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Path: bloom-beacon.mit.edu!gatech!udel!rochester!rit!nate!loring
From: loring@healthchex.com (Loring Holden)
Newsgroups: rec.sport.disc,rec.answers,news.answers
Subject: rec.sport.disc FAQ (1/2)
Keywords: disc ultimate golf horozontal
Message-ID: <15930@nate.UUCP>
Date: 19 Jun 94 22:53:56 GMT
Expires: 1 Jul 94 00:00:00 GMT
Sender: loring@nate.UUCP
Reply-To: loring@healthchex.com
Followup-To: poster
Organization: Healthchex, Inc., Fairport, NY, USA
Lines: 796
Approved: news-answers-request@MIT.EDU
Xref: bloom-beacon.mit.edu rec.sport.disc:6149 rec.answers:5903 news.answers:21228
Archive-name: disc-faq/part1
Last-modified: 1994/06/13
***************
Table of Contents:
* Indicates new or vastly revised questions
1) What is Ultimate?
2) What is Disc Golf?
3) Is there an FTP site for Disc stuff?
- How to get electronic copies of the FAQ or rules
- How to get team/contact listings
- How to get disc-golf site listings
*4) Is there disc info available on World Wide Web?
5) Am I eligible for Collegiate Disc?
6) How is the UPA Top 20 Computed?
7) What's a MAC, and how do I do it?
8) How do discs fly? [ for the physicist ]
9) Is there anyway to read or post to rec.sport.disc if
you don't have access to USENET?
10) Visit the Ultimate Doctor
a) FAQ information and administrative swill
1) What is Ultimate?
----------------
Ultimate is a fabulous, high-energy sport that can be enjoyed by
people of all ages and disc-skills who don't mind a little
running and a lot of fun. The description below applies to the
outdoor version of the game. The indoor version, being on a
smaller field, is somewhat modified (a slightly smaller field and
fewer players) but mostly similar.
Picture, if you will, a playing field (usually grass, but
desperate teams will play on almost any surface) as follows:
<- 25 yds -> <--------------- 70 yds --------------> <- 25 yds ->
^ +-----------+---------------------------------------+-----------+
| | | | |
| | | | |
| | | | |
| | End | | End |
40 | | | |
yds| Zone | | Zone |
| | | | |
| | | | |
| | | | |
| | | | |
v +-----------+---------------------------------------+-----------+
On this playing field are two teams of seven players each. The
object of the game is for a team to pass the disc from player to
player, all the way up the field, and catch the disc in their end-
zone, which scores a point. Players cannot run with the disc, but
must plant a pivot foot (as in basketball) and throw the disc to
a teammate. When holding the disc, a player gets ten seconds to
throw it to a teammate (five or seven seconds indoors), which is
counted off by the defender guarding the offensive player (known
as "marking" the thrower.) If the disc isn't thrown in time, it's
called a "stall" and the defense takes over.
If the offensive team drops the disc, catches it out of bounds, or
failes to complete a pass because a defender somehow blocks the
pass, the other team picks up the disc where it lands and works to
score in the other direction. Defenders gnerally play either a
man-to-man or zone defense in their attempt to block a throw.
The game is non-contact - it's a foul to hit the other player, or
to hit the disc while it's being held. (Blocking the disc right
after it's thrown, known as a "point-block", is a very hot play!)
Nor can a defender be "picked" off the player being guarded. Any
play carried out with the main intent to prevent another player
from having a fair chance at catching the disc or making a defense
is considered a foul; in other words, you have to "play the disc,
not the person!"
Probably the most important part of Ultimate is known as "The
Spirit of the Game". This catch-phrase is used to describe the
respect that every player in the game has for his fellow players.
No referees are used in the game. Instead, each player does his
best to make an honest call if necessary, and trust the calls of
his fellow players, with the implicit assumption that nobody in
Ultimate would try to cheat.
