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JPost.com - All News | The Jerusalem Post

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First AI World Cup in history: What technology innovations are used during sports' biggest stage?
DR. ITAY GAL · 2026-06-14 · via JPost.com - All News | The Jerusalem Post
ByDR. ITAY GAL

The 2026 World Cup in the US, Mexico, and Canada will be the main sporting event of the year, but it will also be the first one to work like a live giant laboratory for sports technology.

Almost every action on the pitch will generate digital data, from player positions, ball movement, contact points, refereeing decisions, crowd movement, broadcast output for viewers, and even tactical analysis for the teams.

Behind a match that looks simple to the eye, layers of cameras, servers, algorithms, mobile devices, and AI systems will operate, turning the World Cup into something 

The current tournament is the first to feature 48 national teams and includes 104 matches across 16 host cities. Technologically, that scale changes the rules of the game. A World Cup like this cannot rely only on referees, television cameras, and traditional broadcasting.

It requires a distributed computing infrastructure, load management, near-real-time video transfer, data-analysis tools for all the teams and systems that can make decisions or assist in decision-making within seconds. In other words, the 2026 World Cup is no longer just a sporting event. It is a global computing event.

A general view of FIFA World Cup 2026 signage at Kansas City Stadium on June 08, 2026 in Kansas City, Missouri.
A general view of FIFA World Cup 2026 signage at Kansas City Stadium on June 08, 2026 in Kansas City, Missouri. (credit: Jay Biggerstaff/Getty Images)

Most advanced Video Assistant Referee ever

One of the main technologies in the tournament is the advanced semi-automated offside system. A previous version of the technology was used at the 2022 World Cup, but in 2026, it is taking a leap forward. Instead of offside information reaching only the VAR room, in clear cases, the system will be able to send an alert directly to the on-field referees.

The result is less time between a player going offside and the flag being raised, especially in relatively simple situations. FIFA stressed that the system does not replace referees in every case, does not rule on its own in complex cases involving influence on the game, and is intended to speed up clear decisions and reduce unnecessary stoppages.

The system is based on a combination of optical tracking cameras and ball data. According to reports on the tournament’s technology setup, 16 high-resolution cameras will operate in each match, tracking many body points of every player. That information is fed into computer vision systems that can reconstruct the players’ positions in space.

Instead of relying only on a line drawn over a video image, the system builds a 3D representation of the moment the ball is passed. For gadget fans, this is where soccer meets technologies from the worlds of autonomous vehicles, robotics, and virtual reality.

Alongside the cameras, all tournament players underwent 3D scanning to create a personal digital avatar. The scan, which FIFA says takes about one second per player, creates an accurate model of body dimensions. Instead of a generic avatar representing an average player, the system uses a digital figure based on the player’s own body: height, limb length, body structure, and other reference points.

These avatars will be integrated into offside systems and television broadcasts to provide viewers with a clearer simulation of the play. This is one of the first times a “digital twin” of a person has become an official component in the officiating setup of a global sports event.

The ball itself is also becoming a computing component. The official tournament ball, Adidas’ Trionda, includes a motion-sensor chip operating at 500 hertz. That means the ball can transmit hundreds of measurements per second about its movement in space.

The information helps identify exactly when contact with the ball took place, a critical factor in offside decisions, handballs, and events where the human eye has difficulty distinguishing between two fast actions. When the ball data is combined with camera data, the result is a far richer digital picture than a standard broadcast camera can provide.

Artificial Intelligence for Referee View

The referees themselves are also becoming a source of data. FIFA and Lenovo have introduced an advanced version of Referee View, a body camera mounted on the referee that provides a first-person perspective from the center of the game.

The interesting innovation is not only the camera itself, but the stabilization of the image using AI, designed to reduce the shaking created by running and sudden movement. Lenovo said the system is expected to reduce motion distortions by up to 50%.

For viewers, this could provide a completely new angle on the pace of the game, the distances, the contact, and the chaos around the referee. For technology experts, it is a demonstration of real-time video stabilization in a particularly difficult environment.

One of the most intriguing back-end tools is Football AI Pro, a generative AI assistant that FIFA and Lenovo are designing for all 48 teams. The tool is meant to analyze hundreds of millions of data points owned by FIFA and produce insights in text, video, charts, and 3D simulations.

