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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.
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.
Many studies have shown that experts possess better perceptual-cognitive skills than novices (e.g., in anticipation, decision making, pattern recall), but it remains unclear whether a relationship exists between performance on those tests of perceptual-cognitive skill and actual on-field performance. In this study, we assessed the in situ performance of skilled soccer players and related the outcomes to measures of anticipation, decision making, and pattern recall. In addition, we examined gaze behaviour when performing the perceptual-cognitive tests to better understand whether the underlying processes were related when those perceptual-cognitive tasks were performed. The results revealed that on-field performance could not be predicted on the basis of performance on the perceptual-cognitive tests. Moreover, there were no strong correlations between the level of performance on the different tests. The analysis of gaze behaviour revealed differences in search rate, fixation duration, fixation order, gaze entropy, and percentage viewing time when performing the test of pattern recall, suggesting that it is driven by different processes to those used for anticipation and decision making. Altogether, the results suggest that the perceptual-cognitive tests may not be as strong determinants of actual performance as may have previously been assumed.