This principle is what makes Ultimate special to so many people,
and all Ultimate players try to keep the Spirit alive by
maintaining this high level of trust, no matter how competitive
the game gets. If people cannot resolve their differences, people
usually say "back to the thrower", which allows play to continue
on without forcing the issue one way or another.
The best way to see how Ultimate is played is to go watch a local
tournament. Ultimate players share a great comraderie, and LOVE
to introduce new players to the sport. So come on out and watch!
2) What is Disc Golf?
-----------------
Disc golf is a great sport for everybody that relies on one's
ability to throw a disc with power and accuracy. People of any
age, ability, and gender can excel and enjoy disc golf immensely.
The object of the game is to traverse a course from beginning to
end in the fewest total number of throws of a golf disc. Similar
to the traditional golf game, a course is composed of a number of
holes, in which each player begins by throwing from the tee, and
completes the hole by landing in or striking the target.
The total score for a course is determined by totaling the
number of throws made on each hole. The winner is the player who
completes the course in the fewest number of throws...or whoever
has the most fun!
Disc golf courses exist in many different terrains. Often they
are laid out among wooden areas, with water hazards, large
elevation changes, and difficult throws. Other courses are
mostly flat, with few natural obstacles. The obstacles should be
considered part of the course, and not tampered with (even when a
tree eats your disc!)
The average course is 18 holes, but 9 hole and 27 hole courses
exist as well. The average hole is around 425 ft (130m), but
some are as short as 150 ft (45m) or as long as 1000 ft (300m).
Courses usually have a listed par, for pro or amateur players.
Of course, people practice disc golf all the time by just aiming
for an object a hundred yards away, which is the kind of disc
golf one will often see being played on university campuses or
urban parks.
Terms:
Tee - this the area where the player starts each hole. Some
courses have multiple tees for each hole. The material on the
tee surface varies from concrete, asphalt, dirt, crushed
stone, or wood chips. In general, any flat non-slippery
surface is good.
Target - The target is where the disc must land in in order to
complete the hole. The target is usually a "pole hole" which
is specially made to catch the golf disc. Courses that do not
use pole holes are usually known as object courses. A typical
"object target" is a tree trunk, 4x4 or pipe.
Golf disc - a "golf disc" is a flying disc made especially for
the sport of disc golf, although some players use Wham-O type
frisbees. Golf discs vary in weight and size. They are
usually harder and denser than Wham-O type frisbees. Special
models exist for driving, putting and "up shots" (not as far
as a drive, but more than a putt) much like different golf
clubs exist in ball golf. However, players are not required
to use a "driver" as a driver or a "putter" as a putter. Some
players throw a putter as their first shot from the tee. A
golf disc generally costs anywhere from US $5-7, depending on
how many are bought.
A professional PDGA tour exists, currently has about 5000-7000
active members, some of whom play on a professional level for
money, and some play on a amateur level for non cash prizes. The
top money winner last year won over US $16,000.
3) Is there an FTP site for Disc stuff?
------------------------------------
A anonymous FTP site for the rec.sport.disc archives has been set
up, courtesy of Gary Lewandowski. You may download copies of
various rules and the current FAQ via anonymous FTP from:
ftp.cs.wisc.edu (128.105.8.18)
in the directories pub/ultimate. In order to reduce net bandwidth,
the contact information is no longer being distributed with the
FAQ, and is only availible via FTP or mail-FTP. All of the files
are kept to a managable size to prevent mailer-death.
Anyone without FTP access should contact Gary directly by sending
mail to gary@cs.wisc.edu. An FTP-mail server may be set up;
details will follow.
The following files should be available there:
FAQ part 1 and 2
UPA Ultimate rules
Ultimate Timeline
UPA Championship History
WFDF World Championship History
Others will be added from time to time.
4) Is there disc info available on World Wide Web?
