4 research outputs found
Tandem bullets. Case report and ballistic analysis
Background: In forensic ballistics, the phenomenon of tandem bullets occurs when two or more bullets are ejected from the barrel of a firearm in a single shot. The injuries caused by these bullets have been described in the literature and include several possibilities, whose severity seems to be especially related to the mass increase of the exploded cartridges and to the distance at which the shots are fired, as a result of the sudden drop in kinetic energy that occurs.Case presentation: We report the case of a subject hit by a tandem bullet, during an attempted robbery, describing the injury reported in relation to the ballistic analysis of the case and examining the dynamics in which this circumstance occurred.Conclusions: The ballistic analysis conducted in our case confirmed that the harmful potential of "tandem bullets" is inversely correlated to the mass of the fired bullets. In our case, the exploded shot, consisting of two 38 Special caliber bullets fused together, hit the body of the subject involved with minimal kinetic energy and penetrating potential. We believe that further ballistic studies should be conducted on a cadaveric model by exploiting cadaveric donation programs for scientific research purposes, in order to investigate the wide spectrum of possible injuries that can occur, also simulating the effects of unjacketed tandem bullets
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The ARETE Ecosystem for the Creation and Delivery of Open Augmented Reality Educational Resources: The PBIS Case Study
Augmented reality (AR) is rapidly emerging as an increasingly useful technology in educational settings. In the ARETE (Augmented Reality Interactive Educational System) H2020 project, consortium members designed and implemented an ecosystem aimed at supporting teachers in building a collaborative learning environment through the use of AR in order to improve educational experiences. In particular, one of the pilot projects aims to introduce AR into school behavior lessons for the first time, leveraging the Positive Behaviour Intervention and Support (PBIS) methodology. Specifically, in this paper we will discuss the proposed architecture within the ARETE project that incorporates AR technology into the learning process of behavior lessons to support the teaching, practice and reinforcement phases of expected behaviors. Through the combination of different technologies and systems, it is possible to create an example of a technological and innovative ecosystem designed for creating behavioral lessons in AR
Augmented Reality Gamification for Human Anatomy
This paper focuses on the use of Augmented Reality technologies in relation to the introduction of game design elements to support university medical students in their learning activities during a human anatomy laboratory.
In particular, the solution we propose will provide educational contents visually connected to the physical organ, giving also the opportunity to handle a 3D physical model that is a perfect reproduction of a real human organ
Augmented reality gamification for human anatomy
This paper focuses on the use of Augmented Reality technologies in relation to the introduction of game design elements to support university medical students in their learning activities during a human anatomy laboratory. In particular, the solution we propose will provide educational contents visually connected to the physical organ, giving also the opportunity to handle a 3D physical model that is a perfect reproduction of a real human organ