Sunday, April 24, 2016

Water skiing

 

Water skiing is a surface water sport in which an individual is pulled behind a boat or a cable ski installation over a body of water, skimming the surface on two skis or one (slalom) ski. The sport requires sufficient area on a smooth stretch of water, one or two skis, a tow boat with tow rope, three people, and a personal flotation device. In addition, the skier must have adequate upper and lower body strength, muscular endurance, and good balance. Skiing is a fun pastime that allows people of all skill levels and ages to enjoy. There is no minimum age necessary to water ski.

There are water ski participants around the world, in Asia and Australia, Europe, Africa, and the Americas. In the United States alone, there are approximately 11 million water skiers and over 900 sanctioned water ski competitions every year. Australia boasts 1.3 million water skiers.

There are many options for recreational or competitive water skiers. These include speed skiing, trick skiing, show skiing, slaloming, jumping, and barefoot skiing. Similar, related sports are wakeboarding, kneeboarding, discing, tubing, and sit-down hydrofoil.

Basic technique
Water skiers can start their ski round in one of two ways: wet is the most common, but dry is possible. Water skiing typically begins with a deep water start. The skier enters the water with their skis on or they jump in without the skis on their feet, have the skis floated to them, and put them on while in the water. Most times it can be easier to put the skis on when they are wet. Once the skier has their skis on they will be thrown a tow rope from the boat, which they position between their skis. In the deep water start, the skier crouches down in the water while holding onto the ski rope; they are leaning back with their legs tucked into their chests, with skis pointing towards the sky and approximately 30 cm (0.98 ft) of the ski out of the water. The skier can also perform a "dry start" by standing on the shore or a pier; however, this type of entry is recommended for professionals only. When the skier is ready (usually acknowledged by them yelling "go"), the driver accelerates the boat. As the boat accelerates and takes up the slack on the rope, the skier allows the boat to pull him/her out of the water by applying some muscle strength to get him/her into an upright body position.

By leaning back and keeping the legs slightly bent, the skis will eventually plane out and the skier will start to glide over the water. The skier turns by shifting weight left or right. The skier's body weight must be balanced behind the feet or else the boat's force will pull the skier forward out of the skis. While being towed, the skier's arms should be slightly bent but still fully extended so as to reduce stress on the arms. The handle can be held vertically or horizontally, depending on whichever position is more comfortable for the skier.

In addition to the driver and the skier, a third person known as the spotter or the observer should be present. The spotter's job is to watch the skier and inform the driver if the skier falls. The spotter usually sits in a chair on the boat facing backwards to see the skier. The skier and the boat's occupants communicate using hand signals (see the Safety section below).

Rock climbing


Rock climbing is an activity in which participants climb up, down or across natural rock formations or artificial rock walls. The goal is to reach the summit of a formation or the endpoint of a usually pre-defined route without falling. Due to the length and extended endurance required and because accidents are more likely to happen on descent than ascent, Rock Climbers do not usually climb back down the route. It is very rare for a climber to downclimb, especially on the larger multiple pitches (class III- IV and /or multi-day grades IV-VI climbs). Professional Rock climbing competitions have the objectives of either completing the route in the quickest possible time or attaining the farthest point on an increasingly difficult route. Scrambling, another activity involving the scaling of hills and similar formations, is similar to rock climbing. However, rock climbing is generally differentiated by its sustained use of hands to support the climber's weight as well as to provide balance.

Rock climbing is a physically and mentally demanding sport, one that often tests a climber's strength, endurance, agility and balance along with mental control. It can be a dangerous activity and knowledge of proper climbing techniques and usage of specialised climbing equipment is crucial for the safe completion of routes. Because of the wide range and variety of rock formations around the world, rock climbing has been separated into several different styles and sub-disciplines.

Climbing techniques

Different types of rock require different techniques to successfully climb.

Crack climbing
Main article: Crack climbing

Crack climbing is a type of rock climbing that ascends cracks and uses specialized climbing techniques. Cracks used in climbing vary in size from the width of a finger to those that fit an entire body. Climbers use techniques such as jamming, laybacking, and stemming. Some climbers use gloves made out of athletic tape to protect their hands.