The following information is locations of disc information on
WWW. I do not have WWW access, so I do not know what
http://www.sccs.swarthmore.edu/~dalewis/frisbee.html
http://pipkin.lut.ac.uk/~scott/ultimate.html (UK specific?)
http://www.cs.rochester.edu/u/ferguson/ultimate/ (rules)
5) Am I eligible for Collegiate Ultimate under the UPA?
---------------------------------------------------
[ The original version of the following was written by Frank Revi on
August 29, 1992 when he was UPA National College Director. The
current director is 74404.753@compuserve.com (Jay Cohen), who
added a few changes.]
The following is a SUMMARY of UPA college eligibility
requirements. It is intended to give an overview of the
requirements. It is not the full text, and therefore DOES NOT
give definitive information for all cases. The official text as
published in the UPA newsetter pertaining to the season in
question is the only source of official documentation of the
eligibility rules for that season.
All questions on eligibility should be addressed to the National
College Director. "Rulings" from other coordinators and UPA
headquarters staff are not final.
UPA college eligibility is a 5-year window during which a player
may participate in the series. The window runs continuously from
the player's first participation in a UPA sanctioned event or
first UPA membership, whichever comes first; but no earlier than
the date of high school graduation (i.e. UPA events/membership
while in high school don't count). The window closes annually on
1 June. The intent of this rule is to only allow players with less
than five years of experience to compete at college level. The
player must further meet the following requirements:
* Be registered and enrolled in a regularly matriculated degree
program at the institution for which s/he is eligible to play
* Be taking a minimum of two full-time classes during the academic
period(s) containing both March 1st and May 1st of the current
year (must be at least a half time student).
[The above requirement is waived for students taking the
minimum required academic load required to graduate at the end
of the academic period containing May 1st. Research and
thesis work may be counted towards the required courseload IF
it is officially recognized as equivalent by the institution
(e.g. if you register for research in the equivalent of course
hours, that counts). Any questionable situations require a
clarification request (see below).]
* Be a member of the UPA in good standing
The UPA does not grant exemptions to the eligibility rules.
In cases where the rules are not clear, a clarification request
may be made in writing by returning an official form by the
deadline published in the newsletter. Forms must be requested in
writing from UPA HQ; directions are printed on the form.
Requests are reviewed by the Coordinating Committee and responses
are mailed.
The eligibility of all players on a given team must apply at the
same branch or location of that school.
Teams must submit completed rosters signed and sealed by the
registrar before playing in any series event.
6) How is the UPA Top 20 List Computed?
-----------------------------------
The UPA Top 20 is calculated by Eric Simon and distrbuted weekly.
However, the Top 20 isn't accurate unless college tournaments
call in their scores! So, please, all college teams and
tournament directors should send in their scores to Eric or the
UPA (see FAQ.2 for a contact list.)
The most basic explanation of the Top 20 rating system is this:
for each game a team plays, the team gets rating points. These
rating points are then averaged.
The next level of complexity is how to compute the points for a
given game, and how to avereage them. The points for a given
game is given by this formula:
pts = opp_rate + (400 / x) (1)
where opp_rate is the rating of the opponent, and x is a factor
that depends upon the score. The formula for x is:
x = max(.66,(2.5*(losing score/winning score)^2)) (2)
Rather than explain it, let me give an example. Suppose team A
beats team B 15-11. According to the formula, take the fraction
11/15, square it, and multiply by 2.5. This gives us 1.34.
Suppose, further, that team B has a rating of 1000. According to
formula (1), we simply compute 1000 + 400/1.34 and get 1298. The
"max" that's used for formula (2) makes it so that the smallest
that x can equal is .66, which means that the best (or worst) a
team can do in a specific game is to perform at 600 points better
(or worse) than their opponent. (A score of 13-5 will get you
600 points).
