Sunteți pe pagina 1din 16

800 Metres Event

The 800 metres, or 800 meters is a common track running event. It is the shortest
common middle-distance running event. The 800 metres is run over two laps of the
track (400 metre track) and has been an Olympic event since the first games in 1896.
During indoor track season the event is usually run on a 200-metre track, therefore
requiring four laps.
The event was derived from the imperial measurement of a half a mile (880 yards), a
traditional English racing distance. Imperial racing distances were common in the United
States. American high schools (in the name of the NFHS) were the last to convert to
metric distances in 1980, following the NCAA's conversion in 1976. Countries
associated to the English system converted to metric distances after the 1966
Commonwealth Games. 800 m is 4.67 m less than half a mile.
The event combines aerobic endurance with anaerobic conditioning and sprint speed.
Both the aerobic and anaerobic systems are being taxed to a high extent, thus the 800
metre athlete is required to combine training between both systems.
OFFICIAL RULES:

The runners should abide by the following rules in order to complete a race

Sprinters should run in designated lanes and cannot cross lanes, throughout the race.
In races with bunched starts, athletes can break inside. In 800-meter race, they start from
staggered positions and can break inside after the first bend.
In longer races of 1500 meters, 5000 meters, and 10000 meters, athletes can break inside after
the start.
Sprinters shouldn’t step on white lines that mark their lanes throughout the race.
Sensors are placed in the starting pistol and at the blocks. In case of a false start, the athlete is
disqualified.
Before giving the ‘set’ command or before firing the starter gun, athletes cannot touch the other
side of the start line with their hands or feet.
Athletes should not obstruct other athletes during the race.
If an athlete is obstructed, the referee may order the race to be held again, or he may ask the
athlete to take part in the next round.
Athletes may leave the track voluntarily before the race ends, but they cannot come back to the
track else they will be disqualified.
equipment required: oval or 400m running track, stopwatch, recording
sheets.

International Officials
Organizational Delegates
Technical Delegates
Medical Delegate
Doping Control Delegate
International Technical Officials (ITOs) and International Cross Country, Road Running
and Mountain Running Officials (ICROs)
International Race Walking Judges
International Road Race Measurer
International Starter and International Photo Finish Judge
Jury of Appeal
Officials of the Competition
Competition Director
Meeting Manager
Technical Manager
Event Presentation Manager
Call Room Judges
Competition Secretary
Referees
Judges
Marshal
Wind Gauge Operator
Measurement Judge (Scientific)

Javelin throw
The javelin throw is a track and field event where the javelin, a spear about 2.5 m (8 ft 2 in) in
length, is thrown. The javelin thrower gains momentum by running within a predetermined area.
Javelin throwing is an event of both the men's decathlon and the women's heptathlon.

The javelin was part of the pentathlon of the Ancient Olympic Games beginning in 708 BC in
two disciplines, distance and target throw. The javelin was thrown with the aid of a thong,
called ankyle wound around the middle of the shaft. Athletes would hold the javelin by the thong
and when the javelin was released this thong unwound giving the javelin a spiraled flight.

Equipment
The modern javelin consists of three main parts: a metal head, a solid or
hollow shaft – which can be made of wood but is more typically made of a
light metal or a composite material, such as carbon fiber –and a cord grip.
The professional men’s javelin weighs at least 800 grams (28.2 pounds)
and is between 2.6-2.7 meters long (8 feet, 6¼ inches to 8 feet 10¼
inches). The women’s javelin weighs at least 600 grams (21.2 ounces) and
measures between 2.2-2.3 meters long (7-2½ to 7-6½).

Throwing Area and Rules


The javelin throw is the only Olympic throwing event in which competitors
run forward with the implement, rather than throwing from a circle. The
javelin throw runway is between 30-36.5 meters long (98-5 to 119-9).
Throwers may place as many as two markers in the runway, to help
establish a consistent starting point.
As you would expect, the javelin is held at the grip; the thrower's pinkie
must be the closest finger to the javelin's tip. A thrower may not turn his/her
back to the landing area during the approach. This rule is designed to
prevent throwers from spinning, the way discus throwers do. The javelin
must be thrown over the shoulder or the upper part of the throwing arm,
and the thrower may not cross the foul line at any time, even after the
javelin has been released.
To constitute a legal throw, the javelin’s metal tip must break the ground
within the designated throwing sector. The throw is measured from the spot
where the tip first touches the ground.

