Saturday, August 20, 2011

BASKETBALL

Basketball is a team sport in which two teams of five players try to score points by throwing or "shooting" a ball through the top of a basketball hoop while following a set of rules. Basketball is one of the world's most popular and widely viewed sports.

A regulation basketball hoop consists of a rim 18 inches (45.7 cm) in diameter and 10 feet (3.05 m) high mounted to a backboard. A team can score a field goal by shooting the ball through the hoop during regular play. A field goal scores two points for the shooting team if a player is touching or closer to the hoop than the three-point line, and three points (a "3 pointer") if the player is "outside" the three-point line. The team with more points at the end of the game wins, but additional time (overtime) may be issued when the game ends with a tie. The ball can be advanced on the court by bouncing it while walking or running (dribbling) or passing it to a teammate. It is a violation (traveling) to walk with the ball, carry it, or to double dribble (to hold the ball and then resume dribbling).

Various violations are generally called "fouls". Disruptive physical contact (a personal foul) is penalized, and a free throw is usually awarded to an offensive player if he is fouled while shooting the ball. A technical foul may also be issued when certain infractions occur, most commonly for unsportsmanlike conduct on the part of a player or coach. A technical foul gives the opposing team a free throw.

Basketball has evolved many commonly used techniques of shooting, passing, and dribbling, as well as specialized player positions and offensive and defensive structures (player positioning) and techniques. Typically, the tallest members of a team will play "center", "small forward", or "power forward" positions, while shorter players or those who possess the best ball handling skills and speed play "point guard" or "shooting guard".

While competitive basketball is carefully regulated, numerous variations of basketball have developed for casual play. Competitive basketball is primarily an indoor sport played on carefully marked and maintained basketball courts, but less regulated variations are often played outdoors in both inner city and rural areas.

A regulation basketball court in international games is 28 metres (91.9 ft) long and 15 metres (49.2 ft) wide. In the NBA and NCAA the court is 94 feet (28.7 m) by 50 feet (15.2 m). Most courts have wood flooring, usually constructed from maple planks running in the same direction as the longer court dimension. The name and logo of the home team is usually painted on or around the center circle.
The basket is a steel rim 18 inches (45.7 cm) in diameter with an attached net affixed to a backboard that measures 6 feet (182.9 cm) by 3.5 feet (106.7 cm), and one basket is at each end of the court. The white outlined box on the backboard is 18 inches (45.7 cm) high and 2 feet (61.0 cm) wide. At almost all levels of competition, the top of the rim is exactly 10 feet (305 cm) above the court and 4 feet (121.9 cm) inside the baseline. While variation is possible in the dimensions of the court and backboard, it is considered important for the basket to be of the correct height – a rim that is off by just a few inches can have an adverse effect on shooting.

The size of the basketball is also regulated. For men, the official ball is 29.5 inches (74.9 cm) in circumference (size 7, or a "295 ball") and weighs 22 ounces (624 g). If women are playing, the official basketball size is 28.5 inches (72.4 cm) in circumference (size 6, or a "285 ball") with a weight of 20 ounces (567 g).

Positions

  1. point guard: usually the fastest player on the team, organizes the team's offense by controlling the ball and making sure that it gets to the right player at the right time
  2. shooting guard: creates a high volume of shots on offense; guards the opponent's best perimeter player on defense
  3. small forward: often primarily responsible for scoring points via cuts to the basket and dribble penetration; on defense seeks rebounds and steals, but sometimes plays more actively
  4. power forward: plays offensively often with their back to the basket; on defense, plays under the basket (in a zone defense) or against the opposing power forward (in man-to-man defense)
  5. center: uses height and size to score (on offense), to protect the basket closely (on defense), or to rebound.

Shooting

Shooting is the act of attempting to score points by throwing the ball through the basket. Methods can vary with players and situations.

The two most common shots that use the above described setup are the set shot and the jump shot. The set shot is taken from a standing position, with neither foot leaving the floor, typically used for free throws. The jump shot is taken while in mid-air, when the ball is released near the top of the jump. This provides much greater power and range, and it also allows the player to elevate over the defender. Failure to release the ball before the feet return to the ground is considered a traveling violation.

Another common shot is called the layup. This shot requires the player to be in motion toward the basket, and to "lay" the ball "up" and into the basket, typically off the backboard (the backboard-free, underhand version is called a finger roll). The most crowd-pleasing and typically highest-percentage accuracy shot is the slam dunk, in which the player jumps very high and throws the ball downward, straight through the hoop.

Another shot that is becoming common is the "circus shot." The circus shot is a low-percentage shot that is flipped, heaved, scooped, or flung toward the hoop while the shooter is off-balance, airborne, falling down, and/or facing away from the basket.

A shot that misses both the rim and the backboard completely is referred to as an air ball. A particularly bad shot, or one that only hits the backboard, is jocularly called a brick.

Rebounding

The objective of rebounding is to successfully gain possession of the basketball after a missed field goal or free throw, as it rebounds from the hoop or backboard. This plays a major role in the game, as most possessions end when a team misses a shot. There are two categories of rebounds: offensive rebounds, in which the ball is recovered by the offensive side and does not change possession, and defensive rebounds, in which the defending team gains possession of the loose ball. The majority of rebounds are defensive, as the team on defense tends to be in better position to recover missed shots. 

Passing

A pass is a method of moving the ball between players. Most passes are accompanied by a step forward to increase power and are followed through with the hands to ensure accuracy.

A staple pass is the chest pass. The ball is passed directly from the passer's chest to the receiver's chest. A proper chest pass involves an outward snap of the thumbs to add velocity and leaves the defence little time to react.

Another type of pass is the bounce pass. Here, the passer bounces the ball crisply about two-thirds of the way from his own chest to the receiver. The ball strikes the court and bounces up toward the receiver. The bounce pass takes longer to complete than the chest pass, but it is also harder for the opposing team to intercept (kicking the ball deliberately is a violation). Thus, players often use the bounce pass in crowded moments, or to pass around a defender.

The overhead pass is used to pass the ball over a defender. The ball is released while over the passer's head.

The outlet pass occurs after a team gets a defensive rebound. The next pass after the rebound is the outlet pass.

The crucial aspect of any good pass is it being difficult to intercept. Good passers can pass the ball with great accuracy and they know exactly where each of their other teammates prefers to receive the ball. A special way of doing this is passing the ball without looking at the receiving teammate. This is called a no-look pass.

Another advanced style of passing is the behind-the-back pass which, as the description implies, involves throwing the ball behind the passer's back to a teammate. Although some players can perform such a pass effectively, many coaches discourage no-look or behind-the-back passes, believing them to be difficult to control and more likely to result in turnovers or violations.

Dribbling

Dribbling is the act of bouncing the ball continuously with one hand, and is a requirement for a player to take steps with the ball. To dribble, a player pushes the ball down towards the ground with the fingertips rather than patting it; this ensures greater control.

Blocking

A block is performed when, after a shot is attempted, a defender succeeds in altering the shot by touching the ball. In almost all variants of play, it is illegal to touch the ball after it is in the downward path of its arc; this is known as goaltending. It is also illegal under NBA and Men's NCAA basketball to block a shot after it has touched the backboard, or when any part of the ball is directly above the rim. Under international rules it is illegal to block a shot that is in the downward path of its arc or one that has touched the backboard until the ball has hit the rim. After hitting the rim the ball it is again legal to touch the ball even though it is no longer considered as a block performed.