So, suppose team A has played in 4 games, and each individual
game rating is 1298, 913, 1410, and 1103. Well, we simply
average them together, and team A has a rating of
(1298+913+1410+1103)/4 which is 1181. But, actually, the
averaging isn't quite that simple, either. We actually take a
weighted average. In the above example, each game had a weight
of 1, in actuality, the weight depends upon how recently the game
was played. This formula is:
wt = min(1,1/(((today-gamedate+4)/7).4)) (3)
Suppose games were played on four consecutive Saturdays. Since
the ratings are done on Mondays, this would mean that the games
were played 2, 9, 16, and 23 days ago. Well, by formula (3), any
game played within 3 days of the rating gets a weight of 1.
Games played the week before, or 9 days ago, get a weight of
1/((9/7)^.4) which is about .9. The games 16 days ago are
weighted at about .72, etc. This is called a decay function,
and, basically, it means that the more recent the game is, the
more heavily it is weighted.
Finally, whatever the weight it, it is doubled for games at
Regionals, and tripled for games at Nationals. After all, teams
are usually at full strength during those tourneys, and the games
are more important. Finally, it is hoped that the winner of
Nationals will come out as number one in the rankings. Luckily
this has always happenned, although one year a team that lost in
the semifinals almost finished first.
But that's not all! Suppose the ratings of the teams you play
change. An underated team you lost to in the first round ends up
winning the tournament. Should your rating reflect that teams'
victories, in other words trying to take into account that the
other team was a really good team. Of course it should. Suppose
your team's rating went up during the course of the tourney, too;
shouldn't other teams, in turn, get the benefit of that?
This is done in an interative process. On Monday, every team
gets re-rated. That is, we recompute every individual game
rating, based on the previous week's ratings, and the new date.
Then, each team gets a new rating for the current week. Then, we
re-rate every team again, using this week's ratings, to get a new
set of ratings. We do this 20 times (this is why a computer is
indispensable). Eventually (usually after only about 8
interations) the ratings reach some sort of equilibrium. It's
kind of a neat process to watch. If some team does really well,
and the rating goes up 250 points, then, on the second iteration,
all teams that have played the first team goes up by a smaller
amount, and on the third iteration, all the teams that have
played the teams that played the first team will go up by a small
amount, and so on.
The biggest problem with the system is that in some areas of the
country not everyone is calling in scores. Let me give a classic
example of how an entire region can be adversely effected by
this.
Suppose the best team in Region X always calls in their games
(and, in fact, more winners than losers call games in). So,
suppose this team "State U." calls in 13 games of theirs, all
victories. None of the other teams had called in any scores.
This team beat, say, team B in the finals of two other
tournaments. Obviously, team B must've been pretty good to make
it to the finals, but to the computer, team B was simply 0-2. In
fact, to the computer, it looked like the 13-0 team was playing a
really wimpy schedule because every team that had played was
winless! So what happens? State U doesn't get a very high
ranking. Now, weeks later, the other scores are called in. It's
too late, State U is already ranked lower than they should be,
and all these other schools are, correctly, ranked lower than
State U is. So, the whole region gets ranked lower than they
should be.
7) What's a MAC, and how do I do it?
--------------------------------
A MAC, also known as a "mack", actually stands for Midflight
Attitude Correction. In the sport of Ultimate, it usually
happens by mistake, but here's how to do it on purpose.
To MAC a disc effectively, one needs to be aware of the direction
of spin the disc has. The two possibilities are clockwise
(originating from a standard backhand throw from a right-handed
player) and counterclockwise (a sidearm throw from a right-handed
player).
The best throws to MAC are hard with lots of Zs (spin). The
technique is to allow the disc to be throw at you very hard,
allow the disc to pass you, the MACer, on one side of your body
or another, and just as the disc is perpendicular to the throw
line, touch the side of the disc very briefly.
If the throw is clockwise, allow the disc to pass your right side
(as you are looking at the thrower) and tap the top of the disc's
platter, near the outside of the disc at the point closests to
you. The disc will then take a MAC, climbing upward. If the
clockwise throw passes on your left, that tap will send it
straight into the ground.
