Fast Fitness - Plyometric Partner Bench Press for Valentine's Week
Friday, February 15, 2008
Jolie Bookspan, M.Ed, PhD, FAWM
Here is Friday Fast Fitness - Have fun together as you strengthen arms, shoulders, chest, back, wrists, and core, while practicing neutral spine, speed, teamwork, and cooperation in a fun plyometric partner bench press.
Lie face up with both arms held upward to support partner (white karate uniform).
Push your partner up and down with your hands in a bench press motion. To add plyometric training, push partner strongly and quickly into the air (right). Catch them lightly, bending your elbows upon contact. Switch places and repeat.
Use common sense and springy light touch to reduce unhealthful impact in both partners. You can improve strength and speed without hurting joints and connective tissue. I will post more on plyometrics in posts to come.
We are here working in Asia. Everywhere, we see schoolyards with kids playing sepak takraw. Modern sepak takraw is played on a court with three players on each side. Players don't use their hands to volley. They use feet, legs, shoulders, and head to keep the ball in the air, volleying back and forth. Main features of sepak takraw are acrobatic mid-air kicks to keep the ball in play, and the athleticism and speed of the players.
Sepak takraw has been played in Southeast Asia for hundreds of years. The word "sepak" is Malay for kick and "takraw" is the woven ball. In Thailand, the game is often simply called Takraw. In 1984, a Thai inventor revolutionized the sport with a synthetic takraw to replace the slower traditional rattan ball.
Takraw has roots in Malaysian, Chinese, and other national games. In Bangkok Thailand, there are wall paintings at the Wat Phra Kaew (Temple of the Emerald Buddha) of Hanuman, the Vanara (Monkey-like) Hindu god, playing takraw in a ring with his monkey troops. The game developed into teams competing across a court with a net, about the size of a badminton court. This modern-day version is a Southeast Asian specialty.
Thailand wins most of the gold medals at the Asian Games. Here is a motion clip of just 48 seconds of playing Takraw. Click the arrow to watch.
Here is Friday Fast Fitness - fun challenge for body stabilization, strength, speed, and balance with a friend.
Stand facing a partner
Stand on one foot, pressing the other against your partner's raised foot.
Push, pull, surprise your partner with unexpected movement change, all while remaining balanced. Change to push toe to toe and side to side.
Reader Bernie supplied this photo. His inspiring story will be posted in January. He registered for my back pain workshop two years ago, then skipped it to do surgery instead. His doctors told him that since his pain was from structural damage (and it was) that no exercise or repositioning would help. Bernie took my class two years later to successfully fix a worsened structural situation.
Fast Fitness - Stabilization During Speed and Directional Change
Friday, December 14, 2007
Jolie Bookspan, M.Ed, PhD, FAWM
Here is Friday Fast Fitness - a fun, real-body skill to improve stabilizing your spine, knee, ankle, and foot (and hopefully everywhere else with good positioning) while having fun. Have a pillow fight standing on one foot:
When one partner has to touch down, change feet.
When the other loses balance, game over.
Swing fully without letting your lower back arch on the swing. Keep neutral spine.
No score, just the big desire to practice again and improve functional balance, stabilization, and have fun from movement.
To practice this solo, swing a pillow on your own. Use a progressively heavy object, such as a ball on a rope, dumbbell, kettlebell, and any household item. Breathe. Have fun.
The 2006 Sylvester Stallone movie Rocky Balboa featured a scene where a computer simulation estimates the outcome of a hypothetical fight. Stallone's character Rocky is a retired heavyweight boxer. While watching ESPN news, Rocky is startled by a broadcast. It features a computer simulation depicting a fantasy fight, and predicts the outcome of how he would have fought in his prime against the movie's present-day heavyweight champion Mason Dixon. A real pro boxer plays Mason Dixon's character. Antonio "Magic Man" Tarver is a southpaw from Florida, and former light heavyweight world champion.
Computer generated fights that generate real probable outcomes in real time 3-D are not yet possible outside the movie industry.
An actual "fantasy fight" computer simulation was done in 1970. It was the SuperFight between Muhammad Ali and Rocky Marciano. Rocky (Rocco) Marciano was heavyweight champion of the world from 1952 to 1956. Muhammad Ali was three-time World Heavyweight Champion in the 1970s. Marciano and Ali fought in different eras and never fought an actual bout.