Face climbing
Main article: Face climbing

Face climbing is a type of climbing where climbers use features and irregularities in the rock such as finger pockets and edges to ascend a vertical rock face.

Slab climbing
Main article: Slab climbing

Slab climbing is a type of rock climbing where the rock face is at an angle of less steep than vertical. It is characterized by balance- and friction-dependent moves on very small holds.

Simul climbing
Main article: Simul climbing

When two climbers move at the same time. The pseudo-lead climber places gear that the pseudo-follower collects. When the leader runs low on gear they construct a belay station where the follower can join them to exchange gear. The stronger climber is often the pseudo-follower since a fall by the follower would pull the leader from below towards the last piece of gear—a potential devastating fall for the leader. In contrast, a fall from the leader would pull the follower from above, resulting in a less serious fall. Most speed ascents involve some form of simul climbing but may also include sections of standard free climbing and the use of placed gear for advancement (i.e. partial aid or pulling on gear).

Via ferrata
Main article: Via ferrata

A method of fairly easily ascending a route, heavily dependent on permanent protection rather than using natural rock features to proceed.

Grading systems
Main articles: Grade (climbing) and Grade (bouldering)

Climbing communities in many countries and regions have developed their own rating systems for routes. Ratings, or grades, record and communicate consensus appraisals of difficulty. Systems of ratings are inherently subjective in nature, and variation of difficulty can be seen between two climbs of the same grade. Hence, there may be occasional disagreements arising from physiological or stylistic differences among climbers. The practice of rating a climb below its actual difficulty is known as sandbagging.

The most commonly used rating systems in the United States are the Yosemite Decimal System and the Hueco V-scale bouldering grade. The current ranges for climbing routes are 5.0 for easy beginner routes to 5.15 being world class and V0 - V16, respectively. As the limit of human climbing ability has not yet been reached, neither grading system has a definite endpoint and is thus subject to revision.
The ratings take into account multiple factors affecting a route, such as the slope of the ascent, the quantity and quality of available handholds, the distance between holds, ease of placing protection and whether advanced technical maneuvers are required. Typically the rating for the hardest move on the wall will be the rating for the whole climb. While height of a route is generally not considered a factor, a long series of sustained hard moves will often merit a higher grade than a single move of the same technical difficulty. For example, a climb with multiple 5.11 moves with no rests may thus be rated a 5.12.

Terminology
Main article: Glossary of climbing terms

As climbing routes or problems increase in difficulty, climbers learn to develop skills that help them complete the climbs clean. There are several techniques for hands and feet as well as terms for motions that combine the two. For indoor gyms, route setters visualize and create routes for climbers, placing different kinds of holds in specific parts of the wall at particular angles because they intend climbers to use certain techniques.

Environments

Indoor climbing
Main article: Indoor climbing

Indoor climbing occurs in buildings on artificial rock structures. This permits for climbing in all types of weather and at all times of day. Climbers climb indoors to improve their skills and techniques, as well as for general exercise or fun. Indoor climbing gyms typically provide rope setups and ensure that new climbers know safe techniques.

Outdoor climbing

Outdoors, climbs usually take place on sunny days when the holds are dry and provide the best grip, but climbers can also attempt to climb at night or in adverse weather conditions if they have the proper training and equipment. However, night climbing or climbing in adverse weather conditions will increase the difficulty and danger on any climbing route.

Equipment
Main article: Rock-climbing equipment

Most climbers choose to wear specialized rubber climbing shoes which are often of a smaller size than their normal street shoes in order to improve sensitivity towards foot placements and use the tightness to their advantage. Climbing chalk (MgCO3) is commonly used as a drying agent to minimize sweating of the hands. Most other equipment is of a protective nature. Rock climbing is inherently dangerous, so to minimize the potential consequences resulting from a fall, climbers use protection. The most basic protective equipment is a climbing rope. Climbing pioneers would attach the rope to themselves; in the event of a fall, the rope would usually cause injury to the climber in the hope that it prevented death. With advances in technology came the development of specialized harnesses, carabiners which are used for clipping into belay and rappel anchors and connecting gear, and belay devices which are used to catch a falling climber, hold or lower a climber and for rappelling. Eventually, the placement of bolts with the use of quickdraws led to the rise of sport climbing. Traditional climbers developed the spring-loaded camming device, which increased safety over chocks, hexes, and pitons. Some climbers choose to wear a specialized climbing helmet to protect them from falling rocks or equipment or head injuries from crashing into rocks.