Switch everything around for a counterclockwise throw. Disc
passes you on the left, tap the side of the disc, it takes a MAC
and climbs up. Disc passes on your right, tap it on the side,
the disc dives down into the ground.
There are some neat variations of the MAC, like the foot MAC,
which takes some extra practice. Hitting the disc on the outside
edge from the thrower is also harder. If you want to see one of
the best MACers alive, watch Dan (Stork) Roddick sometime. He is
amazing! (he is also the Sports Director for Wham-O). And no
place is better to MAC than on a California beach somewhere.
8) How do discs fly? How can I find out more?
------------------------------------------
This is a listing of articles and research done by various people
around the world on how discs fly.
Harrison Ka., "Flippin Frisbee", New Scientist, 1990 Aug 11, v127
n1729:67-67.
Johnson, Stancil E.D., "Frisbee: A practitioner's manual and
definitive treatise", New York: Workman Publishing Company,
1975, ISBN: 0-911104-53-4.
Katz, Paul, "The free flight of a rotating disc", Israel Journal of
Technology, vol. 6, nos. 1--2, pp. 150--155.
Nakamura Y, Fukamachi, "Visualization of the Flow Past a Frisbee",
Fluid Dynamics Research, 1991 Jan, v7 n1:31-35.
Schuurmans, Mac'e, "Flight of the Frisbee", New Scientist, 1990 Jul
28, v127 n1727:37-40.
Schuurmans, Mac'e, "Frisbee: History and aerodynamics", Basel,
Switzerland, February 1985 (in German, 51 pages).
Simon, Craig, "Frisbee: Beyond catch and throw", 1982 (65 pages).
Address: Box 1502, Santa Cruz, CA 95061.
Some work has been done on converting discs into interesting
weapons, by using the disc to launch either a flare or a hand
grenade; these are discussed in some of the above messages.
Apparently, the patent applications from Wham-O in the late
1950's are interesting reading material. See the patent section
of any well-stocked university library for references in this
area.
frevi@athena.mit.edu did work as an undergrad (MIT) involving the
visualization of flow around a rotating frisbee using dry ice
vapor as the tracer aerosol and stroboscopic and conventional
photography. In particular, a number of photos were taken of
vapor flowing around a disc mounted on a motor in various
orientations, the trajectory of a frisbee throw through a sort-of
stationary flow field stopped stroboscopically, and various
multiple exposures of throw/release motions. The results of the
flow studies seemed to indicate that a rotating frisbee induces
lift independent of a trajectory vector; i.e. the disc doesn't
have to be going someplace to generate lift, just spinning.
medf214@chpc.utexas.edu (Aaron Altman) did some interesting work
analyzing the behavior of a disc in a wind tunnel, with specific
regards to the so-called airbounce. He examined the effects of
windspeed and angle of attack [alpha] on a disc. From his
messages, slightly edited:
After performing many wind tunnel tests on an old, wasted
Wham-O, I measured the effects of varying angle of attack and
windspeed. It was difficult to determine the rate at which an
average disc is spun, so this part of the experiment is very
much "up in the air". There was also no way to simulate the
initial "throw", or accelleration of the disc, so all of these
results examine the disc under a constant windspeed, which
ignores all of the interesting things which happen to the
airflow around a disc as it is thrown.
The simplest visualization for the results is to draw the
analogy between an airplane on approach to landing, and a disc
at high alpha. Increasing the angle of attack increases the
induced drag (or resulting drag force), but enables the disc to
fly slower while still flying in the same flight path. The
airflow on the top of the disc is usually not "attached" fully,
inplying a turbulent, vortical, unsteady, non-laminar flow.
The same is true for an airplane on approach to landing. The
airplane reduces its speed, but the flight path is maintained
(within a certain range) by increasing the alpha of the plane.
In an airbounce, some extra lift is generated from the
so-called "ground effect" as well.