Source: http://en.wikipedia.org/wiki/Basketball

 

 

VOLLEYBALL

Volleyball is an Olympic team sport in which two teams of six players are separated by a net. Each team tries to score points by grounding a ball on the other team's court under organized rules.

February 9, 1895, in Holyoke, Massachusetts (USA), William G. Morgan, a YMCA physical education director, created a new game called Mintonette as a pastime to be played preferably indoors and by any number of players. The game took some of its characteristics from tennis and handball. Another indoor sport, basketball, was catching on in the area, having been invented just ten miles (sixteen kilometers) away in the city of Springfield, Massachusetts, only four years before. Mintonette was designed to be an indoor sport less rough than basketball for older members of the YMCA, while still requiring a bit of athletic effort.

The first rules, written down by William G Morgan, called for a net 6 ft 6 in (1.98 m) high, a 25×50 ft (7.6×15.2 m) court, and any number of players. A match was composed of nine innings with three serves for each team in each inning, and no limit to the number of ball contacts for each team before sending the ball to the opponents’ court. In case of a serving error, a second try was allowed. Hitting the ball into the net was considered a foul (with loss of the point or a side-out)—except in the case of the first-try serve.

After an observer, Alfred Halstead, noticed the volleying nature of the game at its first exhibition match in 1896, played at the International YMCA Training School (now called Springfield College), the game quickly became known as volleyball (it was originally spelled as two words: "volley ball"). Volleyball rules were slightly modified by the International YMCA Training School and the game spread around the country to various YMCAs.

The complete rules are extensive. But simply, play proceeds as follows: A player on one of the teams begins a 'rally' by serving the ball (tossing or releasing it and then hitting it with a hand or arm), from behind the back boundary line of the court, over the net, and into the receiving team's court. The receiving team must not let the ball be grounded within their court. They may touch the ball as many as three times. Typically, the first two touches are to set up for an attack, an attempt to direct the ball back over the net in such a way that the serving team is unable to prevent it from being grounded in their court.

The rally continues, with each team allowed as many as three consecutive touches, until either (1): a team makes a kill, grounding the ball on the opponent's court and winning the rally; or (2): a team commits a fault and loses the rally. The team that wins the rally is awarded a point, and serves the ball to start the next rally. A few of the most common faults include:
  • causing the ball to touch the ground outside the opponents' court or without first passing over the net;
  • catching and throwing the ball;
  • double hit: two consecutive contacts with the ball made by the same player;
  • four consecutive contacts with the ball made by the same team.
  • net foul: touching the net during play.
The ball is usually played with the hands or arms, but players can legally strike or push (short contact) the ball with any part of the body.

A number of consistent techniques have evolved in volleyball, including spiking and blocking (because these plays are made above the top of the net, the vertical jump is an athletic skill emphasized in the sport) as well as passing, setting, and specialized player positions and offensive and defensive structures.

The court

The game is played on a volleyball court 18 meters (59 feet) long and 9 meters (29.5 feet) wide, divided into two 9 m × 9 m halves by a one-meter (40-inch) wide net placed so that the top of the net is 2.43 meters (7 feet 11 5/8 inches) above the center of the court for men's competition, and 2.24 meters (7 feet 4 1/8 inches) for women's competition (these heights are varied for veterans and junior competitions).
There is a line 3 meters from and parallel to the net in each team court which is considered the "attack line". This "3 meter" (or 10 foot) line divides the court into "back row" and "front row" areas (also back court and front court). These are in turn divided into 3 areas each: these are numbered as follows, starting from area "1", which is the position of the serving player.

After a team gains the serve (also known as siding out), its members must rotate in a clockwise direction, with the player previously in area "2" moving to area "1" and so on, with the player from area "1" moving to area "6".
The team courts are surrounded by an area called the free zone which is a minimum of 3 meters wide and which the players may enter and play within after the service of the ball. All lines denoting the boundaries of the team court and the attack zone are drawn or painted within the dimensions of the area and are therefore a part of the court or zone. If a ball comes in contact with the line, the ball is considered to be "in". An antenna is placed on each side of the net perpendicular to the sideline and is a vertical extension of the side boundary of the court. A ball passing over the net must pass completely between the antennae (or their theoretical extensions to the ceiling) without contacting them.

The ball

The ball must be spherical, made of leather or synthetic leather, have a circumference of 65–67 cm, a weight of 260–280 g and an inside pressure of 0.30–0.325 kg/cm2. Other governing bodies have similar regulations.

Game play

Each team consists of six players. To get play started, a team is chosen to serve by toss coin. A player from the serving team throws the ball into the air and attempts to hit the ball so it passes over the net on a course such that it will land in the opposing team's court (the serve). The opposing team must use a combination of no more than three contacts with the volleyball to return the ball to the opponent's side of the net. These contacts usually consist first of the bump or pass so that the ball's trajectory is aimed towards the player designated as the setter; second of the set (usually an over-hand pass using wrists to push finger-tips at the ball) by the setter so that the ball's trajectory is aimed towards a spot where one of the players designated as an attacker can hit it, and third by the attacker who spikes (jumping, raising one arm above the head and hitting the ball so it will move quickly down to the ground on the opponent's court) to return the ball over the net. The team with possession of the ball that is trying to attack the ball as described is said to be on offense.

The team on defense attempts to prevent the attacker from directing the ball into their court: players at the net jump and reach above the top (and if possible, across the plane) of the net in order to block the attacked ball. If the ball is hit around, above, or through the block, the defensive players arranged in the rest of the court attempt to control the ball with a dig (usually a fore-arm pass of a hard-driven ball). After a successful dig, the team transitions to offense.

The game continues in this manner, rallying back and forth, until the ball touches the court within the boundaries or until an error is made. The most frequent errors that are made are either to fail to return the ball over the net within the allowed three touches, or to cause the ball to land outside the court. A ball is "in" if any part of it touches a sideline or end-line, and a strong spike may compress the ball enough when it lands that a ball which at first appears to be going out may actually be in. Players may travel well outside the court to play a ball that has gone over a sideline or end-line in the air.

Other common errors include a player touching the ball twice in succession, a player "catching" the ball, a player touching the net while attempting to play the ball, or a player penetrating under the net into the opponent's court. There are a large number of other errors specified in the rules, although most of them are infrequent occurrences. These errors include back-row or libero players spiking the ball or blocking (back-row players may spike the ball if they jump from behind the attack line), players not being in the correct position when the ball is served, attacking the serve in the front court and above the height of the net, using another player as a source of support to reach the ball, stepping over the back boundary line when serving, taking more than 8 seconds to serve, or playing the ball when it is above the opponent's court.

Scoring

When the ball contacts the floor within the court boundaries or an error is made, the team that did not make the error is awarded a point, whether they served the ball or not. If the ball hits the line, the ball is counted as in. The team that won the point serves for the next point. If the team that won the point served in the previous point, the same player serves again. If the team that won the point did not serve the previous point, the players of the team rotate their position on the court in a clockwise manner. The game continues, with the first team to score 25 points (and be two points ahead) awarded the set. Matches are best-of-five sets and the fifth set (if necessary) is usually played to 15 points. (Scoring differs between leagues, tournaments, and levels; high schools sometimes play best-of-three to 25; in the NCAA games are played best-of-five to 25 as of the 2008 season.)