Injuries
Main article: Climbing injuries

Injuries in rock climbing are mainly sports injuries that occur due to falls or overuse. Injuries due to falls are relatively uncommon; the vast majority of injuries result from overuse, most often occurring in the fingers, elbows, and shoulders. Such injuries are often no worse than torn calluses, cuts, burns and bruises. There are a number of skincare products specifically for climbers available in the market. However, overuse symptoms, if ignored, may lead to permanent damage especially to tendons, tendon sheaths, ligaments, and capsules. Injuries from lead climbing are common.

Planning your climb, knowing your partner, talking about your climb, checking your equipment and the conditions of the rocks, checking the weather, using good judgement and always paying attention minimize the risk of injury.

Skateboarding


Skateboarding is an action sport which involves riding and performing tricks using a skateboard. Skateboarding can also be considered a recreational activity, an art form, a job, or a method of transportation. Skateboarding has been shaped and influenced by many skateboarders throughout the years. A 2009 report found that the skateboarding market is worth an estimated $4.8 billion in annual revenue with 11.08 million active skateboarders in the world.
Since the 1970s, skateparks have been constructed specifically for use by skateboarders, Freestyle BMXers, aggressive skaters, and very recently, scooters.


Trick skating
Main article: Skateboarding trick
A skater performs a switch kickflip off a stairset.

With the evolution of skateparks and ramp skating, the skateboard began to change. Early skate tricks had consisted mainly of two-dimensional freestyle manoeuvres like riding on only two wheels ("wheelie" or "manual"), spinning only on the back wheels (a "pivot"), high jumping over a bar and landing on the board again, also known as a "hippie jump", long jumping from one board to another, (often over small barrels or fearless teenagers), or slalom. Another popular trick was the Bertlemann slide, named after Larry Bertelemann's surfing manoeuvres.

In 1976, skateboarding was transformed by the invention of the ollie by Alan "Ollie" Gelfand. It remained largely a unique Florida trick until the summer of 1978, when Gelfand made his first visit to California. Gelfand and his revolutionary maneuvers caught the attention of the West Coast skaters and the media where it began to spread worldwide. The ollie was adapted to flat ground by Rodney Mullen in 1982. Mullen also invented the "Magic Flip," which was later renamed the kickflip, as well as many other tricks including, the 360 kickflip, which is a 360 pop shove-it and a kickflip in the same motion. The flat ground ollie allowed skateboarders to perform tricks in mid-air without any more equipment than the skateboard itself, it has formed the basis of many street skating tricks. A recent development in the world of trick skating is the 1080, which was first ever landed by Tom Schaar in 2012.

Culture
See also: Skate punk and Punk fashion

Skateboarding was popularized by the 1986 skateboarding cult classic Thrashin'. Directed by David Winters and starring Josh Brolin, it features appearances from many famous skaters such as Tony Alva, Tony Hawk, Christian Hosoi and Steve Caballero. Thrashin' also had a direct impact on Lords of Dogtown, as Catherine Hardwicke, who directed Lords of Dogtown, was hired by Winters to work on Thrashin' as a production designer where she met, worked with and befriended many famous skaters including the real Tony Alva, Tony Hawk, Christian Hosoi and Steve Caballero.
Skateboarding was, at first, tied to the culture of surfing. As skateboarding spread across the United States to places unfamiliar with surfing or surfing culture, it developed an image of its own. For example, the classic film short Video Days (1991) portrayed skateboarders as reckless rebels.

