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Motivation

Depicts wrong behaviour around FLt|s/when FLt|s are operated

  • standing below elevated loads -> removed since all FLt|s were supposed to move and when load is lifted moving is not allowed (except when loading, slow mode)
  • floor bourne vehicles have dedicated spaces people should not enter
  • underline that rolling gates are for floor bourne vehicles and doors for non-motorised employees, because
    1. rolling gates run down fast and even though they have a contact sensitive bar which stops the downward movement on contact, they can cause serious head injuries

      • they are pretty fast, solid, and heavy, and they initiate stopping when hitting someone/-thing with great force (not before)
      • more to prevent damage from the floor bourne vehicles, goods, and the gate and maybe also to not kill employees when hit

        1. never walk where floor bourne vehicles are supposed to drive
      • especially if there is little to no space to get out of the way

      • pass driveways in marked areas only (e.g., zebra crossing) -> the best area, e.g., to see approaching vehicles and to be seen by them

Trivia

Already in use pretty early (7th August 2018, 7fcc27fb)

scripting was necessary (one of the few scripted elements)
1. use door instead of rolling gate:

- user removes barrel blocking the driveway   
- if user is not on zebra crossing or driveway **FLt** passes by   
- lights turn of, spotlight on rolling gate and door, and show new dialogue type (two-headed arrow, designed only for this)   
- user clicks either on rolling gate (wrong) or door (correct)   
- if door was clicked, scene lighting returns to normal ("spotlight off")
  1. do not enter driving ways aside dedicated areas

    • added zebra crossing for passing driveways and driving zone (see also CAa Overview#Trivia)
    • user enters driving zone: play honking sound
    • user leaves driving zone: stop playing honking sound
    • Flt is only moving (translational) object in scene, other animations are "in place" (e.g., rotation of the drilling machine)

Also used in L1 789245cf

  • blocks safety sign
  • required large "movable" object to block sign on wall
  • moves out of scene when clicked on (not solvable by drag and drop, too big, not logical to drag it)
  • important dangerous part - static (?)

FLt issue (more or less whole M3) was merged into A2

  • all other themes two scenes, except manufacturing -> needed to reduce
    • easier for user: if users saw two distinct scenes, they can assume they saw everything
    • simplifies programming: hard code names and iterate to two -> allows adding more scenes later
  • needed content for A2 which was left empty on purpose:
    1. to have space to put stuff which was too much in other scene (as it was used for here)
    2. to have space to create topics which emerged during development (e.g., due to increased work-place accidents of a certain kind)

FLt in 7fcc27fb (7th August 2018) also underlined that 3 m * 3 m is too less space, since FLt from fork-tip to rear end is longer than 3 m.

Reflections

no driver in FLt: with the customer we decided that it is not necessary (low priority) since it drives once and passes by pretty fast (also in L1)

FLt stands in tunnel behind open rolling gate, which marks the end of physically reachable space

  • tunnel outside of actual scene
  • risk of users bumping into the wall (visible space larger than physical one), but in discussion with the customer we concluded:

    1. workers should never walk through rolling gates
    2. workers should never walk on driveways
    3. honking sound (when entering driving zone) is looped as long as user stays in driving zone
    4. there is a trainer around who can intervene
  • advantages:

    • FLt does not have to drive all the time -> no constant respawning and less resources needed
    • reduces risk of intervening in users (virtual) body integrity (see Slater 2020 or 2021, something with ethics)
  • maybe an issue: the users see the real wall in open gate, but also virtual content behind that -> might cause a break in illusion (reduced immersion) -> since it is MR not VR not too problematic (?)

Related Commits


Additional Data Points

Terms:
Forklift
Floor bourne
drive
gate
door
alarm
honk

09/10/2018 Protocol P091018
...
Room: Manufacturing

-...
- New scene:
- Walkway parallel to drive way
- Door next to gate
- Spotlight on the doors after the roadway
- Dialogues for walking across zebra crossing and through door instead of gate
-...
Room: Assembly

  • forklift-symbol + no-walking-path symbol on drive way
  • ...

DM 10/10/2018 ARS-81 Manufacturing 3: Walking path parallel to driving path, door next to gate, after moving blocking palette check if user is in driving path (honk if yes), if no (or user leaves path) forklift passes by and spots are on both doors (sun is off)

DM 10/10/2018 ARS-80 Look for Forklift and walk not walt icons to put on floor
15/Oct/18 4:09 PM;DM;* Environmental light (of the physical room) minimizes the effect of "turning off" the lights in the scene.
 * The light of the spotlights doesn't renderer in the hololens as "focused" (the clear cone shape) as in the Unity editor.
 * Some adjustments to estimate if the user is in the forklift path is still required.

11/10/2018 ARS-84 Modify Manufacturing02

  • Keep zebra crossings, parallel to the footpath.
  • Insert door so that it has to be decided whether to take the door or the gate from the path of travel.
  • Once the blocking object of the forklift disappears and the forklift moves forward.
  • Forklift honks if the user is in the way. Then two spotlights shine on the truck gate and on the door. The user decides which door to go through by clicking on it.

14/09/2018, Protocol: P140918
Room: logistics

  • ...
  • Park forklift sideways against the wall
  • ...

NN 05/11/2018 ARS-97 Dialogue Fertigung02 (Forklift scene) selecting wrong door

NN 15/11/2018 ARS-111 Manufacturing02: Forklift icon on the floor

15/11/2018 Protocol P151118
...
Room: Manufacturing

  • Manufacturing02: Forklift icon on floor
  • ...
  • Manufacturing02: Arrow between door and gate larger, question mark on door and gate (hint to click)
  • ...

15/11/2018 ARS-112 Manufacturing02: arrow between gate and door bigger, question mark on gate and door (hint to click)

15/11/2018 ARS-113 Manufacturing02: Remove bollard, dialog for 2nd door

15/11/2018 ARS-131 Maintenance02: Symbol with lightning on door of switch cabinet

14/12/2018 Protocol P141218
Manufacturing2
Alarm walking path (instead of dialogue, as travel path is exceeded)

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