Libero

In 1998 the libero player was introduced internationally.The libero is a player specialized in defensive skills: the libero must wear a contrasting jersey color from his or her teammates and cannot block or attack the ball when it is entirely above net height. When the ball is not in play, the libero can replace any back-row player, without prior notice to the officials. This replacement does not count against the substitution limit each team is allowed per set, although the libero may be replaced only by the player whom they replaced.

The libero may function as a setter only under certain restrictions. If she/he makes an overhand set, she/he must be standing behind (and not stepping on) the 3-meter line; otherwise, the ball cannot be attacked above the net in front of the 3-meter line. An underhand pass is allowed from any part of the court.

The libero is, generally, the most skilled defensive player on the team. There is also a libero tracking sheet, where the referees or officiating team must keep track of who the libero subs in and out for. There may only be one libero per set (game), although there may be a different libero in the beginning of any new set (game).

A libero is not allowed to serve, according to international rules, with the exception of the NCAA women's volleyball games, where a 2004 rule change allows the libero to serve, but only in a specific rotation. That is, the libero can only serve for one person, not for all of the people for whom he or she goes in. That rule change was also applied to high school and junior high play soon after.

Serve

A player stands behind the inline and serves the ball, in an attempt to drive it into the opponent's court. His or her main objective is to make it land inside the court; it is also desirable to set the ball's direction, speed and acceleration so that it becomes difficult for the receiver to handle it properly. A serve is called an "ace" when the ball lands directly onto the court or travels outside the court after being touched by an opponent.
In contemporary volleyball, many types of serves are employed:
  • Underhand: a serve in which the player strikes the ball below the waist instead of tossing it up and striking it with an overhand throwing motion. Underhand serves are considered very easy to receive and are rarely employed in high-level competitions.
  • Sky Ball Serve: a specific type of underhand serve occasionally used in beach volleyball, where the ball is hit so high it comes down almost in a straight line. This serve was invented and employed almost exclusively by the Brazilian team in the early 1980s and is now considered outdated. In Brazil, this serve is called Jornada nas Estrelas (Star Trek).
  • Topspin: an overhand serve where the player tosses the ball high and hits it with a wrist span, giving it topspin which causes it to drop faster than it would otherwise and helps maintain a straight flight path. Topspin serves are generally hit hard and aimed at a specific returner or part of the court. Standing topspin serves are rarely used above the high school level of play.
  • Float: an overhand serve where the ball is hit with no spin so that its path becomes unpredictable, akin to a knuckleball in baseball.
  • Jump Serve: an overhand serve where the ball is first tossed high in the air, then the player makes a timed approach and jumps to make contact with the ball, hitting it with much pace and topspin. This is the most popular serve amongst college and professional teams.
  • Jump Float: an overhand serve where the ball is tossed high enough that the player may jump before hitting it similarly to a standing float serve. The ball is tossed lower than a topspin jump serve, but contact is still made while in the air. This serve is becoming more popular amongst college and professional players because it has a certain unpredictability in its flight pattern.

There are 5 positions filled on every volleyball team at the elite level. Setter, Outside Hitter/Left Side Hitter, Middle Hitter, Opposite Hitter/Right Side Hitter and Libero/Defensive Specialist. Each of these positions plays a specific, key role in winning a volleyball match.
  • Setters have the task for orchestrating the offense of the team. They aim for second touch and their main responsibility is to place the ball in the air where the attackers can place the ball into the opponents' court for a point. They have to be able to operate with the hitters, manage the tempo of their side of the court and choose the right attackers to set. Setters need to have swift and skillful appraisal and tactical accuracy, and must be quick at moving around the court.
  • Liberos are defensive players who are responsible for receiving the attack or serve. They are usually the players on the court with the quickest reaction time and best passing skills. Libero means 'free' as they have the ability to substitute for any other player on the court during each play. They do not necessarily need to be tall, as they never play at the net, which allows shorter players with strong passing and defensive skills to excel in the position and play an important role in the team's success. A player designated as a libero for a match may not play other roles during that match. Liberos wear a different color jersey than their teammates.
  • Middle blockers or Middle hitters are players that can perform very fast attacks that usually take place near the setter. They are specialized in blocking, since they must attempt to stop equally fast plays from their opponents and then quickly set up a double block at the sides of the court. In non-beginners play, every team will have two middle hitters.
  • Outside hitters or Left side hitters attack from near the left antenna. The outside hitter is usually the most consistent hitter on the team and gets the most sets. Inaccurate first passes usually result in a set to the outside hitter rather than middle or opposite. Since most sets to the outside are high, the outside hitter may take a longer approach, always starting from outside the court sideline. In non-beginners play, there are again two outside hitters on every team in every match.
  • Opposite hitters or Right side hitters carry the defensive workload for a volleyball team in the front row. Their primary responsibilities are to put up a well formed block against the opponents Outside Hitters and serve as a backup setter. Sets to the opposite usually go to the right side of the antennae.

Pass

Also called reception, the pass is the attempt by a team to properly handle the opponent's serve, or any form of attack. Proper handling includes not only preventing the ball from touching the court, but also making it reach the position where the setter is standing quickly and precisely.

The skill of passing involves fundamentally two specific techniques: underarm pass, or bump, where the ball touches the inside part of the joined forearms or platform, at waist line; and overhand pass, where it is handled with the fingertips, like a set, above the head. Either are acceptable in professional and beach volleyball, however there are much tighter regulations on the overhand pass in beach volleyball.

Attack

The attack, also known as the spike, is usually the third contact a team makes with the ball. The object of attacking is to handle the ball so that it lands on the opponent's court and cannot be defended. A player makes a series of steps (the "approach"), jumps, and swings at the ball.

Block

Blocking refers to the actions taken by players standing at the net to stop or alter an opponent's attack.
A block that is aimed at completely stopping an attack, thus making the ball remain in the opponent's court, is called offensive. A well-executed offensive block is performed by jumping and reaching to penetrate with one's arms and hands over the net and into the opponent's area. It requires anticipating the direction the ball will go once the attack takes place. It may also require calculating the best foot work to executing the "perfect" block.



Source: http://en.wikipedia.org/wiki/Volleyball

BADMINTON

Badminton is a racquet sport played by either two opposing players (singles) or two opposing pairs (doubles), who take positions on opposite halves of a rectangular court that is divided by a net. Players score points by striking a shuttlecock with their racquet so that it passes over the net and lands in their opponents' half of the court. Each side may only strike the shuttlecock once before it passes over the net. A rally ends once the shuttlecock has struck the floor.

The shuttlecock (or shuttle) is a feathered projectile whose unique aerodynamic properties cause it to fly differently from the balls used in most racquet sports; in particular, the feathers create much higher drag, causing the shuttlecock to decelerate more rapidly than a ball. Shuttlecocks have a much higher top speed, when compared to other racquet sports. Because shuttlecock flight is affected by wind, competitive badminton is played indoors. Badminton is also played outdoors as a casual recreational activity, often as a garden or beach game.

Since 1992, badminton has been an Olympic sport with five events: men's and women's singles, men's and women's doubles, and mixed doubles, in which each pair consists of a man and a woman. At high levels of play, the sport demands excellent fitness: players require aerobic stamina, agility, strength, speed and precision. It is also a technical sport, requiring good motor coordination and the development of sophisticated racquet movements.

Playing court dimensions

The court is rectangular and divided into halves by a net. Courts are usually marked for both singles and doubles play, although badminton rules permit a court to be marked for singles only. The doubles court is wider than the singles court, but both are of same length. The exception, which often causes confusion to newer players, is that the doubles court has a shorter serve-length dimension.

