needed
clear understanding of what has to be depicted and how
We did not feel the urge to experiment any more in Unity3D -> straight forward approach (replicating the approach which has been defined during the previous design)
room for new kind of creativity (not coding and problem-solving related) -> use of Blender
most of Unity3D based development and design was done in November 2018
one additional item was added in December 9d05d4ae
The CAa contains very large "single" objects which are assembled to one OHS issue
occupies an entire corner
for space-economy reasons it is wise to try to add related OHS issues to it (e.g., do not enter and damaged isolation of cable)
Work around/no implement things if price performance ratio is not good (do not use other lighting conditions here vs using other lighting conditions later in FLt Overview#Trivia)