California duo Jan and Dean recorded the song "Sidewalk Surfin'" in 1964, which is the Beach Boys song "Catch a Wave" with new lyrics associated with skateboarding.
The image of the skateboarder as a rebellious, non-conforming youth has faded in recent years.[citation needed] Certain cities still oppose the building of skateparks in their neighborhoods, for fear of increased crime and drugs in the area. The rift between the old image of skateboarding and a newer one is quite visible: magazines such as Thrasher portray skateboarding as dirty, rebellious, and still firmly tied to punk, while other publications, Transworld Skateboarding as an example, paint a more diverse and controlled picture of skateboarding. Furthermore, as more professional skaters use hip hop, reggae, or hard rock music accompaniment in their videos, many urban youths, hip-hop fans, reggae fans, and hard rock fans are also drawn to skateboarding, further diluting the sport's punk image.
Films such as the 1986 Thrashin', Grind and Lords of Dogtown, have helped improve the reputation of skateboarding youth,[citation needed] depicting individuals of this subculture as having a positive outlook on life, prone to poking harmless fun at each other, and engaging in healthy sportsman's competition. According to the film, lack of respect, egotism and hostility towards fellow skateboarders is generally frowned upon, albeit each of the characters (and as such, proxies of the "stereotypical" skateboarder) have a firm disrespect for authority and for rules in general. Group spirit is supposed to heavily influence the members of this community. In presentations of this sort, showcasing of criminal tendencies is absent, and no attempt is made to tie extreme sports to any kind of illegal activity.
Gleaming the Cube, a 1989 movie starring Christian Slater as a skateboarding teen investigating the death of his adopted Vietnamese brother, was somewhat of an iconic landmark to the skateboarding genre of the era.[citation needed] Many well-known skaters had cameos in the film, including Tony Hawk and Rodney Mullen, where Mullen served as Slater's stunt double.

The increasing availability of technology is apparent within the skateboarding community. Many skateboarders record and edit videos of themselves and friends skateboarding. However, part of this culture is to not merely replicate but to innovate; emphasis is placed on finding new places and landing new tricks.
Skateboarding video games have also become very popular in skateboarding culture.[citation needed] Some of the most popular are the Tony Hawk series and Skate series for various consoles (including hand-held) and personal computer.

Skate shoe
See also: Skate shoe

Whilst early skateboarders generally rode barefoot, preferring direct foot-to-board contact, and some skaters continue to do so, one of the early leading trends associated with the sub-culture of skateboarding itself, was the sticky sole "Slip-On" Skate shoe, most popularized by Sean Penn's skateboarding character from the film Fast Times at Ridgemont High.[6] Because early skateboarders were actually surfers trying to emulate the sport of surfing, at the time when skateboards first came out on the market, many skateboarded barefoot. But skaters often lacked traction, which led to foot injuries.[24] This necessitated the need for a shoe that was specifically designed and marketed for skateboarding, such as the Randy "720", manufactured by the Randolph Rubber Company, and Vans sneakers, which eventually became cultural iconic signifiers for skateboarders during the 70s & 80's as skateboarding became more widespread.
While the skate shoes design afforded better connection & traction with the deck, skaterboarders themselves could often be identified when wearing the shoes, with Tony Hawk once saying, "If you were wearing Vans shoes in 86, you were a skateboarder" Because of its connection with skateboarding, Vans financed the legendary skateboarding documentary Dogtown and Z-Boys and was the first sneaker company to endorse a professional skateboarder Stacy Peralta. Vans has a long history of being a major sponsor of many of skateboarding's competitions and events throughout skateboarding's history as well, including the Vans Warped Tour and the Vans Triple Crown Series.

As it eventually became more apparent that skateboarding had a particular identity with a style of shoe, other brands of shoe companies began to specifically design skate shoes for functionality and style to further enhance the experience and culture of skateboarding including such brands as; Converse, Nike, DC Shoes, Globe, Adidas, Zoo York and World Industries. Many professional skateboarders are designed a pro-model skate shoe, with their name on it, once they have received a skateboarding sponsorship after becoming notable skateboarders. Some shoe companies involved with skateboarding, like Sole Technology, an American footwear company that makes the Etnies skate shoe brand, further distinguish themselves in the market by collaborating with local cities to open public Skateparks, such as the etnies skatepark in Lake Forest, California.

