Definitions

SUMMARY

Team | Body | Heading | Move | Pattern | Compulsory Pattern | Sidelines | Centreline | Ring | Ring Plane | Antechambre | Diffuser | Flight | Routine | Speed Routine | Free Routine | Battle | Working Time |

Team

A Dynamic 2-Way (D2W) Team is composed of two (2) Performers. A Dynamic 4-Way (D4W) Team is composed of four (4) Performers plus one (1) Alternate.

Body

A body consists of the entire Performer and his/her equipment.

Heading

The compass direction in which the front of the torso of the Performer faces.

Move

A change in body position, and/or a rotation around one or more of the three (3) body axes, or a static pose.

Pattern

A movement sequence during which the Performers' bodies follow pathways, often with embedded moves or intermixing.

Compulsory Pattern

A Pattern with specific performance requirements (Entrance, Snake, Vertical, Mixer, Transition, Exit).

Sidelines

Two (2) vertical lighted lines positioned on the transparent tunnel walls 180º opposite each other to describe a vertical plane that spans across the flight chamber. The Start Sideline is clockwise from the doorway (with respect to top view.)

Centreline

A vertical plane that spans across the centre of the flight chamber extending from one (1) vertical line positioned on the transparent tunnel wall 90º offset from the two (2) vertical lighted lines.

Ring

A horizontal line that crosses the centre of the flight chamber, two (2) metres above the cable floor, between the two (2) Sidelines.

Ring Plane

The plane parallel to the cable floor that spans across the entire flight chamber at the level of the Ring.

Antechambre

Area used by Teams as a waiting area for entrance into the flight chamber. This area is separated from public viewing areas and is for the exclusive use of Teams on call.

Diffuser

That vertical part of the flight chamber above the transparent viewing section.

Flight

A Team's performance in the flight chamber.

Routine

A sequence of Moves or Patterns performed during the working time.Un enchaînement de mouvements ou de figures exécuté pendant le temps de travail.

Speed Routine

A routine composed of three (3) randomly drawn Compulsory Patterns (one from each group, Snakes, Verticals and Mixers, in that order), and Compulsory Transitions, repeated three (3) times, in the fastest time possible. The Speed Routine starts with a compulsory entrance and ends with a compulsory exit sequence.

Free Routine

A routine composed of Moves and/or Patterns chosen entirely by the Team.

Battle

Two (2) Teams compete against each other performing either a Free Routine or a Speed Routine. One (1) Team wins each Battle. (Battles may consist of more than two Teams).

Working Time

the period of time during which a Team may perform a routine during a flight. Performers will wait for a visual signal before entering the flight chamber:

  • Speed Routine Working Time starts when the first Performer crosses through the door’s sensor beam and ends when the last Performer crosses through the door's sensor beam, completely exiting through the doorway of the flight chamber. Sensor beam technology must be used to detect the start and end of Speed Routine Working Time.

  • Free Routine Working Time starts when both feet of any Performer leave either the antechamber floor, the cable floor, or any other pre-determined place in the flight chamber.
    • D2W Free Routine: Working Time is 60 seconds.
    • D4W Free Routine: Working Time is 90 seconds.

At the end of the Free Routine working time, a visual signal will be given and the Team will have 15 seconds to exit the flight chamber, if they have not already exited.

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