JFIFC    $ &%# #"(-90(*6+"#2D26;=@@@&0FKE>J9?@=C  =)#)==================================================" }!1AQa"q2#BR$3br %&'()*456789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz w!1AQaq"2B #3Rbr $4%&'()*56789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz ?Т:QDQW"L2b%VPL'VcX j椊{5@BSƇҬzsY#52V2=)s S'XXej9b?j|:Mk Jc]G52aVI `--sZ84;B{T*ZZʗ f i?ivS Z1N}E};۵!JxQF),Dq*RJ)VkfޭByP$Ap:f 䮬hk.SF"}?£w'56Q@2?B)hdqJXbǵL4MI[)>H.zH>Xbdo(GQ]jj󯆐iGy\A?^A6ZhV{{ #p 6An 4 zNORҾ@Nuf•$C& Pӌ\iXjɿL!#cӣs{zci ܬNW& -B"4գ O4KmHsW,<\󎞵yjSJ_ ڟ/ Ѕ]$B|/a-eM ];W 2Uu4nS^X62R]=ip=:| W<ʪL*9Ss|+};zxgځzǧI:Rgځ vt~tSsE|H)O+rO>(C0T:M(1ܪϥ3Dďt%nHg$+ּ[]e[?!g{'Lk/=?#kEKT|y5 ":}c;XW5o[ 61ctiiqPk_Ma2ؠp~7)Zi.[b ո5(<_V#$o=rR][E ^E;1cr8>]j+sݼy zB:"`=^]OO7*pvHϠ`t@$2e'純P[ic-kr݌QQ B\E#FQ1Җ&ZA ͆wE֬{IZqXmeah9%ܬ><>ޢOlvcE>j}.爟i*Yaxz0G[J)S ('ƶCk2Jklx3m -1n TXV8P@P=t)G=1^iAjP WW쁎k#mErRu#hҵ 1i6+b$!\F9mauD OL/9@v]xxr91Rٟ4ZYu9bqS0 q0'$zqVTXLpr;m5{FܹB;WM]Y "%i>`uSY3y 3Yzu84HX.U6Ӷ*+ 1ߢ1hs_SHj?"VbG=nQuickness drills can be done from this mode as well. As soon as the athlete is off the mat for 1.1 seconds, the computer auscomfort but you give up a secure, stable barposition. Barbell pads areing 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 conecutively 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 timinhen done correctly, can perhaps develop the Hamstrings even better than Parallel S