Posts Tagged ‘gravity’

‘MARTIAL ART STRETCHING on Omni-Gym Swing’

Grand Master Tobey Leung, MD ’splittin his Aces’ and demonstrating some nice stretching of the hamstrings, adductors, groin, hip & thigh on the incredible Omni-Gym Swing (Yoga-Swing) Being a 10th degree black belt in Ninjutsu, and Top Rank in Shaolin Gungfu, as well as an Anatomist & Neuroscientist with MD degree in Physical Medicine & Rehabilitation (biomechanics and neuromusculoskeletal medicine), sub-specializing in Sports Medicine & Interventional Pain Management, lets just say Tobey-1 Kanoby knows what hes talkin about!

Duration : 0:3:53

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DOTA 3 types of Forces and Momentum part 2

Force is the ability to accelerate a mass.
Accelerating one part of a mass result in deformation/damage
Force can change direction of velocity of an object
Velocity is displacement over time, more displacement undergone such as in longer radius = more velocity for same angular displacement

Scenario 1
force = momentum generated, more velocity = more force possible

scenario 2
force comes from ground.
groundedness allows change of force and force can be constantly generated. NEVERTHELESS take note, past point of impact, force coming from ground will result in push.

PUSH is merely a weaker form of HIT. HIT is the displacement of one part of an object significantly much faster than the rest of the object to the point of deformation. Think scissors, cuts are merely the displacement of two part of an object to point of separation.

Force at end of velocity = ideal form of force usage. Gain velocity and end point add a force = best

scenario 3
force coming from force exerted by external of body. Most noteably gravity. There is no ground but due to force generated from outside of body, force can be generated. Highest point of force is equal to force to leave ground. Higher you jump, more force to push ground, more force when coming down. Adding horizontal displacement however commits you to one direction and is akin to a dog pouncing, not too good.

Sheathing effect = force that does not result in displacement is stored as tension. The release of tension if very strong.

Force that results in displacement before impact is premature release of force and does not result in strongest force possible.

Duration : 0:5:51

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DOTA 3 types of Forces and Momentum part 1

Force is the ability to accelerate a mass.
Accelerating one part of a mass result in deformation/damage
Force can change direction of velocity of an object
Velocity is displacement over time, more displacement undergone such as in longer radius = more velocity for same angular displacement

Scenario 1
force = momentum generated, more velocity = more force possible

scenario 2
force comes from ground.
groundedness allows change of force and force can be constantly generated. NEVERTHELESS take note, past point of impact, force coming from ground will result in push.

PUSH is merely a weaker form of HIT. HIT is the displacement of one part of an object significantly much faster than the rest of the object to the point of deformation. Think scissors, cuts are merely the displacement of two part of an object to point of separation.

Force at end of velocity = ideal form of force usage. Gain velocity and end point add a force = best

scenario 3
force coming from force exerted by external of body. Most noteably gravity. There is no ground but due to force generated from outside of body, force can be generated. Highest point of force is equal to force to leave ground. Higher you jump, more force to push ground, more force when coming down. Adding horizontal displacement however commits you to one direction and is akin to a dog pouncing, not too good.

Sheathing effect = force that does not result in displacement is stored as tension. The release of tension if very strong.

Force that results in displacement before impact is premature release of force and does not result in strongest force possible.

Duration : 0:7:26

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