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Fixing Contact-Time Threshold Misdetection in Reactive Jump Tests

A force or accel threshold set too high shortens ground contact time and inflates RSI; set too low, it does the opposite. Here's how to find the right value.

PoinT GO Research Team··10 min read
Fixing Contact-Time Threshold Misdetection in Reactive Jump Tests

Halfway through a pre-season testing block for a men's basketball roster, someone adjusts the contact-detection threshold on the force plate software from 50 N down to 20 N, hoping it will catch lighter athletes better. Nobody writes it down anywhere except a settings screen nobody screenshots. Three weeks later, reactive strength index across the whole roster has drifted up by roughly 18%, and the strength staff is in a meeting debating whether the off-season conditioning block worked better than anyone expected. It didn't. The threshold that decides when a foot officially counts as being on the ground moved, ground contact time got shorter across the board because of it, and RSI - jump height divided by contact time - inflated right along with it. Nothing about the athletes changed. The line the software draws between airborne and grounded changed, and every downstream number followed it.

What a Contact-Detection Threshold Actually Does

Almost no device measures ground contact time directly. What it measures is a continuous signal - vertical force from a plate, acceleration from an IMU, a beam-break from a photocell mat - and then applies a rule for deciding when that signal crosses from flight into contact and back again. That rule is the threshold. A force platform typically flags touchdown the instant vertical force rises above some cutoff, often expressed in newtons or as a percentage of the athlete's body weight, and flags toe-off when force falls back below it. A shank- or foot-mounted accelerometer does something similar around the 1g baseline, watching for the signal to break out of a small deadband window as impact hits and settle back into it as the foot unloads.

The threshold exists for a good reason: raw signals never sit at a perfect, silent zero during flight. Vibration in the plate frame, drift in the accelerometer's baseline, and electrical noise all put small, real fluctuations into the trace even when the athlete's foot is nowhere near the ground. Without some cutoff, a device would trigger false contacts on noise alone. The problem is that the cutoff value is a judgment call, not a physical constant, and there is no single number that works for every athlete, every device, and every jump. Set it in the wrong place and the device stops measuring the athlete's ground contact time and starts measuring its own settings screen.

Threshold Too High: Contact Time Reads Short, RSI Inflates

When the threshold sits well above the noise floor, it also sits well inside the real signal that a light or fast touchdown produces. Two things happen at once, both working in the same direction. Touchdown gets flagged late, because the force or acceleration has to climb past a higher bar before the device agrees contact has started. Toe-off gets flagged early, because force is already falling through the propulsive phase and crosses back below that same high bar sooner than the foot actually leaves the ground. The contact window gets squeezed from both ends, ground contact time reads shorter than what actually happened, and because RSI is jump height divided by contact time, a smaller denominator with the same numerator produces a larger, better-looking RSI that the athlete didn't earn.

Street, McMillan, Board, Rasmussen, and Heneghan (2001, Journal of Applied Biomechanics) demonstrated this mechanism directly, though for jump height rather than contact time specifically: recomputing the same countermovement jump trials under different threshold choices for identifying take-off and landing instants shifted computed jump height by several percent, with the largest threshold comparisons producing differences approaching 6%. Their work used the impulse-momentum method on a single force platform system and examined take-off and landing for jump height, not the touchdown-to-toe-off window inside a stretch-shortening cycle test - but the underlying mechanism is identical. Any metric built on a threshold-crossing timestamp moves when the threshold moves, and the direction of that movement is predictable: a higher bar shortens whatever window it's measuring.

Threshold Too Low: Noise Gets Counted as Ground Contact

Set the threshold too close to zero and the opposite failure appears, for a related but distinct reason. A stiff landing doesn't produce one clean spike - it produces a sharp impact followed by a brief ringdown, a few milliseconds of mechanical oscillation in the plate, shoe, or mounting bracket as the initial shock settles out. A threshold set near the noise floor can catch the leading edge of that ringdown before the foot has genuinely made contact, and catch the trailing edge of it after the foot has genuinely left, because the oscillation briefly re-crosses the low bar on its way down to true zero. Both ends of the contact window get pulled outward instead of squeezed inward, ground contact time reads longer than it actually was, and RSI reads lower than it should.