Skateboard deck
See also: Skateboard § Deck

Individuality and a self-expressed casual style, have always been, among two of the cultural values for skateboarders, as uniforms and jerseys are not typically worn. This type of personal style for skateboarders is often reflected in the graphical designs illustrated on the bottom of the deck of skateboards, since its initial conception in the mid seventies, when Wes Humpston and Jim Muri first began doing design work for Dogtown Skateboards out of their garage by hand, creating the very first iconic skateboard-deck art with the design of the "Dogtown Cross".

Prior to the mid-seventies many early skateboards were originally based upon the concept of “Sidewalk Surfing” and were tied to the surf culture, skateboards were surfboard like in appearance with little to no graphics located under the bottom of the skateboard-deck. Some of the early manufactured skateboards such as "Roller Derby", the "Duraflex Surfer" and the "Banana board" are characteristic. Some skateboards during that time were manufactured with company logo's or stickers across the top of the deck of the skateboard, as griptape was not initially used for construction. But as skateboarding progressed & evolved, and as artist began to design and add influence to the artwork of skateboards, designs and themes began to change.
There were several artistic skateboarding pioneer's that had an influence on the culture of skateboarding during the 1980s, that transformed skateboard-deck art like Jim Phillips, who's edgy comic-book style "Screaming Hand", not only became the main logo for Santa Cruz Skateboards, but eventually transcended into tattoos of the same image for thousands of people & vinyl collectable figurines over the years. Artist Vernon Courtlandt Johnson is said to have used his artwork of skeletons and skulls, for Powell Peralta, during the same time that the music genres of punk rock and new wave music were beginning to mesh with the culture of skateboarding. Some other notable skateboard artists that made contribrutions to the culture of skateboarding also include Andy Jenkins, Todd Bratrud, Neil Blender, Marc McKee, Tod Swank, Mark Gonzales, Lance Mountain, Natas Kaupas and Jim Evans.
Over the years skateboard-deck art has continued to influence and expand the culture of skateboarding, as many people began collecting skateboards based on their artistic value and nostalgia. Productions of limited editions with particular designs and types of collectible prints that can be hung on the wall, have been created by such famous artist as Andy Warhol and Keith Haring. Most professional skateboarders today have their own signature skateboard decks, with their favorite artistic designs printed on them using Computer graphics.

Safety

Skateboards, along with other small-wheeled transportation such as in-line skates and scooters, suffer a safety problem: riders may easily be thrown from small cracks and outcroppings in pavement, especially where the cracks run across the direction of travel. Hitting such an irregularity is the major cause of falls and injuries. The risk may be reduced at higher travel speeds.

Severe injuries are relatively rare. Commonly, a skateboarder who falls suffers from scrapes, cuts, bruises, and sprains. Among injuries reported to a hospital, about half involve broken bones, usually the long bones in the leg or arm. One-third of skateboarders with reported injuries are very new to the sport, having started skating within one week of the injury. Although less common, involving 3.5–9 percent of reported injuries, traumatic head injuries and death are possible severe outcomes.
Skating as a form of transportation exposes the skateboarder to the dangers of other traffic. Skateboarders on the street may be hit by other vehicles or may fall into vehicular traffic.

Skateboarders also pose a risk to other pedestrians and traffic. If the skateboarder falls, the skateboard may roll or fly into another person. A skateboarder who collides with a person who is walking or biking may injure or, rarely, kill that person.
Many jurisdictions require skateboarders to wear bicycle helmets to reduce the risk of head injuries and death. Other protective gear, such as wrist guards, also reduce injury. Some medical researchers have proposed restricting skateboarding to designated, specially designed areas, to reduce the number and severity of injuries, and to eliminate injuries caused by motor vehicles or to other pedestrians.
The use, ownership and sale of skateboards were forbidden in Norway from 1978 to 1989 because of the high number of injuries caused by boards. The ban led skateboarders to construct ramps in the forest and other secluded areas to avoid the police.

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