Javelin Throw Officiating Officials


CARNIVAL MANAGER
TRACK REFEREE
FIELD REFEREE
STARTING PANEL
TIME KEEPING
CLASH MANAGER
UMPIRES
PLACE JUDGING
PHOTO FINISH
WALK JUDGING
MARSHALLING
ANNOUNCER
TECHNICAL MANAGER
MANAGER OF OFFICIALS
RECORDING
SCOREBOARD OPERATOR

LONG JUMP
The long jump (historically called the broad jump in the USA) is a track and field event in
which athletes combine speed, strength and agility in an attempt to leap as far as possible from
a take off point. Along with the triple jump, the two events that measure jumping for distance as
a group are referred to as the "horizontal jumps". This event has a history in the Ancient
Olympic Games and has been a modern Olympic event for men since the first Olympics in 1896
and for women since 1948.
RULES
At the elite level, competitors run down a runway (usually coated with the same rubberized
surface as running tracks, crumb rubber also vulcanized rubber—known generally as an all-
weather track) and jump as far as they can from a wooden board 20 cm or 8 inches wide that is
built flush with the runway into a pit filled with finely ground gravel or sand. If the competitor
starts the leap with any part of the foot past the foul line, the jump is declared a foul and no
distance is recorded. A layer of plasticine is placed immediately after the board to detect this
occurrence. An official (similar to a referee) will also watch the jump and make the
determination. The competitor can initiate the jump from any point behind the foul line; however,
the distance measured will always be perpendicular to the foul line to the nearest break in the
sand caused by any part of the body or uniform. Therefore, it is in the best interest of the
competitor to get as close to the foul line as possible. Competitors are allowed to place two
marks along the side of the runway in order to assist them to jump accurately. At a lesser meet
and facilities, the plasticine will likely not exist, the runway might be a different surface or
jumpers may initiate their jump from a painted or taped mark on the runway. At a smaller meet,
the number of attempts might also be limited to four or three.
Each competitor has a set number of attempts. That would normally be three trials, with three
additional jumps being awarded to the best 8 or 9 (depending on the number of lanes on the
track at that facility, so the event is equatable to track events) competitors. All legal marks will be
recorded but only the longest legal jump counts towards the results. The competitor with the
longest legal jump (from either the trial or final rounds) at the end of competition is declared the
winner. In the event of an exact tie, then comparing the next best jumps of the tied competitors
will be used to determine place. In a large, multi-day elite competition (like the Olympics
or World Championships), a set number of competitors will advance to the final round,
determined in advance by the meet management. A set of 3 trial round jumps will be held in
order to select those finalists. It is standard practice to allow at a minimum, one more competitor
than the number of scoring positions to return to the final round, though 12 plus ties and
automatic qualifying distances are also potential factors. (For specific rules and regulations in
United States Track & Field see Rule 185).

200 Metres

The 200 metres (also spelled 200 meters) is a sprint running event. On an outdoor race 400 m
track, the race begins on the curve and ends on the home straight, so a combination of
techniques are needed to successfully run the race. A slightly shorter race, called
the stadion and run on a straight track, was the first recorded event at the ancient Olympic
Games. The 200 m places more emphasis on speed endurance than shorter sprint distances as
athletes predominantly rely on anaerobic energy system during the 200 m sprint.
The 200 meter sprint is one of the shortest sprint races in the summer Olympic Games.
The only shorter race is the 100 meter sprint. The 200 meter race is a great test of
power and speed as you are forced to run around a curve and on a straight path. There
are a few key rules for the 200 meter sprint in Olympic competition.

Rules of a 200-Meter Sprint

The Track. The 200 meter Olympic sprint is run on an oval-shaped track that is 400 meters in
circumference. ...
The Start. The rules require 200 meter sprinters to use starting blocks. ...
Banned Substances. Testing positive for a substance banned by the IAAF will result in a
disqualification from the race. ...
Fun Facts.

