JFIFC    $ &%# #"(-90(*6+"#2D26;=@@@&0FKE>J9?@=C  =)#)==================================================" }!1AQa"q2#BR$3br %&'()*456789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz w!1AQaq"2B #3Rbr $4%&'()*56789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz ?nsKIK^*GK U=JZJZ (QGPEQE9 ZJ(Phi -!{QEgR Z&E@ ( (4P`Vet ;W^ ) QMRQIJZwZؠk zֺf(@V4~SȑFvکiQGj*.1)i-Rb (i)xT J}M\7՞dVV!0; ÿ1]YJ7zc+fI(PRZnv~Ԏ[ܹ̅v}GXGrT9gV8kK]W4RR5(Եy|PQ]r0xLrN?ua"3Ђ^K靉"5+gL};Sv0fBէf?zSQ.os?#ZThC*op6woxXCK}"]1 GV>+nZ*1d9MuG&(#h6*|Ɯm*J>ʼ2ӎ+ƌe7zE%%'?y葜2>ӪM%qjW*;% W9J nRC8Ydކ'j4{.fS$Ai2Fz T:IJ2,-q$pJB9Vz`6U 0cT5Hx$rX`dhftRJGkowF;ݲ_\:q,!;PNչ܋{a߂]@R6$i^e7țk[Ym?UPNC{E7 a]A,08甼{g34@qRHB[%Ă(N+jR׮YN.-#pC}+ͬ<976~5&[y.OS^v&BSNQFh()((H_P!$sҸA H{θ뗖f9ZKf!BĞ[Y*3 VV574\~;KXH% uY~T?ljCGJFmhr# -0xd n+2Fx~ՙCU)[ <ԕp ( ( (THsKE 9Ii6+mKq#UψV/]);&\}"6#$'J}m.Yp)F*ʶJSii~i{هvxGy@GvvLڼujOmp[kz*{H۩jYٞiiՉ|v 2dzۮJq33QE!ES;QKE>(HQEjV-AE2Yn k&%ewCT-ں$ ֩5u###rfPq~]!֌sAe~iGl5jX \aA; p8>ÓUu;Y<$ẩ5ӆ"/aڤ0P Vpy,):k#fhީ(͂QEQEs0gmǫ xt}k8xt vh_ #>ۅTm+LeI`fdyqN]n\~i/LrOFsԂp KlVEfUp`Vq:$ڊ*ڢ0Ɗ*rpa[F,QNiIOvJĔ~ONQI8۱hIJEeb)-~xcoϻҬ[Q[RTH[gcGК(J;R#Kq) 4Fz<4i?*,)8K=Ր1CO)8_z@XFSI?ZjRڀ֣?R)hEQuickness 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 time. Therefore, the less time on the ground and the higher the jump, the greater the ELPF. <br>A good performance number for ground time is .20 to .23 seconds. A good number for ELPF would be anything greater than 2.50 (Athletes with an ELPF less than 2.50 need to work extra hard on the quick lifts such as the Clean and Snatch). For the athletes jump height, a good performance number would be anything greatr than 20 inches. <br><br>SPRINT<br> TIMER MODE<br><br>This mode is designed to accurately measure an athletes running speed. The computer is sound activated so when the coach yells  GO or blows his whistle, the time starts; and when the runner finally steps on the mat at the finish line, the time stops. <br>A feature we found impressive in this mode was it s ability to compensate for the time it takes the sound of the coach s voice (or his whistle, etc.) at the finish l