The full width of the court is 6.1 metres (20 ft), and in singles this width is reduced to 5.18 metres (17 ft). The full length of the court is 13.4 metres (44 ft). The service courts are marked by a centre line dividing the width of the court, by a short service line at a distance of 1.98 metres (6 ft 6 inch) from the net, and by the outer side and back boundaries. In doubles, the service court is also marked by a long service line, which is 0.76 metres (2 ft 6 inch) from the back boundary.

The net is 1.55 metres (5 ft 1 inch) high at the edges and 1.524 metres (5 ft) high in the centre. The net posts are placed over the doubles sidelines, even when singles is played.

The minimum height for the ceiling above the court is not mentioned in the Laws of Badminton. Nonetheless, a badminton court will not be suitable if the ceiling is likely to be hit on a high serve.

The basics

Each game is played to 21 points, with players scoring a point whenever they win a rally regardless of whether they served (this differs from the old system where players could only win a point on their serve and each game was played to 15 points). A match is the best of three games.

At the start of the rally, the server and receiver stand in diagonally opposite service courts (see court dimensions). The server hits the shuttlecock so that it would land in the receiver's service court. This is similar to tennis, except that a badminton serve must be hit below waist height and with the racquet shaft pointing downwards, the shuttlecock is not allowed to bounce and in badminton, the players stand inside their service courts unlike tennis.

When the serving side loses a rally, the serve immediately passes to their opponent(s) (this differs from the old system where sometimes the serve passes to the doubles partner for what is known as a "second serve").

In singles, the server stands in their right service court when their score is even, and in her/his left service court when her/his score is odd.

In doubles, if the serving side wins a rally, the same player continues to serve, but he/she changes service courts so that she/he serves to a different opponent each time. If the opponents win the rally and their new score is even, the player in the right service court serves; if odd, the player in the left service court serves. The players' service courts are determined by their positions at the start of the previous rally, not by where they were standing at the end of the rally. A consequence of this system is that, each time a side regains the service, the server will be the player who did not serve last time.

Forehand and backhand

Badminton offers a wide variety of basic strokes, and players require a high level of skill to perform all of them effectively. All strokes can be played either forehand or backhand. A player's forehand side is the same side as their playing hand: for a right-handed player, the forehand side is their right side and the backhand side is their left side. Forehand strokes are hit with the front of the hand leading (like hitting with the palm), whereas backhand strokes are hit with the back of the hand leading (like hitting with the knuckles). Players frequently play certain strokes on the forehand side with a backhand hitting action, and vice versa.

In the forecourt and midcourt, most strokes can be played equally effectively on either the forehand or backhand side; but in the rearcourt, players will attempt to play as many strokes as possible on their forehands, often preferring to play a round-the-head forehand overhead (a forehand "on the backhand side") rather than attempt a backhand overhead. Playing a backhand overhead has two main disadvantages. First, the player must turn their back to their opponents, restricting their view of them and the court. Second, backhand overheads cannot be hit with as much power as forehands: the hitting action is limited by the shoulder joint, which permits a much greater range of movement for a forehand overhead than for a backhand. The backhand clear is considered by most players and coaches to be the most difficult basic stroke in the game, since precise technique is needed in order to muster enough power for the shuttlecock to travel the full length of the court. For the same reason, backhand smashes  tend to be weak.

Badminton is frequently compared to tennis. The following is a list of uncontentious comparisons:
  • In tennis, the ball may bounce once before the player hits it; in badminton, the rally ends once the shuttlecock touches the floor.
  • In tennis, the serve is dominant to the extent that the server is expected to win most of his service games (at advanced level & onwards); a break of service, where the server loses the game, is of major importance in a match. In badminton a server has far less advantage, and is unlikely to score an 'ace' (unreturnable serve).
  • In tennis, the server is allowed two attempts to make a correct serve; in badminton, the server is allowed only one attempt.
  • The tennis court is larger than the badminton court.
  • Tennis racquets are about four times as heavy as badminton racquets, 10–12 ounces (approximately 284–340 grams) versus 2–3 ounces (70–105 grams). Tennis balls are more than eleven times heavier than shuttlecocks, 57 grams versus 5 grams.


Source: http://en.wikipedia.org/wiki/Badminton

SCUBA DIVING

The term "SCUBA" (an acronym for self-contained underwater breathing apparatus) arose during World War II, and originally referred to United States combat frogmen's oxygen rebreathers, developed by Dr. Christian Lambertsen for underwater warfare.
The word "SCUBA" began as an acronym, but it is now usually thought of as a regular word—"scuba". It has become acceptable to refer to "scuba equipment" or "scuba apparatus"—examples of the linguistic RAS syndrome.
The first commercially successful scuba sets were the Aqualung open-circuit units developed by Emile Gagnan and Jacques-Yves Cousteau, in which compressed gas (usually air) is inhaled from a tank and then exhaled into the water adjacent to the tank. However, the scuba regulators of today trace their origins to Australia, where Ted Eldred developed the first mouth piece regulator, known as the Porpoise. This regulator was developed because patents protected the Aqualung's double hose design. It separated the cylinder from the demand valve giving the diver air at the same pressure surrounding his mouth, not surrounding the tank.

The open circuit systems were developed after Cousteau had a number of incidents of oxygen toxicity using a rebreather system, in which exhaled air is reprocessed to remove carbon dioxide. Modern versions of rebreather systems (both semi-closed circuit and closed circuit) are still available today, and form the second main type of scuba unit, most commonly used for technical diving, such as deep diving.

 Types of diving
Type of divingClassification
Aquarium maintenance in large public aquariumsCommercial, scientific
Boat and ship inspection, cleaning and maintenanceCommercial, naval
Cave divingTechnical, recreational
Civil engineering in harbors, water supply, and drainage systemsCommercial
Crude oil industry and other offshore construction and maintenanceCommercial
Demolition and salvage of ship wrecksCommercial, naval
Diver training for rewardProfessional
Fish farm maintenanceCommercial
Fishing, e.g. for abalones, crabs, lobsters, pearls, scallops, sea crayfish, spongesCommercial
Frogman, manned torpedoMilitary
Harbor clearance and maintenanceCommercial, military
Media diving: making television programs, etc.Professional
Mine clearance and bomb disposal, disposing of unexploded ordnanceMilitary, naval
Pleasure, leisure, sportRecreational
Policing: diving to investigate or arrest unauthorized diversPolice diving, military, naval
Search and recovery divingCommercial
Search and rescue divingPolice, naval
Spear fishingProfessional (occasionally), recreational
Stealthy infiltrationMilitary
Surveys and mappingScientific
Marine biologyScientific, recreational
Underwater archaeology (shipwrecks; harbors, and buildings)Scientific, recreational
Underwater inspections and surveysCommercial, military
Underwater photographyProfessional, recreational
Underwater tourismRecreational
Underwater weldingCommercial

Table of Hand Signals


http://www.google.com/


No.SignalMeaningComment
1.Hand raised, fingers pointed up, palm to receiver.STOPTransmitted in the same way as a traffic police officer’s STOP
2.Thumb extended downward from clenched fist.GO DOWN or GOING DOWN
3.Thumb extended upward from clenched fist.GO UP or GOING UP
4.Thumb and forefinger making a circle with three remaining fingers extended (if possible).OK! or OK?Divers wearing mittens may not be able to extend 3 remaining fingers distinctly.
5.Two arms extended overhead with finger tips touching above head to make a large O shape.OK! or OK?A diver with only one free arm may make this signal by extending that arm overhead with finger tips touching top of head to make the O shape. Signal is for long-range use.
6.Hand flat, fingers together, palm down, thumb sticking out, then hand rocking back and forth on axis of forearm.SOMETHING IS WRONGThis is the opposite of OK! The signal does not indicate emergency.
7.Hand waving over head (may also thrash hand on water).DISTRESSIndicates immediate aid required.
8.Fist pounding on chest.LOW ON AIRIndicates signaler's air supply is reduced.
9.Hand slashing or chopping throat.OUT OF AIRIndicates that the signaler cannot breathe.
10.Clenched fist on arm extended in direction of danger.DANGER

 


Source: http://en.wikipedia.org/wiki/Scuba_diving

SMALL BUT TERRIBLE

A go-kart is a small four-wheeled vehicle. Gravity racers, usually referred to as soap-box carts, are the simplest type of go-karts. They are propelled by gravity, with some races taking place down a single hill. Many enthusiasts are into this sport.

