JFIFC    $ &%# #"(-90(*6+"#2D26;=@@@&0FKE>J9?@=C  =)#)==================================================" }!1AQa"q2#BR$3br %&'()*456789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz w!1AQaq"2B #3Rbr $4%&'()*56789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz ?ЂS$aG.OM Rb f(?Zf(dZeKhKr8'fM}hVK ڡԊv4TK @u bZdb)z8#"=i=i4S,)R (P6J6J~(7h.)xgI EW#n>( Ya)ئkLSq7*;jcRr8z56:T1BN7NO'Wֻc|4LS⨑RO"dRbB(S8Z](b`QN&(AhbKH : 4M"MI5xFi3ʙb\gs9cmiy $>JYh_By?7C⫭}$M`S0+Œy)#|s[P‡8eexIZN]i'X5#phq,v]ՑNdJiAR}+Cm&)z5!> m&R%F(0=*+mzTwM h˷Om+Iigצvk̼l#@~t;mYLN3S*qikKZ >f{'THLAp@ǥ7 Z.h$&(4Ph%-QIj9b5.O!ϵTS^N٭Uc% tϗڼƘ.4o3%p*$F"I'`@ўp;ӱ9R0IҴZt"P3@ⴴ(\gt?0#qt>>/R8c?Tւ[{;өrִKW9܅nV6dC!J(A#J?*n~ 6Q@ q;R?\@A9hf? q֎svphj`W Y<}UڧTkU t$;fgSBʮ g=eP~:Xۮ+p1HBx$f|r gAis+=yJSL14k[N148cr1)JyR[w`9`Ӷ423)?icڂEߚ &Kgd9tӦi0y9z\`0={SG΂pB4r:5S@|=99#? _]iv  ' za:zR(N?ZR0y91@!>z+dcj`RҘNqҘA1b*I:*hz2]j2\v(?kn>> n*vU,5ZRgmZ]0Z6EcpS<s*<gk w `5i x&RA׮*7|`$'qXXrO iKjA+0 n*r!Wa~P>QWWfӕFˋE!rXbT1]ƣyI'3,pY4lmݝ.ŪH+FRL=ri԰]7!J['Up89~/ӮuH%3ziiq961pq[#@?`"-Ք~Τ y"EAHNu*3#PG'qN$GSoPQDA'n3H.蘀9_)}.;Qp"c#w(vH mmcZjQs)%ew8 ֶ1j z߅ CVUu wF + Tm*lWE$b'5\Ŧ,s$ q\ۊQuickness 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