To make the SuperFight, probability formulas were entered into a computer. No drawings, just numbers. Ali and Marciano met in real life on a filmset to film numerous short segments showing possible parts of a fight. Marciano was already retired 13 years and wore a toupee. The short segments were then spliced together to match the already done computer outcome to make a movie that looked like a real fight or computer-generation of one, but was not. The predicted outcome had already been generated by computer, but the fighters and movie were the real people, not computer generated. The outcome may or may not have reflected actual ability of the fighters or the real outcome.
In the mid 1980s, I was investigating which differences in human movement determined injury potential and athletic performance. In one study, I wanted to know what made the difference between the punch of a black belt martial artist and the same punch by an athletic person without training.
In present day, a camera can be hooked directly to a computer, which picks up the locations of the person's joints at each point in time, generating a computer image of the person as they move in real time. Software automatically calculates, draws, and records the image on the screen. When I started, we didn't have any of that. I did it all manually.
I filmed two subjects using 16mm high speed filming. An athletic man who had never done martial arts was subject #1. My husband Paul, who had earned his black belt a few years before that, volunteered as subject #2. I put markers over the center points of their major joints, and bands around joints which initially faced the camera but would rotate during the punch, so that the joint center would still be determined. Both executed a front reverse punch with their dominant arm. (Paul had to use traditional hyperlordotic position to match the untrained subject, rather than healthier neutral spine position, just for this comparison. We have done other studies comparing my neutral spine adjustment and found it to be a stronger punch - try it here.)
After waiting a week for film developing, I went into a darkened lab and used a film projector to throw the image of each of the thousands of frames, one by one, against a large computer digitizing tablet hung on a wall. I then digitized each joint point of each projected image, in each frame, of both subjects, frame by frame, with a digitizing Graf-pen. I sent data points from each frame by (300 baud acoustic coupling) modem to a text editor on a mainframe in another building at the University's new computer center. I wrote my own FORTRAN programs to generate data summaries and used packaged International Mathematical and Statistical Libraries (IMSL) cubic spline programs and subroutines for data smoothing. This was all to get each knee, hip, ankle, shoulder, wrist, elbow, neck and other filmed joint points into a computer to see exactly where and how fast they moved. Projecting each frame against the wall also allowed me to trace the subjects' outlines to make series of line drawings of their punch, and to make stick figures showing joint center placement. Here are some data and the actual drawings I made:
The untrained subject is at left. Paul is on the right. Paul is left handed so I had to reverse the images to make exact comparisons.
Below are comparisons of the angular velocity (left) and acceleration (right) of each subjects wrist, elbow, shoulder, and hip
Below are some center of gravity calculations
Not long after, with improvements in automating this process, action video games were flourishing. I was invited to a computer-generated imagery (CGI) development studio to be their "movement representation figure." They put the dots on my joint centers and filmed me using high-speed 3D computer graphics modeling as I did martial arts and tumbling moves. Not just one punch, painstakingly done, but jumping, spinning, flying all over the studio, and up and down walls.
The software automatically generated a mathematical, "wireframe" 2-D representation of my three-dimensional form. From it they animated a wild female warrior action figure for their fighting/mission genre arcade and video gameplay. They also used skeletal animation for when I would morph (on-screen) into various animal forms. I never got royalties but it was fun.
This is a big fun topic. For more about martial arts click the label under this post. I can post more about motion capture analysis of various sports if anyone is interested. The Great Muhammad Ali has been diagnosed with "Pugilistic Parkinson's syndrome" of tremors, muscle rigidity and slowness - with the possibility, still not fully determined, if due from the damage of a boxing career. See Rocky IV and Head Injury.
Here is Friday Fast Fitness - Train speed and eye-hand coordination while having fun.
Have you seen martial arts movies where the master catches a fly with his chopsticks? The true master doesn't restrain or harm the lives of others. In the spirit of healthful exercise, World Vegetarian month and higher spirit, try this instead:
Tear a sheet of paper to different size pieces
Throw in the air
Catch as many pieces as you can as they flutter downward.
Want more? Use only one hand to catch. Then switch.
You can play this with children too. Get more exercise and prevent pain by using healthy bending to pick pieces up and start again.
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