JFIFC    $ &%# #"(-90(*6+"#2D26;=@@@&0FKE>J9?@=C  =)#)==================================================" }!1AQa"q2#BR$3br %&'()*456789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz w!1AQaq"2B #3Rbr $4%&'()*56789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz ?:{ejDp:Z_jU^m ]y3LNrȶK3b4.gK%n?RXn~5uxwZ$`hRKׄA n?*%1 I\'Fš|E%KdQ?kk 1*F`- GTAI}tCK[a3])c΍\\ce\xI,b݁\,,.z?Ҵ.ʤ[qe98OIK|886|h-neF#9= '=SUTKlr),{^ywvv aaS#RVrt9@GC[(- K@ ͟ju%#0Q S@i 2["`$dQ@(Q@uc#ZZF?ҋ]Y1a"fdVqܒy5%f:u9@E`sg. qm~PBiV[,w+yۮHT*qttik2Fv(w@IϖsJY b=KD[21ڬN~g~2: q d.:jV&(q,}MKm,'ڜyEnNzΩ-}J/Zu+Ydd3FpU mF;&6 9$rIDp ~PQUobya  W V<}q@hxpÂlM;3J̠ )@Ҧ,۷O#rɏ|p}(Ï%qP褥4u 2GAO=+5m'޹o<@(x#$O5Ƈp#I55G*Z{} -ĩ 3MF[K3'$ڼP&$) 5>*MJ!hf;V5<GCU~e˩ȥ5@V0 9t\ I8{Pax]Ew2EܞfmgQm& Zc]yR=@3Pk^"5={we;'X> #Ypyl%%s<k Ia Ŝ18fFpr> V:.F3*nN?E/c=FvIr$r+o$,dO-2J<,b '9'?wz6suarW,dVkCJVFq׬Z|+19@\WWR.Џ zKjV6sy7VYGsG[V U&,r~Ϥ\M[k`ʀ$g5ą-? J^Kp'#08tRnb A;St[yu pt0}-a2r'Gǖu{,P8'@$EHu?5[4b;r\#䎝y{]z+Q bTgֽcumFP}kQxb.v`FaURwqDP3V,ZԱ\,ތ#i#/99&2+YRd`y^p#%#\Gt.2P>89}Fߓx4Ʃm|=Ejh Z,$V}mo$cpzjV_V">_v'KEO E"߇*Z2;pMoA$u4SI;.}r=hi3P#E4?lP?֘PGēFаCx~ _0Ї{#V-"NJ_iS[W#'kR?3\>Y+& !\75kiսͳIa!@kO|P?ojj7}kiBPqKA.܀pF K@!Dj=@Xܹyeyu6SVv\Yj)7y+dib,zV1(aU{et" Wh%~O8SPdzP"yO^WxgWZUJڈscsK+HIEmtVDw stؒ}G>(ᥙ?4ބT#@&Ht#jptQ@< iqwtpE`KFrWXgЄ0)f<~̒RHnkRUSwadAZr)\yqmRva@i}Ek*775d j[Ȑ#7e 5[:w#,>` ׭w2Ū2ocX!'I |IҀ%1~ [,gΎ-)u5@׎ٝBa\#k~vv$meB|2}:ցmIȜJ`  `ReUhdo.?nnmm|zcgCwbM:+3`scڟ.ۿuo/ҡԦX@W`,~b0wHǏ_rRccԤ5ѩ~3<ހ8_1,]?* l;5w/}]Y\W }៥7! &,mft*GXL(hPʸrp=}J)hEP|5STPvW5Wҭ?J[voc#UOc( = ^US}]Gyp.&PsQThEn!f/@ h!ґdzsR|G <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 greater 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 line, to reach the runner at the starting line. <br>The Just Jump or Run allows for a more accurate time in two ways. First, of course, is the elimination of the sound-wave, travel-time discrepancy and second, the elimination of human error due to the reaction time it takes for the coach to stop a conventional timer. <br>It is quite simple to use the Just Jump or Run for timing sprints (see illustration 3). First you need to measure the desired distance of the run (40 yards for example). Second, place the computer and mat at the finish line. Third, enter the distance of the run into the computer (this must be done in feet, so if you have 40 yards you would enter 120 feet). Now, once the runner is set, yell  GO or blow your whistle and wait for the runner to f