This experiment gave no data on the limits of the ground
effect. However, the limits are determined by the amount of
wing loading, so one can guess from experience with other
flying objects. For example, the ground effect for a Cessna
172 tends to be approximately 1/2 the span the wing, which is s
approximately 20 ft. This causes the airplane to float above
the runway at speeds lower than would normally be possible for
this airplane. From discussions of the ground effect with
pilots of larger airplanes, such as the Boeing 727, this
equation (1/2 span) doesn't hold as well, and the ground effect
tends to be between 1/2 and 1/3 span. At any rate, that brings
us back to the disc...If we took 1/2 the span of the disc, this
would place us somewhere about 6 inches off the ground.
So, what does this all mean? In terms of flight dynamics, the
small displacement given to the disc by the thumb at the last
second causes the leading edge to rise. This, in combination
with the large, instantaneous, simultaneous forward force of
the throw, (called the impulse,) creates a high angle of attack
flight regime, with the possibility of an increase in altitude,
depending on the actual angle of release from the hand (angle
the arm makes with horizontal upon release of the disc, not the
same as displacement given by the thumb.
Of course, if all of this is true [and it may not be!] it
should be possible to throw a disc at high alpha, without the
angle imparted to the horizon by the arm, and still have an
airbounce. This would result in a disc flying without a change
in height, but with a large angle of attack. This would imply
that, not only is it necessary to apply thumb pressure, but the
angle of release is also quite important in establishing a true
airbounce.
Given all of this, one can describe the physics required to
throw a disc that goes down and then up. The follow-through on
the throw would be downward, but the force applied to the disc
in that instance is applied just below the horizontal (say,
between -3 to -8 degrees). This force will cause the initial
trajectory of the disc to be slightly downward. After some
distance, the component of lift generated by the forward motion
of disc (at alpha) overcomes the initial slight downward
component given in the initial release of the disc. In
studying the problem as a thin airfoil (using thin airfoil
theory) this can be shown to be possible quite trivially.
When a disc is thrown, it undergoes an initial acceleration
that is quite large. Once released, the speed decreases as a
result of viscous losses due to the friction of air. This
change in speed results in a highly unsteady problem (which
changes as a function of time). By analyzing the lift force
and drag force (Cl, Cd respectively) at many different
windspeeds and alphas, a profile of the behavior of the disc as
its thrown can be examined, with Cd and Cl increasing
essentially linearly with alpha.
In addition, I would like to comment on some info included in
the most recent version of the FAQ. As determined by my
experimentation, the component of lift generated by a
stationary disc, spinning, is extraordinarily small when
compared to the component of lift generated by the forward
motion of the disc.
This is with reference to the work done by frevi@athena.mit.edu.
The information that he obtained was strictly qualitative, and
the quantitative data that I obtained tells me that a spinning
disc (without a directional component) generates very little
lift. A good physical analogy would be to say that if this
were true, than this aspect of lift would be exploited in
modern lifting bodies, lending creedence to the possibility of
flying saucers!
* Whew * People interested in more detail, or interested in
using this as a "grossly understudied...killer thesis topic" are
encouraged to contact Aaron directly.
9) Accessing rec.sport.disc without USENET access
----------------------------------------------
A mailing list has been set up to send digests to interested
people who can't access rec.sport.disc directly. Articles are
batched in groups of 15 or so and sent to every member of the
mailing list. Similarly, any message mailed to the list is
posted directly to rec.sport.disc. This can be used by people
who can read news but are unable to post.
To subscribe or unsubscribe, send mail to
ultimate-request@doe.carleton.ca
indicating your request. Put something like "subscribe" or
"unsubscribe" in the subject, which makes it easier on the host
of the newsgroup. Once you're subscribed, batches will start
being mailed to your return address. To post something to the
group, simply send the posting to:
ultimate-list@doe.carleton.ca
which will place it in the mailing list AND post it to to
rec.sport.disc.
If you have problems, send mail to
owner-ultimate-list@doe.carleton.ca
and the administrator will try to help you out. Big thanks to
Richard Griffith, manager of the list.