In the Philippines, Marc Nelson and Sport partner Dianne Castillejo are fan of the said sport. Thrilling as other bigger cars, go-kart can give the adrenaline rush that one might get from regular car racing.

Go-kart may be used for racing and leisure trips in amusement parks. It can also be played outdoors and indoors. Go-karts used in amusement parks can be fitted with additional electronic controls such as remote speed limiters to help promote a safer operating environment. In the event of an accident or an out of control racer, the track attendant can remotely slow or stop all vehicles on the track via radio control. This remote speed control can also be used to limit young riders to a slow operating speed, while a race consisting only of adults is permitted a higher speed. These controls can be applied to both electric and combustion-engine karts.

Outdoor tracks can offer low speed karts strictly for amusement (dedicated chassis equipped with low powered 4-stroke engines or electric motors), to faster, more powerful karts similar to a racing kart (powered by 4-stroke engines up to 15 hp and more rarely by 2-stroke engines) but designed to be more robust for rental use. Typically, these outdoor tracks may also be used for traditional kart races.

Indoor kart tracks can be found in many large cities in different parts of the world. These tracks are often located in refurbished factories or warehouses and are typically shorter than traditional outdoor tracks. Indoor karts are typically powered by a 4-stroke gasoline engine producing anywhere from 5 to 13 horsepower, or sometimes by an electric motor. Many tracks offer competitive races and leagues.

MUAY THAI

A descendant of muay boran, a combat sport from Thailand and its national sport, muay thai uses stand-up striking along with various clinching techniques.

The word muay is derived from the Sanskrit term mavya, meaning boxer. Muay Thai is considered as "the art of Eight limbs" or "the Science of Eight limbs."

Unlike boxing which only uses fists (two points) and other martial arts sports such as kickboxing and savate that uses hands and feet (four points), muay thai uses punches, kicks, elbows, and knee strikes, the eight points ofcontact.

Muay Thai practitioner is called nak muay while Western practitioners are sometimes called nak muay farang, which means foreign boxer.

There are two groups of formal  Muay Thai techniques, a.) mae mai or major techniques and b.) luk mai or minor techniques.

Punching (Chok)

English Thai Romanization IPA Jab
Cross หมัดตรง Mat trong [màt troŋ]
Hook หมัดเหวี่ยงสั้น Mat wiang san [màt wìəŋ sân]
Swing หมัดเหวี่ยงยาว Mat wiang yao [màt wìəŋ jaːw]
Spinning Backfist หมัดเหวี่ยงกลับ Mat wiang klap [màt wìəŋ klàp]
Uppercut หมัดเสย/หมัดสอยดาว Mat soei/Mat soi dao [màt sɤ̌j], [màt sɔ̌j daːw]
Cobra* กระโดดชก Kradot chok [kradòːt tɕʰók]

Elbow (Ti sok)

English Thai Romanization IPA
Elbow Slash ศอกตี Sok ti [sɔ̀ːk tiː]
Horizontal Elbow ศอกตัด Sok tat [sɔ̀ːk tàt]
Uppercut Elbow ศอกงัด Sok ngat [sɔ̀ːk ŋát]
Forward Elbow Thrust ศอกพุ่ง Sok phung [sɔ̀ːk pʰûŋ]
Reverse Horizontal Elbow ศอกเหวี่ยงกลับ Sok wiang klap [sɔ̀ːk wìəŋ klàp]
Spinning Elbow ศอกกลับ Sok klap [sɔ̀ːk klàp]
Elbow Chop ศอกสับ Sok sap [sɔ̀ːk sàp]
Double Elbow Chop ศอกกลับคู่ Sok klap khu [sɔ̀ːk klàp kʰûː]
Mid-Air Elbow Strike กระโดดศอก Kradot sok [kradòːt sɔ̀ːk]

Kicking (Te)

English Thai Romanization IPA
Straight Kick เตะตรง Te trong [tèʔ troŋ]
Roundhouse Kick เตะตัด Te tat [tèʔ tàt]
Diagonal Kick เตะเฉียง Te chiang [tèʔ tɕʰǐəŋ]
Half-Shin, Half-Knee Kick เตะ ครึ่งแข้ง ครึ่งขา Te khrueng khaeng khrueng khao [tèʔ kʰrɯ̂ŋ kʰɛ̂ŋ kʰrɯ̂ŋ kʰàw]
Spinning Heel Kick เตะกลับหลัง Te klap lang [tèʔ klàp lǎŋ]
Down Roundhouse Kick เตะกด Te kot [tèʔ kòt]
Axe Heel Kick เตะเข่า Te khao [tèʔ kʰàw]
Jump Kick กระโดดเตะ Kradot te [kradòːt tèʔ]
Step-Up Kick เขยิบเตะ Khayoep te [kʰa.jɤ̀p tèʔ]

Knee (Ti khao)

English Thai Romanization IPA
Straight Knee Strike เข่าตรง Khao trong [kʰàw troŋ]
Diagonal Knee Strike เข่าเฉียง Khao chiang [kʰàw tɕʰǐəŋ]
Curving Knee Strike เข่าโค้ง Khao khong [kʰàw kʰóːŋ]
Horizontal Knee Strike เข่าตัด Khao tat [kʰàw tàt]
Knee Slap เข่าตบ Khao top [kʰàw tòp]
Knee Bomb เข่ายาว Khao yao [kʰàw jaːw]
Flying Knee เข่าลอย Khao loi [kʰàw lɔːj]
Step-Up Knee Strike เข่าเหยียบ Khao yiap [kʰàw jìəp]

Foot-thrust (Thip)

The foot-thrust or literally "foot jab" is one of the techniques in Muay Thai. It is mainly used as a defensive technique to control distance or block attacks. Foot-thrusts should be thrown quickly but yet with enough force to knock an opponent off balance.

