JFIFC    $ &%# #"(-90(*6+"#2D26;=@@@&0FKE>J9?@=C  =)#)==================================================" }!1AQa"q2#BR$3br %&'()*456789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz w!1AQaq"2B #3Rbr $4%&'()*56789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz ?ȓU??4n>kVI玔ɿG[ˑhBW5WO 7?c@73|"y }h{r#RzxEޫ$MޢX"UARH]DŽ-;YglbC~I]67oy 0Ma-}s\nk^pƎHd+G-LA Sb49F%K^ $w$<:¼Q.w1$OC5 4RiY#,OAf7}ivzѱH$zt.[VcfHILQ`)R䞝U4k5~E\~դ}Ś٧^(b6-Ls,j(RhH}H+PՋZiw?S_< j5%=@ z4{;eXxoIit)@=DFF |b14m2=)n.t+viS#mz+:ϸvlg4Qp(2iF;x=K۽8d@ ASB)'0N@=r!pN2l%QpA ޸+ou;՛NlBgY] <10=ٴ>#~`O?»`9GzKB e]I&3deP+Ь._hn=IZ+Ki&F^cqO!C0<T~2d[HEgI WGRSOOZwv^7 T!c {7yDmu.Դ,$"גz\vmՒ9xp3Ce,>0@=338',:l ?H mNw`#nDj3֫iW:ՠ{pPX~7dOtf.j}!E±QW|=FIrފ״#J_jB gWVf?yNl29k;/1Dc j? !JHP UKa3?OBuY*ֹrVd\R?n}j#]_d'ƥڗA,r}WGsx.p\˳nnx$]fgxn IKzbhze*Jy,AGmJR1wqo1hf3ZQ&JMzη5 F>),bλP+樚1qZDxIR|x9x1¶4!l T3|nj{V>ϯ^f f8}i.YGh0Aa)9d0)%/Mm^$ܡb 3ҼJkP:y]HQBbFxhJkIv5 9ǵ<(L<~Th3m.&2~^c犷dGdԌ %LxUʂ%?P b@]+o2Q_mꗍikQuNfAֆ4r ]4pTKdkgR'sJбA)'ޒ'.O~InfOzSB9FGpA=FHTdv7*2>_j{?#0ӜjZӹĂBG)0n*{-DeIUN|{T{7;vTΜ' 'z#®W72n@'k˙ceAldc'ƶ\sWT>* bY1'5{6KKDФa4R[Z$Am݌*ysg:\PrsrW?1{Ո^Ͽڬڂ"(r(ɩĀ9faoR85zٔ '8˜H; ZI0IÀ8eVܪqje #^*$sIJ ][7,@?y Syy5,܂H,Z}Je\F1#7SK1x'7pF;.O81v[OQ#={P-Ҁ,4RD2(\ݞ,UQ!q@Y2ņ#8{8#L & xW#$^k<,ޤh;H={S@sjI#'֣G98y9 0hlAk .ҳɴ2qVoCː0q1 J\֣I=i1=zS[#"q+zpj\sQ_88'Η=9"OA4uq,mER\9wy*r{0RQC( R@SXG ׾OZ &r@Dn̉K@ʭBqӥINr(Jc)CM<@E8:ҮO 094g,m6)y>GT$mIVA cC0FZE9}piI?#Hhqu318E8(P<(.L5/l ?L, a~T9q,zl[zipr1CIb?0UҰ9r+U.~5[_;60ݘ -ñf=*ftAi8WZ4L V=wC+yȸsHJ0S}iaO'\g,4az6 {wl#}i<Z*I-Ų?@our 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 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