10) Visit the Ultimate Doctor
-------------------------
[ NOTE: The information contained herein is ONLY a guide, and not
to be taken as authoritative. No one should ever accept
any medical advice from the network except at their own
risk. Before dealing with any non-trivial injury,
playing while in pain or injured, or starting regular
treatment for an injury, a qualified doctor, preferably
one specializing in sports medicine, should be consulted. ]
a) Pain and Painkillers
At one time or another, people on the net have been posting
discussions about pain - playing in pain, dealing with pain,
playing while doped on various drugs, legal and otherwise, etc.
A few notes, gathered from various doctors and experienced
Ultimate players who deal with doctors:
1. Pain is your friend. If you feel pain, it is a sign that you
should slow down...or stop.
2. Ignoring pain generally leads to a more serious injury.
3. Playing Ultimate (or any sport) while under the influence of
drugs, such to the point that pain no longer is felt by the
body is very dangerous.
These remarks, people note, are often ignored by people who play
professional sports. Please keep in mind, though, that the
people who play professional sports usually have multiple,
professionally trained individuals administering these drugs and
monitoring the condition of the atheletes. Also keep in mind
that these people are being often being paid considerable sums
of money to play these sports...not something Ultimate is well
known for.
Other players have indicated that they regularly play after
taking aspirin or ibuprofen. These drugs are noted for general
anti-inflammatory benefit, but one should contact a doctor before
starting a regular regemin of drug treatment, not only to avoid
possible bad side-effects, but also in case a better treatment
program is available.
A last thought...there's usually only a few games a year where
it's REALLY worth playing through severe pain. Most people are
better off missing a few practices due to some sort of injury
than risking it all for the sake of an extra week of practice.
However, everybody has to judge for themselves how bad an injury
really is and what it's worth to you and your team to stay on the
field.
b) General Injuries
People who play Ultimate see plenty of injuries. The general
treatment for just about any sprain, strain, muscle tear, etc, is
RICE, which stands for Rest - Ice - Compression - Elevation.
First, get off the injury. Then, 15-20 minutes of ice in an ice
bag, wrapped around the injury, while elevating the injury above
the level of the heard. If the injury seems exceptionally
severe, the best thing to do is see a professional about it.
For injuries which are a result of the chronic wear and tear that
Ultimate can give to the body, a general ice-massage is a good
idea after practice and games. As a matter of fact, old and new
injuries alike feel much better if ice is applied shortly after
the conclusion of the workout, not to mention controlling
swelling. An excellent way to make ice-cubes is to purchase some
paper cups, fill them about three-quarters full of water, freeze,
and then to peel the paper down from the top. This way, you have
something to hold on with your hands, and you can massage the
injury directly with the ice, probably the best way to apply ice.
Be careful of frostburn if applying the ice directly to the skin.
Seeing a doctor who specializes in sports for any serious injury
is highly recommended...it's amazing what a special stretch,
brace, or tape-job can do for an injury which otherwise ruins
your playing enjoyment, especially with respect to those nagging
injuries which seem to never go away. And it's never too late -
if you sprain and ankle and find that it's still not quite where
it should be two or three weeks later, a good sports-therapist
can offer invaluable advice towards rehabilitation of the
affected member.
One reason some Ultimate players tend to avoid the doctor is
their afraid the doctor will tell them to stop playing Ultimate,
which we all agree is a Bad Thing. Fortunately, many doctors who
specialize in sports-medicine don't like people to stop what
they're doing, except for a short period of time to let things
heal. Clearly, a sprained ankle or strained shoulder needs a few
days to start the healing process, but after that, it's often
possible to resume playing (carefully) with some medical
assistance.
c) Tape and Braces
Lots of times, people will beg, borrow, or steal the brace of a
fellow Ultimate player, or ask a friend to "tape them up" when
they're really don't quite know how to do it.