English Thai Romanization IPA
Straight Foot-Thrust ถีบตรง Thip trong [tʰìːp troŋ][10]
Sideways Foot-Thrust ถีบข้าง Thip khang [tʰìːp kʰâːŋ]
Reverse Foot-Thrust ถีบกลับหลัง Thip klap lang [tʰìːp klàp lǎŋ]
Slapping Foot-Thrust ถีบตบ Thip top [tʰìːp tòp]
Jumping Foot-Thrust กระโดดถีบ Kradot thip [kradòːt tʰìːp 

Clinch and neck wrestling (Chap kho)
  • arm clinch: One or both hands controls the inside of the defender's arm(s) and where the second hand if free is in the front clinch position. This clinch is used to briefly control the opponent before applying a knee strike or throw
  • side clinch: One arm passes around the front of the defender with the attacker's shoulder pressed into the defender's arm pit and the other arm passing round the back which allows the attacker to apply knee strikes to the defender's back or to throw the defender readily.
  • low clinch: Both controlling arms pass under the defender's arms, which is generally used by the shorter of two opponents.
  • swan-neck: One hand around the rear of the neck is used to briefly clinch an opponent before a strike 

Friday, August 19, 2011

TRIATHLON

Triathlon is a multi-sport event involving the completion of three (3) continuous and sequential endurance events-swimming, cycling, and running.

According to the International Triathlon Union, and USA Triathlon, the main international race distances are Sprint distance (750 m swim, 20 km bike, 5 km run), Intermediate (or Standard) distance, commonly referred to as "Olympic distance" (1.5 km swim, 40 km ride, 10 km run), the Long Course (1.9 km swim, 90 km ride, 21.1 km run, such as the Half Ironman), and Ultra Distance (3.8 km swim, 180 km ride, and a marathon: 42.2 km run); the most recognized branded Ultra Distance is the Ironman triathlon.

Triathlon considers to originate in France in 1920s. the origin of triathlon is attributed to a race during the 1920s–1930s that was called variously "Les trois sports", "La Course des Débrouillards", and "La course des Touche à Tout". This race is held every year in France near Joinville-le-Pont, in Meulan and Poissy.

Standard race distances
Name Swim Bicycle Run Notes
Kids of Steel 100–750  m 5–15 km 1–5 km Distances vary with age of athlete. 
Novice (Australia) 300 m 8 km 2 km Distances vary, but this is a standard Novice distance course in Australia (often called enticer triathlons).
3–9–3 (New Zealand) 300 m 9 km 3 km Distances vary, but this is a standard Novice distance course in New Zealand.
Super Sprint 400 m
(0.25  mi)
10 km
(6.2  mi)
2.5 km
(1.5 mi)
Distances vary, but this is a standard Super Sprint course.
Novice (Europe) 400 m
(0.25  mi)
20 km
(12.4 mi)
5 km
(3.1  mi)
Distances vary somewhat, but this is a standard novice/fitness distance course in Europe.
Sprint 750 m
(0.47 mi)
20 km
(12.4 mi)
5 km
(3.1  mi)
For pool-based races a 400 or 500m swim is common. The sprint distance is the fastest growing triathlon race distance in the United States
Olympic 1.5 km
(0.93  mi)
40 km
(24.8  mi)
10 km
(6.2  mi)
Also known as "international distance", "standard course", or "short course"
ITU-Long Distance (O2) 3.0 km
(1.86 mi)
80 km
(49.6 mi)
20 km
(12.4 mi)
Double Olympic Distance distance of the ITU Long Distance Triathlon World Championships 2007 and 2009.
Half 1.93 km
(1.2  mi)
90 km
(56  mi)
21.09 km
(13.1  mi)
Also known as "middle distance", "70.3" (total miles traveled), or "half-ironman".
ITU-Long Distance (O3) 4.0 km
(2.49 mi)
120 km
(74.6 mi)
30 km
(18.6 mi)
So-called triple Olympic Distance, distance of the ITU Long Distance Triathlon World Championships most years including 2011.
Full 3.86 km
(2.4  mi)
180 km
(112  mi)
42.2 km
(26.2  mi) marathon
Also known as "long distance" or "Ironman Triathlon".


TAEKWONDO

From the Korean words "tae" means to strike or break with foot, "kwon" means to strike or break with fists, and "do" means method, way, or art. Taekwondo may literally mean the art of kicking and punching. Taekwondo is a Korean martial art and the national sport of South Korea.

It combines combat techniques, self-defense, sport, exercise, meditation, and philosophy. It became an Olympic event since 2000.

There are two (2) branches of Taekwondo development:
  • "Traditional taekwondo" typically refers to the martial art as it was established in the 1950s and 1960s in the South Korean military;in particular, the names and symbolism of the traditional patterns often refer to elements of Korean history.
  • "Sport taekwondo" has evolved in the decades since then and has a somewhat different focus, especially in terms of its emphasis on speed and competition (as in Olympic sparring). Sport taekwondo is in turn subdivided into two main styles; One derives from Kukkiwon, the source of the sparring system sihap gyeorugi which is now an event at the summer Olympic Games and which is governed by the World Taekwondo Federation (WTF). The other comes from the International Taekwon-Do Federation (ITF).
In taekwondo, Korean language commands are often used. Korean numerals may be used as prompts or commands. Often, students count in Korean during their class, and during tests they are usually asked what certain Korean words (used in class) mean. These words are fairly common amongst taekwondo schools, but pronunciation can vary greatly.

Romanization Hangeul Meaning
Cha-ryeot 차렷 Attention
Gyeong-nye 경례 Bow
Pa-ro 바로 Return
Shwi-eo 쉬어 At ease (relax)
Hyu-shik 휴식 rest period
Ki-hap 기합 Yell (shout)
Jun-bi 준비 Ready
Shi-jak 시작 Begin (start)
Gal-lyeo 갈려 Break (separate)
Gye-sok 계속 Continue
Geu-man 그만 Finish (stop)
Dwiro-dora 뒤로 돌아 Turn 180 degrees
Hae-san 해산 Dismiss

WUSHU

A traditional chinese martial arts, wushu is both an exhibition and a full-contact sport. It was created in 1949 in the People's Republic of China. It became an international sport through the International Wushu Federation (IWUF). This organization holds the World Wushu Championships every two years. The very first Wushu World Champion was Yua Wen Qing in Beijing in 1991.

Events in Wushu competition:
  • Barehanded
    • 長拳 Changquan (Long Fist)
    • 南拳 Nanquan (Southern Fist)
    • 太極拳 Taijiquan (or Tai chi chuan) (Taiji Fist)
  • Short Weapons
    • 刀 Dao (knife)
    • 劍 Jian (double-edged sword)
    • 南刀 Nandao (Southern single-edged sword)
    • 太極劍 Taijijian (Taiji double-edged sword)
  • Long Weapons
    • 棍 Gun (Staff)
    • 槍 Qiang (Spear)
    • 南棍 Nangun (Southern cudgel) 

