[TOC] Link
CAa
M2
ES1

Motivation

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
    • later also used for Forklift -> b8c5a112 in A2
  • 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)

Related Commits

Additional Data Points

terms
Construction
area
site
barrier

KK 15/11/2018 ARS-132 Maintenance02: barrier not respected -> alarm (audio and image)

Protocol 03/12/2018 P031218
Electrical safety (production scene):

  • Bare cable outside construction site
  • ...

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