As with using painkillers on a regular basis, it's a good idea to
see a professional before starting to strap a brace on all the
time. Sometimes the cause of pain isn't what it seems...and a
brace can help or * hurt * the problem. The same is true for a
tape-job. It can make all the difference in the world to an
injured body part, but the wrong taping job can really screw a
joint up.
Learning to tape yourself isn't too hard though, since you'll
probably get tired of going to somebody for help all the time.
If you need the same type of taping job regularly (as is usually
the case) ask somebody who knows how to do it to teach you and a
couple of your teammates, practice, practice, practices, and then
start taping yourself. After all, you're the best one to know
when it's too tight and when it feels right.
d) Shin Splints
A fairly common injury that shouldn't be allowed to ruin your
play. Shin splints are usually the result of a lot of pounding
on feet from continual running, jumping, and other types of
Ultimate activity. The causes can be traced back to lots of
things, including the type of cleat, running surface, running
style, proper muscle balance, and lack of proper stretching.
They usually occur in people who radically change their workout
schedule over a short period of time; ie, suddenly playing
Ultimate every day after several months (years?) of inactivity.
Once you get them, they often return, so people who get shin
splints need to take certain preventative measures to strengthen
the area and minimize the possibility of recurrence. This includes
stretching and exercising the muscles in the front and back of
the lower leg.
One easy exercise is to stand in front of a wall or bookcase or
something you can hold on to for balance. Without shoes on,
alternate pulling the balls of your feet up off the floor until
you can't do it anymore. You should feel it working the muscles
next to your shins. Another exercise you can do at home is calf
raises. Start doing them with your feet flat on the floor, then
work up to doing them with your heels hanging over a step. Do
them slowly! Stretch before and after!
A good stretch is call the "alphabet stretch". Simply sit down,
cross one leg over the other so that your ankle can move, and
then, as if your big toe was the point of a pencil, make the
shape of each letter of the alphabet, making sure to stretch the
muscles and tendons by making your lines big. Don't make tiny
letters; take your time and make your penmanship teacher proud.
To help them go away quickly, reduce the amount of pounding on
the lower legs (ie, running and Ultimate) and increase the amount
stretching and strengthening. And, as always, ice is nice, along
with aspirin or other painkiller (in moderation).
A last note...if your symptoms persist or worsen, it's possible
that you don't have shin splints, but have a stress-fracture or
other injury instead. See a doctor, who will probably be able to
help with special exercises, stretches, or orthotics.
e) Sprained Ankles
Another common injury which seems to befall Ultimate players, who
often have to run on uneven fields. As with any other injury,
it's best to ice the area completely immediately after the
injury. Severe sprains can result in several days or weeks
without being able to run on the ankle, so extreme care should be
taken to make sure the joint heals. Once a severe sprain has
occurred, the joint will probably be vulnerable thereafter.
As part of the rehabilitation, support for the joint MUST be
provided, in the form of a brace, tape, or other support, for a
few months at least. Any serious sprain should be taken to a
qualified doctor to make sure the injury will heal without
medical intervention. The fact is that the tissue damaged in the
ankle takes up to a year to grow back to full strength, if it
ever does. If you consult a sports therapist during this time,
he or she will give you some special exercises to build up the
ankle, which will also help prevent further injury.
***************
a) FAQ information and administrative swill
----------------------------------------
This is part one of the rec.sport.disc FAQ [Frequently Asked
Questions list]. This file, and its companion files, are posted
bi-weekly to rec.sport.disc and news.answers. The posting is
designed to answer questions which are commonly asked by new
readers of the group, as well as to provide a reliable source of
information for regular readers.
Please send updates, additions, and corrections to davidb@morgan.com.
No guarantee as to the accuracy of this information implied or
expressed. But I hope it's right.... Thanks to all the people
who've helped contribute to this FAQ.
-----
$Author: davidb $
$Date: 1994/04/20 22:18:21 $
$Revision: 1.48 $