    Main events

    Changquan refers to long-range extended wushu styles like Chaquan (查拳), Huaquan (華拳), Hongquan (洪拳; "flood fist"), and Shaolinquan (少林拳), but this wushu form is a modernized style derived from movements of these and other traditional styles. Changquan is the most widely-seen of the wushu forms, and includes speed, power,accuracy, and flexibility. Changquan is difficult to perform, requiring great flexibility and athleticism, and is often practised from a young age.
    Nanquan refers to wushu styles originating in south China (i.e., south of the Yangtze River, including Hongjiaquan (Hung Gar) (洪家拳), Cailifoquan (Choy Li Fut) (蔡李佛拳), and Yongchunquan (Wing Chun) (詠春拳). Many are known for vigorous, athletic movements with very stable, low stances and intricate hand movements. This wushu form is a modern style derived from movements of these and other traditional southern styles. Nanquan typically requires less flexibility and has fewer acrobatics than Changquan, but it also requires greater leg stability and power generation through leg and hip coordination. This event was created in 1960.
    Taijiquan (Tai chi chuan) is a wushu style famous for slow, relaxed movements, often seen as an exercise method for the elderly, and sometimes known as "Tai Chi" in Western countries to those otherwise unfamiliar with wushu. This wushu form is a modern recompilation based on the Yang (楊) style of Taijiquan, but also including movements of the Chen (陳), Wu (吳), Wu (武), and Sun (孫) styles.
    Dao refers to any curved, one-sided sword/blade, but this wushu form is a Changquan method of using a medium-sized willow-leaf-shaped dao (柳葉刀).
    Jian refers to any double-edged straight sword/blade, but this wushu form is a Changquan method of using the jian.
    Gun refers to a long staff (shaped from white wax wood) as tall as the wrist of a person standing with his/her arms stretched upwards, but this wushu form is a Changquan method of using the white wax wood staff.
    Qiang refers to a flexible spear with red horse hair attached to the spearhead, but this wushu form is a Changquan method of using the qiang.
    Taijijian is an event using the jian based on traditional Taijiquan jian methods.
    Nandao is a weapon that appears to be based on the butterfly swords of Yongchunquan, but has been lengthened and changed so that only one is used (as opposed to a pair). This event is a Nanquan method, and was created in 1992.
    Nangun is a Nanquan method of using the staff. This event was created in 1992.

    ROUTINES
    • Baguazhang (八卦掌) - Eight-Trigrams Palm
    • Bajiquan (八極拳) - Eight Extremes Fist/Boxing
    • Chaquan (查拳) - Cha Fish/Boxing
    • Changquan (长拳)- Long fist
    • Chuojiao (戳腳) - Poking Feet
    • Ditangquan (地躺拳) - Ground-Prone Fist/Boxing
    • Fanziquan (翻子拳) - Tumbling Fist/Boxing
    • Houquan (猴拳) - Monkey Fist/Boxing
    • Huaquan (華拳) - Hua Fist/Boxing
    • Nanquan (南拳)-Southern Fist
    • Paochui (炮捶) - Cannon Punch
    • Piguaquan (劈掛拳) - Chop-Hitch Fist/Boxing
    • Shequan (蛇拳) - Snake Fist/Boxing
    • Tantui (弹腿)- Spring Leg
    • Tanglanghushi (螳螂虎势) - Praying Mantis and Tiger Style
    • Tanglanquan (螳螂拳) - Praying Mantis Fist/Boxing
    • Tongbeiquan (通背拳) - Through-the-Back Fist/Boxing
    • Wing Chun (Yongchunquan) - Eternal Spring
    • Xingyiquan (形意拳) - Shape-Intent Fist/Boxing
    • Yingzhuaquan (鷹爪拳) - Eagle Claw Fist/Boxing
    • Zuiquan (醉酒拳) - Drunken Fist/Boxing
    • Tornado Poing - Tornado Fist (French Form of Wushu)
    Similarly, there is also a traditional weapons category, which often includes the following:
  • Changsuijian (長穗劍) - Long-Tasseled Sword
  • Shuangshoujian (雙手劍) - Two-Handed Sword
  • Jiujiebian (九節鞭) - Nine Section Whip
  • Sanjiegun (三節棍) - Three Section Staff
  • Shengbiao (繩鏢) - Rope Dart
  • Dadao (大刀) - Great Sword
  • Pudao (撲刀) - Pu Sword
  • Emeici (峨嵋刺) - Emei Daggers
  • Shuangdao (雙刀) - Double Broadsword
  • Shuangjian (雙劍) - Double Sword
  • Shuangbian (雙鞭) - Double Nine Section Whips
  • Shuanggou (雙鈎) - Double Hooksword 

PHILIPPINES' VERY OWN

Martial arts of our own, modern arnis founded by late Remy Presas is a self-defense system that preserves older arnis techniques. The goal was to create an injuty-free training method. The primary weapon of modern arnis is the rattan stick called a cane or baston, usually 28 inches or 71cm in length.

Practitioners are called arnisadors. they once considered their canes as sacred. Hence, they only allow their weapons to hit the arm and forearm of their opponents. This is what they call, "defanging of the snake," making the opponent drop his weapon so that he is less of a threat. However, would-be arnisadors found this too painful and injuring that they were discouraged in engaging in the martial arts that made it endangered from dying out.

The development made by Remy Presas to modernize arnis revived the martial art. The defanging of the snake was still present but he used the cane-on-cane hitting method in teaching arnis to his students. This technique can also be used empty-habded known as "limb destruction."

Arnis is the Philippines' national martial art ad sport. The law which was recognized as Republic Act No. 9850 was signed by former President Gloria Macapagal-Arroyo in 2009. The Act mandates the Department of Education to include the sport as a Physical Education course. Arnis was already included in Palarong Pambansa since 2010.

PEKITI-TIRSIA KALI

Considered in Filipino Martial arts as the art of knife fighting, Pekiti-Tirsia kali is the only Kali system recognized by the Phiippine government used to train Force Recon Marine Battalions of the Armed Forces of the Philippines and the Special Action Force (SAF) contingent of the Philippine National Police.

According to the history of Pekiti-Tirsia, Muslim chieftains established a colony on Kalibo, Aklan. This was considered why the discipline is called "Kali." Another reason for the name of the martial art is because of the knife carried by the practitioners alled, "kalis."

Opposed to Sport-focused style, Pekiti-Tirsia is a combat-oriented system founded in 1897 by the Tortal Family. Leo T. Gaje Jr. is now the Grand Tuhon and the sole heir and guardian of Pekiti-Tirsia Kali. The movements of the system are based on the traditional blade art of the Philippines.

The 5 main weapon categories of Pekiti-Tirsia including the human body are:
  • Solo - Single stick, sword or spear.
  • Doble - Double stick or sword.
  • Espada y Daga - Sword and Dagger.
  • Daga y Daga - Knife to Knife
  • Mano y Mano - Hand to Hand.
The subsystems of training are:
  • Doce Methodos (These are the 12 methods or subsystems of the Pekiti-Tirsia system. Each is a distinct grouping of techniques and related application methods which represent the core principle of that subsystem. A condensed form of 64 movements called the 64 Attacks illustrates many of those subsystems.)
  • Seguidas (bridging techniques between different ranges: sometimes included as part of Doces Methodos)
  • Contradas (countering techniques with emphasis on following the attack as opposed to meeting the attack)
  • Recontras (re-countering techniques)
  • Recontradas (recountering against the recounter techniques)
  • Offensa-Defensa--Defensa-Offensa (evasion drills for weapon arm)
  • Contra Tirsia Dubla Doz
  • Tri-V Formula
  • Capsula Methodica
  • As well, other training aids have developed, including Alphabeto and Numerado, which pattern strikes based on the alphabet and numbers respectively.
Areas of specializations according to Grand Tuhon:
  • Specialization A:
All of the basic of 64 attacks including the breakdown of Thrust and Tapping, Break In/Break out, Five attacks, Seven attacks, and Clock system. It includes advanced techniques of Sequidas, Contradas, and Recontras. There are inserts along the way of unarmed knife tapping, bladework, locks and technical throws, unarmed combat and armed combat. The footwork strategy and handiwork with the weapon are also most important.
  • Specialization B:
Doce Methodos, a unique structure compatible to any mode of attacks using the Diagonal V and Reverse V.
  • Specialization: C
Contra Tirsia Dubla Doz, a unique methodology now advanced into the Tri-V Formula and the Edged Impact Weapon Tactical Combat, Edged Impact Weapon Control Dynamics, and Edged Impact Weapon Survival Tactics.
  • Specialization D
Advanced mastery with combination of the TRi-V Formula and the Capsula Methodica, and the Mastery of the Dagaso Tirsia for Single knife and the Qol Demama Daga. The combined structures are applicable to full contact stick fighting.
  • Specialization E
Combining the Contra Tirsia Dubla Doz and Tri-V Formula that will lead to Capsula Methodica.


