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Modern technologies

VAR technology


VAR (Video Assistant Referee) technology in soccer is a system used to assist referees in making decisions on the field. It uses multiple cameras to capture footage from different angles and a computer system to review the footage in real-time. The VAR team, consisting of a lead VAR and assistant VAR, reviews the footage to detect any clear and obvious errors or missed incidents in specific situations such as goals, penalties, red cards, and mistaken identity. The VAR then communicates with the on-field referee, who can choose to review the footage themselves using a pitch-side monitor before making a final decision. The goal of VAR is to improve the accuracy of decisions and reduce human error.

Semi-automated offside technology 

This technology is used in soccer. It helps the referee to determine whether there was an offside or not. It consists of 12 cameras placed underneath  the roof of the stadium. These cameras check 29 points on the body of each player , which play a role in determining offside (a goal can be scored with these body parts). The data is collected 50 times per second. This technology is also connected with Adidas balls, which have a sensor inside. It sends data to the video operation room 500 times per second. It helps to detect the point of the kick very precisely. So uniting all the data, in case of offside officials inside the video operation room gets a notification about the offside. After doublechecking it, the referee receives the final decision.

This technology was successfully used during the FIFA WORLD Cup 2022.


Hawk-Eye technology


Hawk-Eye is a computer system used in various sports (tennis, volleyball, cricket, etc.) to assist officials in making decisions. It uses multiple high-speed cameras positioned around the playing area to track the flight of the ball. The system triangulates the ball’s position from multiple angles and uses this information to generate 3D representation of its trajectory. This information can be used to make decisions on close calls such as line calls in tennis or decisions on run-outs and stumpings in cricket. The on-field umpires can also review the footage to make a final decision. The goal of Hawk-Eye is to improve accuracy of decisions and reduce the impact of human error.

PitchVision technology

PitchVision is a technology used in cricket to analyze player performance and help improve techniques. It involves the use of a system of cameras and sensors to track the flight of the ball from the bowler to batsman. The data captured by the cameras is then processed using specialized software to provide detailed information about the pitch, including speed, trajectory , and spin.

PitchVision works by placing cameras and sensors around the cricket ground that track the flight of the ball as it is bowled. The cameras capture images of the ball at high speed and the data is processed in real-time to provide accurate and detailed information about the pitch. This information can then be used by coaches, players, and analysts to improve technique, make tactical decisions, and analyze player performance.

Overall, a PitchVision is an important tool for cricket players and coaches looking to improve their performance and gain a competitive advantage.


PITCHf/x technology

PITCHf/x technology in baseball is a tracking system that captures the movement of every pitch thrown in a game. The system uses cameras placed around the stadium to track the speed, movement and trajectory of each pitch. This data is then processed and analyzed to provide detailed information on the pitcher’s performance and the batter’s reactions. The information can be used by teams to evaluate players, develop game strategies, and make decisions on player acquisition and development. It can also be used by broadcasters and fans to enhance their viewing experience with detailed statistics and analysis. The goal of PITCHf/x is to provide a more in-depth understanding of the game and support decision-making in baseball.

GoalControl technology

This technology is used in soccer. It was invented in Germany and licensed by FIFA in 2013. It helps to determine if the ball has crossed the goal line. If it happens, the referee receives a vibration signal transmitted from the watch on his hand. This technology consists of 14 cameras (500 pictures per second) throughout the stadium, 7 for each goal. The data from these cameras is sent to the central processing center , which is placed within the stadium. Then virtual representation of the ball is output. And it confirms whether the ball crossed the goal line or not.

It helped the referee during the match France-Honduras (FIFA World Cup 2014), when Honduras’ goalkeeper scored an own goal after Karim Benzema’s kick.


Snickometer technology


Snickometer is a technology used in cricket to determine if the ball has made a sound as it passes the bat, indicating a potential edge or “snick”. It works by using microphones placed near the stumps to pick up the sound of the ball hitting the bat, as well as other noises in the vicinity. The audio is the analyzed by the third umpire to determine if there was a “snick” and if it was significant enough to impact the outcome of the delivery.

Hot Spot technology

Hot Spot technology is a tool used in cricket to determine if the ball has hit the batsman’s equipment or his body. It works by using infrared cameras to detect heat generated by friction on the surface of the equipment or body. The cameras pick up this heat and produce an image that is them analyzed by the third umpire to make a decision on whether the ball made contact with the bat or not.


GPS technology


GPS (Global Positioning System) is a satellite-based navigation system that provides location and time information anywhere on or near the Earth. It is used in Rugby for tracking and analysis of player movements, physical activity, and performance during training and match play. GPS devices are worn by players to collect data such as speed, distance covered, and work rate, which helps coaches and sports scientists to monitor player fitness, fatigue, and injury risk. The data can also be used for tactical analysis, game-planning, and player development.

3D scanning technology

3D scanning technology is used in hockey to improve player performance by analyzing movement, posture, and equipment fit, as well as to create custom gear that fits the player’s body perfectly.

This technology refers to the use of laser or structured light scanning technology to create a highly detailed, 3D digital representation of a hockey player’s body. The technology works by projecting light onto the player’s body and capturing the distorted light patterns with a set of cameras. This data is then used to create 3D mesh of the player’s body, including accurate measurements and surface details.


GoalRef technology


This technology is used in soccer. It was invented in Germany and licensed by FIFA in 2012. It helps to determine if the ball has crossed the goal line. If it happens, the referee receives a vibration signal transmitted from his watch on his hand. This technology is based on the principle of electromagnetic induction. A low frequency magnetic field is created around the goal, which is controlled by coils installed in the goalposts and crossbar. The ball has a passive electronic circuit, which is placed between the leather outer and inflatable inner layers. If the coils in the ball cross the goal line , software monitors detect the change and magnetic field.

It was used during the Club World Cup 2012 for the first time.

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