• The number of athletes per event by nation is open, but only a maximum of 3 will be
qualified for the Final;
• There will be no penalty for those athletes that don’t achieved the minimum
performance during the competition;
• Starting blocks will not be used for all races. The start shall be a standing start;
• The Sprint races (100m & 200m) will be run by Preliminary Rounds with a maximum of
8 athletes per race, in different lanes;
• 400m race will be run only in 1 lane, as used in middle distance races;
• In 400m, 800m and 1.500m race events there will be Direct Finals by Heats (Times);
• In Walk Race events, it’s not allowed to run! Race walking is a progression of steps
with a permanent contact with the ground.
If the athlete doesn’t apply that rule and runs hostens he will be disqualified by a direct
Red Card or Paddle.
When 3 Yellow penalties are shown by 3 different Judges, the athlete is disqualified with
a Red Card;
• In Long Jump event, the Take-off Board shall be a rectangular white and measure
50cm wide and shall be placed nearest (0.5 to 1m) of the beginning of landing area,
• In Relay Races the additional 10m balance zone will not be used by the athletes. Only
the 20mTake-over Zone will apply,
• In Track events the Preliminary rounds will have a maximum of 8 athletes per race. In
Field events a maximum of 12 athletes are allowed for a Final,
• In the Preliminary rounds there will different sets of symbolic medals for the first 3
classified,
First 3 placed in the Finals will be awarded with Gold, Silver and Bronze medals,
• Team Competition: according to the IAADS guidelines and in order to encourage
nations to participate, the IAADS World and RegionalChampionships
will also have a total Team Competition, including athletes from both genders (male plus
female). In the Team Competition the best 8 classified athletes
in the Finals will get points according the placement (8 points for 1st placed, 7 points for
2nd placed, aso till 1 point to the 8 th placed).
All participant nations are eligible for the Team Competition.

SHOT PUT
The Ancient Greeks threw stones as a sport and soldiers are recorded as throwing
cannon balls in the Middle Ages but a version of the modern form of the discipline can
be traced to the Highland Games in Scotland during the 19th century where competitors
threw a rounded cube, stone or metal weight from behind a line.
The men’s shot put has been part of every modern Olympics since 1896, but women
putters had to wait until 1948 before they could compete at the Games.

The shot, a metal ball (7.26kg/16lb for men, 4kg/8.8lb for women), is put – not thrown –
with one hand. The aim is to put it as far as possible from a seven-foot diameter
(2.135m) circle that has a curved 10-centimetre high toe-board at the front.
In order for the put to be measured, the shot must not drop below the line of the
athlete’s shoulders at any stage of the put and must land inside a designated 35-degree
sector. The athlete, meanwhile, must not touch the top of the toe-board during their put
or leave the circle before the ball has landed, and then only from the rear half of the
circle.
Athletes will commonly throw four or six times per competition. In the event of a tie, the
winner will be the athlete with the next-best effort.

Legal throws
The following rules (indoor and outdoor) must be adhered to for a legal throw:
Upon calling the athlete's name, the athlete may choose any part of the throwing circle to enter
inside. They have thirty seconds to commence the throwing motion; otherwise it counts as a
forfeit for the current match.
The athlete may not wear gloves; IAAF rules permit the taping of individual fingers.
The athlete must rest the shot close to the neck, and keep it tight to the neck throughout the
motion.
The shot must be released above the height of the shoulder, using only one hand.
The athlete may touch the inside surface of the circle or toe board, but must not touch the top or
outside of the circle or toe board, or the ground beyond the circle. Limbs may, however, extend
over the lines of the circle in the air.
The shot must land in the legal sector (34.92°) of the throwing area.
The athlete must leave the throwing circle from the back.

Foul throws

Foul throws occur when an athlete:


Does not pause within the circle before beginning the putting motion.
Does not complete the putting movement within thirty seconds of having their name called.
Allows the shot to drop below his shoulder or outside the vertical plane of his shoulder during
the put.
At any time if the shot loses contact with the neck then it is technically an illegal put.
During the putting motion, touches with any part of the body (including shoes):
the top or ends of the toe board
the top of the iron ring
anywhere outside the circle.
Puts a shot which either falls outside the throwing sector or touches a sector line on the initial
impact.
Leaves the circle before the shot has landed.
Does not leave from the rear half of the circle.

