When reconstructing a shooting incident with a shotgun, the muzzle-to-target distance can be determined by relating the size of a dispersion pattern found on a crime scene to that of test shots. Ideally, the test shots are performed with the weapon and ammunition that were used in the incident. But sometimes examiners will have to resort to alternatives, such as using cartridges of the same brand and type but with another pellet size. For this reason, the relationship between pellet size and shotgun dispersion patterns was studied with both lead and steel shotgun pellets. Cartridges were loaded with identical cartridge cases, powder charges, and wads but with different pellet sizes, below size B. The cartridges were fired, and the dispersion patterns at 5 m in front of the muzzle were measured and compared. The results provide strong support for the proposition that shotgun dispersion patterns with both lead and steel shot increase with decreasing pellet size if all other relevant parameters are kept equal. The results also provide an indicative measure of the magnitude of the effect. Pattern sizes were approximately 1.7 times larger with #9 than with #0 lead shot and 1.4 times larger with #9 than with #1 steel shot. The differences between consecutive shot sizes were generally smaller. This means that cartridges of equal brand and type but with the next nearest shot number can be used for a muzzle-to-target distance determination, keeping the information of the current study in mind in the final interpretation of the results.
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Video game designers iteratively improve player experience by play testing game software and adjusting its design. Deciding how to improve gameplay is difficult and time-consuming because designers lack an effective means for exploring decision alternatives and modifying a game’s mechanics. We aim to improve designer productivity and game quality by providing tools that speed-up the game design process. In particular, we wish to learn how patterns en- coding common game design knowledge can help to improve design tools. Micro-Machinations (MM) is a language and software library that enables game designers to modify a game’s mechanics at run-time. We propose a pattern-based approach for leveraging high-level design knowledge and facilitating the game design process with a game design assistant. We present the Mechanics Pattern Language (MPL) for encoding common MM structures and design intent, and a Mechanics Design Assistant (MeDeA) for analyzing, explaining and understanding existing mechanics, and generating, filtering, exploring and applying design alternatives for modifying mechanics. We implement MPL and MeDeA using the meta-programming language Rascal, and evaluate them by modifying the mechanics of a prototype of Johnny Jetstream, a 2D shooter developed at IC3D Media.
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Background: In team handball an anterior cruciate ligament (ACL) injury often occurs during landing after a jump shot. Many intervention programs try to reduce the injury rate by instructing the athletes to land safer. Video feedback is an effective way to provide feedback although little is known about its influence on landing technique in sport-specific situations. Objective: To test the effectiveness of a video overlay feedback method on landing technique in elite handball players. Method: Sixteen elite female handball players were assigned to a Control or Video Group. Both groups performed jump shots in a pre-test, two training sessions (TR1 & TR2) and a post-test. The Video Group received video feedback of an expert model with an overlay of their own jump shots in TR1 and TR2 whilst the Control Group did not. Main outcome measures were sagittal ankle, knee and hip angles during initial contact (IC), maximum (MAX) and range of motion (ROM), in addition to the Landing Error Scoring System (LESS) score. One 2x4 repeated measures ANOVA was conducted to analyze group, time and interaction effects of all kinematic outcome measures and the LESS score. Results: The Video Group displayed significant improvement in knee and hip flexion at IC, MAX and ROM. In addition, MAX ankle flexion and their LESS score improved an average of 8.1 in the pre-test to 4.0 in the post-test. When considering performance variables, no differences between Control Group and Video Group were found in shot accuracy or vertical jump height, whilst horizontal jump distance in the Video Group became greater over time. Conclusion: Overlay visual feedback is an effective method to improve landing kinematics during a sport-specific jump shot. Further research is now warranted to determine the long-term effects and transfer to training and game situations.
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