Bosquet, Berryman, and Dupuy (2009, Journal of Strength and Conditioning Research) compared two commercial optical timing systems measuring the same hopping and jumping trials and found strong correlations between them (ICC values generally above 0.90) alongside a consistent systematic bias in contact time, with one system reading shorter or longer than the other by a margin large enough to shift derived reactive strength metrics meaningfully. Their comparison treated both systems as black boxes rather than isolating the exact detection threshold inside each one, and it covered two optical systems rather than force plates or IMUs specifically - but the pattern of systematic, direction-consistent bias between two devices measuring the identical physical event is exactly what a mismatched threshold produces. Glatthorn et al. (2011, Journal of Strength and Conditioning Research) added a mechanistic piece to this picture, validating the Optojump photocell system against a force-platform criterion and reporting strong agreement on flight time (r > 0.95) but weaker, less consistent agreement specifically on contact time, attributing part of the gap to the photocell's beam sitting a few millimeters above the ground - a fixed positional threshold that, like a force or acceleration cutoff, does not always land where the true foot-ground boundary does.

Threshold Types and Working Ranges by Device

The physical quantity being thresholded differs by device, but the failure mode doesn't. Use the table below as a starting range to check your current setting against, then confirm with the calibration protocol in the next section - drop height, athlete mass, and mounting stiffness all shift where the correct value actually sits for a given setup.

Device / Sensor TypeWhat the Threshold MeasuresTypical Factory DefaultField-Tested Range for Reactive JumpsRisk at Default
Force platformVertical force (N) or % body weight10-20 N or ~2% BW20-50 N or 4-8% BW for drop jumpsToo low for heavier athletes or vibration-prone rigs; picks up frame noise as contact
IMU / accelerometer (shank or foot)Deadband around the 1g baseline±0.05g to ±0.10g±0.15g to ±0.30g depending on mount rigidityToo tight; landing ringdown after true toe-off reads as continued contact
Contact mat (resistive/capacitive)Binary make/break plus a debounce time0-5 ms debounce5-15 ms debounce for stiff drop jumpsToo short; mat bounce on hard landings double-triggers a single contact
Optical / photocell (beam-break)Beam height above the ground (positional threshold)3-10 mmMatch to shoe sole thickness at the test siteBeam set too high misses low-dorsiflexion contact, shortening measured GCT

The Threshold Calibration Protocol

Run this once per device and mounting setup before trusting RSI trend data from it, and repeat it after any firmware update, software update, or manual threshold change - the roster drift in the opening example was entirely preventable with this check.

  1. Record 3-5 reactive or drop jumps at the height and load you actually intend to test, capturing side-view video at 240 fps or higher alongside the device's own reading.
  2. From the video, manually frame-count true touchdown (the first frame the foot visibly stops descending and begins to deform against the surface) and true toe-off (the last frame before the foot is fully airborne), then multiply the frame count by frame duration to get a criterion ground contact time for each rep.
  3. Compare the device's reported ground contact time against the video criterion for each rep, not just the set average.
  4. If the device reads shorter than the video criterion by more than roughly 5%, the threshold is likely set too high - lower it one increment and retest the same reps.
  5. If the device reads longer than the video criterion by more than roughly 5%, or the raw trace shows a brief secondary bump just before touchdown or just after toe-off, the threshold is likely too low - raise it one increment and retest.
  6. Repeat the adjust-and-retest cycle until the device's ground contact time sits within about 5 ms or 3% of the video criterion, whichever margin is larger, across at least three consecutive reps.
  7. Log the final threshold value alongside the device's firmware or software version, the mounting location, and the drop height used - re-validate whenever any of those four things change, not just when numbers start looking strange.

