JFIFC    $ &%# #"(-90(*6+"#2D26;=@@@&0FKE>J9?@=C  =)#)==================================================" }!1AQa"q2#BR$3br %&'()*456789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz w!1AQaq"2B #3Rbr $4%&'()*56789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz ?is))k"O$RjrM4Q&0<3}1 S4i'tEɄe޼hO#Oz8EJ_ P2984b:+-}hAScQbYmulJ9UUzowȑ v=Er >ɎLLG֊w<&voʍޠTU fzd ZJǗxGVg2cU9ڽt]C.wfu}'$ 謃,Aw=7(^Wm#=MfBw@3՟x쮮u+(J qNvӨy(=u<{YF>atտ0,1cW85V:R@Haӭydԇg@d5fYhvrD&A`IJT-,;zgp9b==c*0`ps#?YOM˔Mis7c}YfAOAU݁"FIՀ=9O$jr~&x RƁͥ$U6AVJPQJG=7-Of]GIxǚGitՏ&wbH9UFӄjFj<62G}\q[C%XU?ּZo4I\S?,Z5#tVh<Ӈ&iíhf{TdrA du%t(`0 ) G,I֋ҳ})1iKcٹ3dTh'=@\{.ۢU82OoJ)OՒI+~DUG,z})Y \7jV-٤;J`V~wj1PH+fUanLWpG*^mb43㭌߃q&5pk>Hdx87 i%9OLҵ{՚ %@k9MlkN4E֭I mJJ*2dW+o8یդ!O $dLy2}q(ir2mme=c=ҹkҡXK?*p1#ʹ߷'kQ(EO yeN[՟QGk<5Yx~ˋb3^w59JB\[š@s v[Jq=R>:פGP<{/5 KgH%b c펕wbk~&xC)ʟ;HEKC|vl1I:?J/QO^)Ե}͛o r\dơ֎q-BrixQ'&tN;/4H%*2p #^i6iI=QJջ mO:[ù^VڪMu:.ٌ,0°<=5QoC*03gҔ-9jMhCY Dg Qǫ=7]6W@ym\n22?*˼KG-+fcGB$A*(V{W[ tpi4F %7'v?5jjD-#*(sJ=iu`R;\9Ҷoge*R1~C!~8U{=ĕۓJ/!{IњF,4tZ}BYQ] ?E\g <-~tz8`t4:J"G|>3j%&cTz+E\|?{ˎ [o3YٴgkG547y16fғI!X#^s/Yg--$h#~\5C<$ZOҮ 쉻##?1u݌}(## [3)'#;(zi Ɵ?;h'bM,p?:`8G}JG?9ϵ?ҜO3V'1mG\!2}9ʂ;σk|9|5Y\dQU LsMifԍ**cS '(&4E;6&"u"fê`}ҟD8r98?Α"zӜco)K{PFzm#╚i ݨ)@4bj K 7|P)N?JP1PvJ+Ӈh;޴p ZtUA&p?Je^}¶6ݎ'YVMDҋNW: Iz+9#J08~Rmߓ?&h.y?Mp2H* o5׎x̞"c=smE{Uc~=8uYCFH(<CVmX;ؤpsNG_ʔ}KE@z\tG;rQRcҭ#6Qˌשss>#DSHs)ȕӷZ@#E%wG&(w +&μ=.y(6}m6YYaӊ|=x#- (Q;L_θ NAdž/,E= a֤9[Ga`iCg"){~5gpTqRB֔ JkM̶v >ˉ/bUVqk +w1@dgڱivAB}(7==fetes on their vertical jumps. Let me explain step by step how quick and easy it is (see illustration 1):<br><br>1. Place the mat on a hard, <br>level surface.<br>2. Select the 1-Jump mode.<br>3. Have the athlete stand on <br>the mat and jump. <br>4. The computer will display <br>the athletes hang time and jump <br>height in inches.<br>5. As soon as that athlete steps <br>off the mat, it is ready for the <br>next athlete. <br><br>Because there is no need to reset anything after each jump, you can record your athletes vertical jumps one after the other at a rate of about 7 athletes per minute (give or take 2 athletes depending on how fast your athletes are able to get on, jump, and get off the mat). <br>Quickness drills can be done from this mode as well. As soon as the athlete is off the mat for 1.1 seconds, the computer automatically goes into timing mode. Shuttle runs can be performed by standing on the mat and running some distance and then returning to the mat. The computer will compute the time the athlete was off the mat (see illustration 2). <br> <br>4-JUMP MODE<br><br>This mode is unique only to the Just Jump or Run. It is an extremely important function because of its ability to put a measurable number to an athletes ability to explosively jump out of a down position such as a sprinter exploding out of the blocks or jumping after a rebound several times. Of course, the faster your athletes can explode out of these positions, the greater advantage they will have over their opponents. It s reactive jumping power.<br>In this mode, the athlete will need to jump consecutively 4 times as quick and as high as possible. The computer will compute the athletes average ground time, average jump height, and explosive leg power factor (ELPF). The ELPF is the air time divided by the ground tim