首页 / 戴维对乌迪内斯的进球被吹越位,但VAR划线似乎存在问题(戴维对阵乌迪内斯破门被吹越位,VAR画线判定引质疑)

戴维对乌迪内斯的进球被吹越位,但VAR划线似乎存在问题(戴维对阵乌迪内斯破门被吹越位,VAR画线判定引质疑)

路径
news/2026-01-04-news-39935
更新时间
2026-01-04

nadec

Clarifying SAOT in Serie A

I'm exploring the introduction of SAOT in Serie A. I recall that SAOT was implemented mid-season in 2022-23 and had actually debuted in World Cup 2022. It seems that Serie A officially introduced it for the 2023-24 season starting in January 2023. Udinese plays in this league, suggesting they’re using this tech without manual lines, relying on a 3D skeletal system with multiple cameras. However, I question if the ball chip was included since Serie A uses a different ball. Overall, leagues differ in their implementation, which makes things tricky!Analyzing Offside Decisions

I can suggest some key points for the user to check regarding offside situations: freeze-frame, consider the second-last defender, and the placement of feet. It's important to note that broadcast replays might show different lines compared to VAR. If the user seeks confirmation on a decision's correctness, they should provide a video or images for better analysis. Requesting details like match date, competition, timestamp, or screenshots could help clarify issues. I'll mention that if SAOT isn’t used, there are margins of error with league-imposed tolerances!Understanding Offside Technology

It's interesting to note that some leagues use "thicker lines" for offside decisions. I should consider frame rates too; for instance, at 50 fps, you have about 20 ms per frame, and with a sprint speed of 8 m/s, it results in 16 cm of movement per frame. Minor differences can significantly impact decisions. VAR determines the "point of contact" for passes, and factors like camera angles and occlusion can lead to errors. I'll ask the user for any screenshots or replay links for further analysis.

![守队员门](/assets/images/4703D81B.jpg)

看到了,类似的争议常见。没视频我没法判定这球对/错,但说说VAR越位“划线”常见出问题的点,帮你对照回放自查:

  • 触球帧选择:应以传球者“首次触球瞬间”定格。50 fps 的信号每帧约20毫秒,前锋8 m/s冲刺一帧就前进约16厘米,选错一帧结论可能反转。
  • 身体部位定位:越位判定用可得分的身体部位(头、躯干、脚,不含手臂)。若线画在手臂/袖线或遮挡导致点取错(肩胛 vs 上臂),会偏差数厘米。
  • 第二末位防守队员:门将若前压,真正决定越位的是“第二末位防守者”。误把门当作固定参照会错。
  • 参照点选择:前锋的“最靠近底线的有效部位”和防守者的“最靠近底线的有效部位”应被取点。常见误差是拿了鞋跟/草影或没看到被挡住的脚尖。
  • 校准/视角问题:没有半自动越位(SAOT)的赛事用人工校准摄像机模型,角度、遮挡、多线条草坪都可能让2D呈现看着别扭;转播方回放的线与VAR后台用的3D线也可能不同。
  • 容差/粗线规则:部分联赛有“粗线/重叠即从攻”的容差;若该比赛没有容差,毫米级也会判越位,观感上更苛刻。

你可以这样快速核对:

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  • 看定格是否真的是出球瞬间;连续逐帧看脚离球的第一帧。
  • 找出双方“最靠近底线的有效身体点”,对比谁更靠近球门线。
  • 确认门将站位,别忽略另一个更靠后的后卫。
  • 注意草影/鞋钉/袖管别被当参照。

如果你有该球的截图或回放链接(最好是正回防的门线/横移机位),发来我帮你逐帧标注并给出更明确判断。