Worked Example: One Rep, Three Thresholds, Three Different RSI Values

A club-level sprinter performed a 30 cm drop jump onto a shank-mounted IMU, landing with an identical, video-confirmed jump height of 0.24 m across the comparison. The same raw acceleration trace from that single rep was then reprocessed three times, once at each of three acceleration deadband settings, alongside the 240 fps video criterion for ground contact time.

Threshold SettingDeadbandMeasured GCTComputed RSIDeviation from Video Criterion (218 ms)
Video criterion (240 fps)n/a218 ms1.10
Too low±0.05g241 ms1.00+23 ms (+10.6%)
Calibrated±0.18g221 ms1.09+3 ms (+1.4%)
Too high±0.40g187 ms1.28-31 ms (-14.2%)

The physical jump never changed across these four rows - only the rule deciding where contact begins and ends did. The too-low setting pulled roughly 12 ms of post-landing ringdown into the contact window on each end, stretching GCT and dragging RSI down to 1.00. The too-high setting cut into both the early touchdown force and the late toe-off force, shaving 31 ms off contact time and pushing RSI up to 1.28 - a number that would read as a meaningfully stronger athlete than the video-confirmed 1.10, on the exact same jump. The calibrated setting landed within 3 ms of criterion, close enough that the small remaining gap falls inside normal frame-rounding error rather than threshold bias. A 0.18-point swing in RSI purely from a settings screen is large enough to change an athlete's ranking on a team leaderboard, and large enough to mask or fabricate a training effect if the threshold changes between a pre-test and a post-test without anyone noticing.

FAQ

Frequently asked questions

01Our RSI numbers jumped across the whole team after a software update, with no change in training. Could this be a threshold issue?
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It's one of the first things worth checking. A software or firmware update can silently reset a contact-detection threshold to its factory default, which may not match the value your team had calibrated to. Pull a handful of reps from just before and just after the update, run them against a 240 fps video criterion using the calibration protocol above, and compare. A team-wide RSI shift with no corresponding change in jump height is a strong signal that the denominator moved, not the athletes.
02Is a lower threshold always the safer choice if I'm not sure which way to go?
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No - it just trades one failure mode for the other. A threshold set too low doesn't fail safely; it starts counting landing ringdown and frame vibration as ground contact, which stretches contact time and deflates RSI just as much as a too-high threshold inflates it. The goal isn't a low or high number, it's a threshold that matches the noise floor of your specific device and mounting setup, which is exactly what the video-based calibration protocol is for.
03How do I tell my threshold is too high without access to a 240 fps camera?
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Watch for RSI values that look unusually good relative to how stiff the landing actually appeared, especially if contact time is unusually short and consistent across very different-looking landings. Also check the raw trace if your platform exposes it: a threshold set too high tends to trim visibly into the rising and falling edges of the force or acceleration curve rather than bracketing the full base of the peak, which is visible even without frame-by-frame video.
04Does a miscalibrated threshold affect flight time and jump height too, or just contact time?
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Mostly just contact time and anything derived from it, like RSI. Flight time is typically measured from toe-off to the next touchdown, and both of those events sit near the same threshold crossing that affects contact time - but flight time itself happens in near free-fall, well clear of the noise floor that causes most misdetection, so it's comparatively insulated. The exception is a threshold set so far off that it misses toe-off or touchdown entirely, which would show up as an obviously corrupted rep rather than a subtle bias.
05Should the threshold be different for drop jumps versus repeated hopping tests?
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Often yes. Repeated hopping tests typically involve lighter, faster ground contacts with lower peak forces than a drop jump from height, so a threshold calibrated on drop jumps can end up too high for a hopping protocol, clipping into contact time it shouldn't touch. If a device or lab runs both test types, calibrate each one separately using its own representative reps rather than assuming one threshold transfers cleanly across protocols.
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