Regulation misconceptions
The following are either obsolete or non-existent, but commonly believed rules within
professional competition:
The athlete must enter the circle from the back (none of the rule books contain such a clause).
The athlete entering the circle, then exiting and re-entering it prior to starting the throw results in
a foul (all the rule books allow an athlete to leave a circle prior to starting a throw, but this still
counts within the one-minute time limit; the allowable method of exiting the circle varies by rule
book).
Loose clothing, shoelaces, or long hair touching outside the circle during a throw, or an athlete
bringing a towel into the circle and then throwing it out prior to the put, results in a foul.

RULES OF THE EVENT


• Throwers must throw from within the throwing circle.
• No part of the thrower’s body may touch the ground outside the circle during the throw.
• The shot must be kept tight into the neck.
• After the throw, throwers must leave the circle from the back.
• The shot must land within the throwing area.

Shot Put Equipment.


Accessory shot put equipmentincluding shot put carriers, Throwing Balls, the Sector
Template, and distance markers. Our cost-saving starter and team packages (for boys
and girls) include shot puts and discus.

HIGH JUMP
The high jump is a track and field event in which competitors must jump unaided over a
horizontal bar placed at measured heights without dislodging it. In its modern most practised
format, a bar is placed between two standards with a crash mat for landing. In the modern era,
athletes run towards the bar and use the Fosbury Flop method of jumping, leaping head first
with their back to the bar. Since ancient times, competitors have introduced increasingly
effective techniques to arrive at the current form.
RULES
The rules for the high jump are set internationally by the International Association of Athletics
Federations (IAAF). Jumpers must take off on one foot. A jump is considered a failure if the bar
is dislodged by the action of the jumper whilst jumping or the jumper touches the ground or
breaks the plane of the near edge of the bar before clearance. The technique one uses for the
jump must be almost flawless in order to have a chance of clearing a high bar.
Competitors may begin jumping at any height announced by the chief judge, or may pass, at
their own discretion. Most competitions state that three consecutive missed jumps, at any height
or combination of heights, will eliminate the jumper from competition.
The victory goes to the jumper who clears the greatest height during the final. Tie-breakers are
used for any place in which scoring occurs. If two or more jumpers tie for one of these places,
the tie-breakers are: 1) the fewest misses at the height at which the tie occurred; and 2) the
fewest misses throughout the competition.
If the event remains tied for first place (or a limited advancement position to a subsequent
meet), the jumpers have a jump-off, beginning at the next greater height. Each jumper has one
attempt. The bar is then alternately lowered and raised until only one jumper succeeds at a
given height.

EQUIPMENTS
High Jump Equipment. Stadia Sports offer a wide range of high jump
equipment including high jump mats, waterproof landing mat covers, high
jump stands and laths.

HIGH JUMP OFFICIALS


CHIEF JUDGE
• Allocate Officials to the various positions
• Supervise the preparation of the area regarding safety, equipment and define the
competition area
• Ensure that the facility complies with the rules of competition
• Prior to the commencement of competition, provide an outline of the rules of the event
to the competitors and define the competition area
• Determine the starting height of the bar and advise the athletes
• Rule on the validity of the trial and indicate a fair jump with a white flag and a foul jump
with a red flag (flags optional)
• Advise the athlete the reason for the foul
• Measure the bar on commencement and as it is raised and announce the new height
to the competitors
OFFICIALS ONE AND TWO
• Stand well away from the uprights during trials to avoid distracting the competitors but
in line with the plane of the uprights
• Replace the bar as required