REAL LIFE SPIDERMEN

Many were amazed whenever Peter Parker or Spider-Man is doing his way up to the buildings, roving around city on top of the highest edifices in the metro. Children and young at hearts patronize him while others want to know the secret and scientific explanation behind the breath-taking stunts.

Because of the popularity of the movie Spider-Man, a sport imitating some of the movements in the movie was conceived and developed. The sport was called Parkour, sometimes abbreviated as PK. It was originally developed in France and was derived from "parcours du combattant", the classic obstacle course method of military training proposed by Georges Hébert.

PK is a way of conditioning the body and the mind by learning how to overcome obstacles with speed, efficiency and agility. The main purpose of the  discipline is to teach participant how to adapt their movements to their environment by vaulting, rolling, running, climbing, and jumping.

Traceur (male practitioners) and traceuse (female practitioners) train to be able to identify and utilize alternate or more efficient paths according to their advantage.




Wednesday, August 17, 2011

Archers fall to Falcons, drop to 4-4

The Archers failed to conquer the Falcons once again. La Salle lost their first game in Round 2 of eliminations with a score of 66-68.

The boys in green were unable to maintain their dominant opening quarter after leading 18-11 entering the second period with good team effort, showing why they are ranked 2nd in the league in assists. The second quarter proved to be the downfall of the Archers as they allowed Adamson to have a 21-0 run, and scored only 1 field goal in the quarter.

UAAP Season 74: Ateneo Blue Eagles vs. Adamson Falcons, 10 July 2011
                                                           http://www.allvoices.com

A definite lack of solid defense and offense continued in the third quarter despite shooting 50% from beyond the arc compared to Adamson's 25%. The boys in green showed true animo with a comeback in the fourth quarter after being down by more than 20 points, via a 20-4 run.
The game was tied with less than a minute to go but the Falcons proved victorious as Alex Nuyles nailed a jumper with 0.8 seconds remaining.

With this loss, La Salle falls into a 3-way tie with FEU and UST at 4-4.

Monday, August 15, 2011


Ateneo begins 2nd Round with OT win over FEU

Ateneo survived a determined FEU squad who led them all throughout regulation to win in overtime, 74-67, and keep their unblemished record in Season 74 intact. The Blue Eagles improved to 8-0 by winning their first assignment in the second round of eliminations.

Ateneo struggled for most of the game, playing catch-up basketball. It was defense that spelled the difference for the Blue Eagles in the end of regulation. Emman Monfort made a crucial steal off the FEU inbound with 57 seconds left and converted on the other end, cutting the lead to just 4, 59-63. It was quickly followed by another turnover by Terrence Romeo who was caught stepping on the sideline. Kiefer Ravena would then hit back to back baskets that would force the game into overtime, 63-all.

The overtime period began as one big Ateneo block party with Greg Slaughter and Nico Salva frustrating the FEU offense, sending the ball to the stands. Ateneo outscored the Tams in extra time, 11-4, behind baskets by Ravena, Slaughter, Salva, and Monfort.

Nico Salva led all scorers with 18 points while rookies Kiefer Ravena and Greg Slaughter who both finished the first round as the frontrunners in this year's MVP race poured in 15 and 14 respectively with Slaughter adding in 10 boards. FEU's RR Garcia led the Tamaraws with 17 points while Terrence Romeo chipped in 11. Another thorn in Ateneos side today was Carl Cruz who scored 10 points and also had 7 rebounds.

Friday, August 12, 2011


6 Smart Tips

Awaken Your Competitive Edge-6 Smart Tips for Athletic Success:
1. GOALS: Sweat isn’t enough. Create measurable short and long term athletic goals. What specific actions are you taking today that support your goals? Read more
2. MOTIVATION: Cultivate compelling reasons to succeed. Create a lengthy list of the personal fulfillment you will experience by achieving your athletic goals. Keep track of your successes, build on them.
3. COURAGE: Be bold. Bet on yourself. Some parts of your goals will be easier to obtain than others. Accept the challenge. Notice when things are not working. Adjust your goals when necessary.
4. RELAXED READINESS: Prepare for game day. Many successful athletes develop a warm-up routine. Progressive relaxation exercises, breathing techniques, visualization skills and positive inner dialogue are tools that support mental readiness.
5. ENERGYPositive energy creates flow. Negative energy blocks performance. When you make an error forgive yourself and move forward. Practice focusing on positive outcomes.
6. FUN: Why do you compete? Focus on what is fun for you in the athletic process. The road to success has longevity when the experience is pleasurable.
http://www.sportshealthcounseling.com

Wednesday, August 10, 2011

LARONG PINOY


With the existence of computers, play station portable or PSP and X-Box, children and even those young at hearts have forgotten about the games that were once part of their parents’ childhood-patintero, tagu-taguan, tumbang-preso, luksong-tinik, luksong-baka, piko, etc.


People of all ages are “in” and addicted in this tech-games. They spent almost half their time playing in front of their PCs, laptops and IPods. Some of them even skip their meals, do not sleep just to finish a game level, and do not take a bath to secure their win especially if they are playing with a “bet.”


Many have forgotten the games which are considered, “sariling atin.” Children today do not know how to play patintero or piko. These games called “mga larong Pinoy” are taken for granted by many people. They are oblivious of the benefits that these games may give them.

 
Those larong Pinoys require physical strength, cooperation and socialization. Unlike those computer and on-line games that may cause poor eyesight and irritation due to long hours spent looking at the computer monitor, Pinoy games have health benefits.
 
Games like luksong-tinik, luksong-baka and patintero help strengthen the muscles, bones and resistance of its players. Most of these traditional games are played by group. These will help the children their social skills. How they interact with other people, how they show “pakikisama,” and how they make friends. These games are also forms of exercise. While having fun playing and enjoying their time, they actually became healthy physiologically and psychologically.
 
Amidst the trend in technology, it will still be good for us to teach the new generation the traditional games of Filipinos. It will give them unforgettable memories and experience of their childhood.

                                                       http://farm3.static.flickr.com

FACE TO FACE: SPAIN VERSUS FRANCE


http://www.boquerianyc.com/blog/wc061.jpg

An amazing battle will take place in Brazil as 2010 world champions Spain will combat former champions France for the 2014 World Cup qualifiers after the preliminary round draw last Saturday, July 30.

The European champion and the last name drawn at Marina da Gloria in Rio, Spain was given the last slot for the 166 countries to reach Brazil and play for the World Cup.

Spain was placed in Group I with Belarus, Georgia and Finland. Ronaldo, a former Brazil striker and World Cup 15-goal record scorer was the one who drew Spain’s name.

French coach Lauren Blanc said, “We had to face one of the top seeds, and we got the biggest because we are somehow in the second group of seeds. We should have been in the first group-and now we have drawn the best team of the last World Cup, but then, you have no choice.”

Spain or France, only one group will be given an assured automatic place in the finals. One will have to go through the playoffs to reach Brazil. Football fans will sure to expect an oozing and sizzling hot face off between these champion countries. The World Cup qualifiers will surely be one big opening salvo to watch out.