It is not expected to replace a coach or make decisions during a match, but it may change how teams prepare for games and analyze opponents. The significance goes beyond sport: rather than advanced analytical tools being available only to wealthy teams, FIFA is presenting the system as a way to equalize access to data and analytics capabilities for all participants.

Lenovo's servers in action

Behind all these systems is a massive computing infrastructure. Lenovo, FIFA’s official technology partner, said it will deploy servers at the International Broadcast Center in Dallas, along with more than 17,000 Lenovo and Motorola devices and more than 200 engineers in stadiums and training complexes.

According to the company, ThinkSystem servers will handle large volumes of live video, power IPTV broadcasts on 10 channels for more than 1,000 screens in FIFA venues, and reduce latency to less than 5 seconds. That means near-real-time internal broadcasting for many parties: production staff, media, dignitaries, operations teams, and professional personnel.

This is also a major test of edge computing. Instead of sending every piece of information to a distant cloud and waiting for processing, a significant part of the processing must take place close to the field or in dedicated control centers. A delay of a few seconds can be critical in live broadcasting, during a security incident, due to a technical malfunction, or in a refereeing decision. That is why the World Cup serves as a demonstration of one of the main trends in computing, a move from a cloud-only model to a hybrid model, in which local servers, control centers, and AI systems work together.

The fan experience is also becoming almost fully digitized. FIFA’s official app includes schedules, live scores, real-time alerts, 3D stadium maps, arrival planning, location-based information, and a link to a separate ticketing app.

The official ticketing app allows fans to download tickets to their smartphones, transfer them to others via email, and enter the match using a digital ticket. Instead of a tournament experience that begins at the stadium gate, FIFA is trying to build a software layer that accompanies the fan from the hotel, through transportation, and to the seat.

In crowd and stadium management, Lenovo said it is deploying AI-based navigation systems to reduce congestion and improve movement within venues, along with digital and holographic experiences. Not all of these technologies were presented in full detail, so it is appropriate to view them as part of the operations and experience layer, rather than as a single defined system.

In the world of smart stadiums, the combination of digital signage, load sensors, real-time information, and navigation apps has become a central tool for managing mass events in recent years. A World Cup spread across three countries is one of the most complex scenarios for such an operation.

Using AI to monitor social media, security

Another, less visible layer is protection on social media. According to a report by The Guardian, FIFA is expanding its use of an AI-based protection service in the tournament aimed at reducing players’ and teams’ exposure to abusive comments online.

The service filters offensive content based on a broad database of keywords, hides comments within seconds, and operates on platforms such as TikTok, YouTube, Instagram, and Facebook. This is not field technology, but it is an inseparable part of a modern World Cup: the event does not take place only in the stadium, but also in the digital space where billions of views, comments, videos, and public conversations are generated around every mistake, goal, or refereeing decision.

On the security side, there are also technologies that are not part of FIFA’s official setup in every stadium, but are related to the host countries. In Mexico, for example, reports have said robotic dogs are being used in the Monterrey area for security and patrol purposes.

According to reports, the robots are meant to enter dangerous areas, transmit live video to security forces, and help with initial intervention without putting police at risk. Reuters published a fact-check stating that these robots were not intended for facial recognition, contrary to claims circulating online. Here too, the World Cup becomes a testing ground for technologies already familiar from robotics exhibitions and urban security systems.

Alongside the technological promise, the event also highlights the enormous digital attack surface that accompanies major events. Cybersecurity companies and law enforcement agencies in the United States have warned about fake FIFA websites, ticket scams, fraudulent apps, phishing campaigns, ransomware attacks, and risks to outside vendors.

In that sense, the World Cup is not just a showcase for AI and sport, but also a multinational cybersecurity test. Millions of fans, thousands of vendors, hundreds of temporary systems, digital payments, and mobile tickets create a perfect target for attackers.

In the end, the 2026 World Cup presents a broad picture of the near future: a huge physical event managed almost entirely through digital layers. The ball knows how to move and report, the players are represented as avatars, the referees are connected to cameras, the teams receive an AI assistant, broadcasting runs on edge-computing infrastructure, and fans enter through apps and social networks, which are filtered algorithmically.

Those watching the matches will see soccer. Those looking behind the scenes will see one of the largest real-world tests yet of artificial intelligence, real-time video, sensors, robotics, and digital infrastructure at a mass event.

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