OFFICIAL THREE
• Call up the competitors and record the results. In marking the sheet a jump is recorded
as follows; A clear jump shall be indicated as a “O” A failure shall be indicated as a “X” A
jump not taken (pass) shall be indicated as a “-“ .
• Repeat the measurement called by the Chief Judge to ensure the measurement
recorded is correct
• All attempts must be recorded
• Time the trial and indicate with a yellow flag when the last fifteen (15) seconds of the
allowed one (1) minute or longer, in accordance with the rules of competition, remain for
that trial
SAFETY
• Ensure that the take-off area is inspected for foreign objects prior to the event
commencing
• All athletes are to be advised to jump so that they land in the centre of the bags
(landing area)
• The minimum landing area is 4m long x 2.5m wide x 0.4m deep
Equipment List
- Event Package containing competitor list, officials'notes, award ribbons
- Clipboard Rule Book (These notes) Pens/Pencils White Athletic Tape / Duct Tape Tape
Measure Stop watch and Regular watch Plastic bag (for clip board in case of inclement
weather) Small Step ladder (if you CANNOT comfortably reach 7’)
- Broom to sweep area - Folding chair , umbrella
- Appropriate Apparel for the weather--- raingear, hat, sunblock
BOXING
Boxing is a combat sport in which two people, usually wearing protective gloves, throw
punches at each other for a predetermined amount of time in a boxing ring. Amateur
boxing is both an Olympic and Commonwealth Games sport and is a common fixture in
most international games—it also has its own World Championships

In professional boxing, bouts take place over 12 three minute rounds with
one minute rest between rounds.
The only method of attack is punching with a clenched fist and you may not
strike below the belt, in the kidneys or the back of your opponents head or
neck.
You cannot use the ropes for leverage.
You cannot hit an opponent when they are down.
A boxer hit with a low blow can take five minutes to recover.
If an unintentional foul (such as a clash of heads) ends the fight before four
rounds are completed this is a “no contest”, from the fifth onwards the
decision goes to the judge’s cards and is either a technical decision for
either fighter or a technical draw.

Players & Equipment


The exact specification of certain equipment varies according to the sanctioning body
but the ring (ironically, of course, usually square) is generally around 16-25 feet (4.9-
7.6m) along each side. The posts at the corner are 5ft above the level of the ring and
the ring itself is usually about three or four feet off the ground on a raised platform.
Boxers wear gloves and although there has been a long history of bear-knuckle boxing,
hand protection dates to Ancient Greece. Modern gloves are usually 12oz, 14oz or 16oz
and are designed to protect the hand and the opponent, although there are arguments
that they actually increase brain injuries by facilitating a boxer receiving more damaging
blows.
Boxers are divided according to their weight with the different governing bodies having
different weights and names for the groupings. Fighters only fight opponents of similar
weights as physical size is so crucial to the contest.
Officiating - Boxing Australia. Boxing heavily relies on a number of officials to conduct
a bout. This can range fromReferees and Judges to Timekeepers and Gloving
Stewards. At larger tournaments it can include Competition Manager, Competition Jury
and an Official Anouncer.

Wrestling
Professional wrestling is a form of performance art and entertainment that combines
athletics with theatrical performance. It takes the form of events, held by touring
companies, that mimic a title-match combat sport.

The object of the sport of wrestling is to put your opponent on his back -- to pin your
opponent.
A pin (or fall) is when you put your opponent on his/her back with any part of both
shoulders or both shoulder blades of your opponent in contact with the mat for two
seconds. When you pin your opponent, the match is over and you are the winner.
If nobody gets pinned, the winner is the wrestler who has scored the most points during
the match..
There are five ways to score points in a wrestling match:
1) Takedown - (2 points) You score two points for taking your opponent down to the mat
and controlling him/her.
2) Escape - (1 point) You score one point for getting away or getting to a neutral
position when your opponent has you down on the mat.
3) Reversal - (2 points) You score two points when your opponent has you down on the
mat and you come from underneath and gain control of your opponent.
4) Near Fall (Back Points) - (2 or 3 points) You get near fall points when you almost but
not quite get your opponent pinned. A near fall (near pin) is when...
both shoulders are held for two seconds within four inches of the mat, or...
one shoulder touches the mat and the other shoulder is at a 45 degree angle coming
down to the mat, or...
the wrestler is held in a high bridge or back on both elbows.
If a near fall lasts for two seconds, you get 2 points. If a near fall lasts for 5 seconds,
you get 3 points.
5) Penalty Points - (1 or 2 points) Your opponent is awarded points if you commit the
following infractions. (NFHS penalty chart AT THIS LINK)
Illegal Holds - There are several holds that the referee will penalize you for without
warning. (There are other holds called "potentially dangerous holds" which the referee
might make you let go of but will not penalize you for).
Technical Violations
Going off the mat or forcing your opponent off the mat to avoid wrestling ("fleeing the
mat.")
Grabbing clothing, the mat, or the headgear
Locked or overlapped hands: If you are down on the mat in control of your opponent,
you cannot lock or overlap your hands, fingers or arms around your opponent's body or
both legs unless you have met criteria for a near pin of your opponent, or your opponent
stands up and has all his/her weight on two feet, or you have lifted the opponent off the
mat.
Leaving the mat during the match without the referee's permission
Reporting to the mat not properly equipped or not ready to wrestle, or equipment that is
detected as being illegal after the match has started
Unnecessary roughness
Unsportsmanlike conduct
Flagrant Misconduct (ejection, the match is over)
Stalling (you get one warning before you are penalized and points are awarded).
Incorrect starting position or false start (You get two cautions before points are
awarded).
The first and second time you are penalized, your opponent is awarded one point. The
third time you are penalized, your opponent is awarded two points. The fourth time you
are penalized, you are disqualified. (Except for illegal starting position or false start - you
are cautioned twice, then one point awarded for each infraction, but you will not be
disqualified. In the event of Flagrant Misconduct, you are ejected from the match on the
first offense, you lose the match, and 3 team points are deducted).
www.youtube.com

In professional wrestling, a referee is an authority figure present in or near the ring


during matches. The referee'son-stage (kayfabe) purpose is similar to that
of referees in combat sports such as boxing or mixed martial arts, that is, as an arbiter
of the rules and the person charged with rendering decisions.

Discover the wrestling shoes, protective gear and training apparel you need to support
your performance on the mat. Safeguard yourself with innovative wrestling headgear
and pack up for the match with mouth guards, knee pads and
otherwrestling accessories.

KARATE:

Karate is a martial art developed in the Ryukyu Kingdom. It developed from the
indigenous Ryukyuan martial arts under the influence of Chinese Kung Fu, particularly
Fujian White Crane.

Players & Equipment


Competitors are placed into categories according to their weight and maybe their age in
the case of junior competitions. All competitors in Karate kumite competitions are
required to wear a traditional Karate suit known as a gi and this should be plain and
without stripes or embroidery. Instead of wearing the belt colour that signifies their rank,
one contestant wears a red belt and the other a blue belt to help distinguish them. Other
prescribed pieces of equipment are:
A gum shield
Body protection (and extra chest protection for females)
Shin pads
Foot protectors
Groin guards can be worn but are not mandatory.

Rules of Karate
Karate Kumite matches take place on a matted square of 8m x 8m with an additional
1m on all sides that is called the safety area.
Once the referee and judges have taken their places, competitors should exchange
bows.
The fight starts when the referee shouts “SHOBU HAJIME!”
Both fighters should attempt scoring techniques (punches, kicks and throws) on their
opponent. These are classified as Yuko, Waza-ari and Ippon and are one, two and three
points respectively.
If the referee deems a scoring technique may have been used, the referee shouts
YAME and the contestants, judges and referee all resume their original positions.
The judges will then indicate their opinion by means of a signal and if a score is to be
awarded, the referee identifies the contents and the area that they attacked and then
awards them the relevant socire (Yuko, Waza-ari or Ippon) and then restarts the bout by
shouting “TSUZUKETE HAJIME!”
If one competitor establishes a clear lead of eight points during a match, then the
referee calls a halt to the bout and declares them the winner.
If no competitor establishes a clear lead of eight points during the fight, then the fighter
who has the most points is declared the winner.
In the event of the points being level, the referee and the judges will decide who is the
winner of the bout.
Fights can end earlier if one competitor is knocked down and is not in a position to carry
on or if one fighter is disqualified.

S-ar putea să vă placă și