[比赛规则] 新规则入门(CoP for dummies)

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warrior 发表于 2006-12-11 01:15:00 | 显示全部楼层 |阅读模式

我发现了一些很有价值的有关新规则的文章,特意贴出,供大家以后研究学习使用。(声明:我根本没精力读完)那位翻译高手可考虑将其译成中文。

COP for Dummies

INTRODUCTION

This guide is intended to be a quick reference guide to understanding the Code of Points (COP) system currently being used in Figure Skating in "easy to understand" terms. It should be used as such. It is not a comprehensive guide or a detailed listing of everything in regards to COP. If you wish to understand everything there is to know about COP please visit http://www.isu.org and look for their Communications Sheets to explain in great detail the nuances of this judging system. Everything to know about COP is not in this guide. This guide is targeted at people who wish to understand the basics of COP and to gain insight as to how scores are produced.

COP is the new cumulative points scoring system that was first used as a test-run during the Grand Prix Series during the 2003-2004 season. Unlike the old Ordinal System, commonly referred to as 6.0, COP does not try to determine placements. Rather it assigns points and point totals to produce a winner. Under the Ordinal System judges assigned 2 marks to give an ordinal, a skaters placement relative to every other skater. The numbers themselves were not set, rather they showed a skaters overall performance comparative to the rest of the field. What COP intends to do is show an indicative, quantified number that can be compared from any skater to any competition with the use of point totals.

COP is still being changed season to season. What is true for this season may not exist in the next. New rules may be added, subject to change, or removed. This guide is written in context to the 2005-2006 season. Since my area of expertise is the Ladies and Mens events, those get the most attention first. There is documentation here in regards to Pairs but it is limited. As I am not a fan of Ice Dancing and don't follow it to any degree, this guide does not include that discipline. If anyone wishes to make their own guide for Ice Dancing, or add their information to this one, it would be greatly appreciated.

THE BASICS

Any program under COP uses a Protocol Sheet to show the program and how it was assessed by the judges. Every program has the following areas listed.

TSS - Total Segment Score: This is the total score of the program
TES - Technical Element Score: This is the score of the elements
PCS - Program Component Score: This is the score of the non-elements

As usual there are two programs during a competition normally. The Short Program and the Long Program. The short program is still the same as it was under the Ordinal System, with 8 required element. The Long Program has changed somewhat in it's overall composition, but nevertheless remains almost the same.

A program is judged in a unique way now. There are three different ways the program and performance are judged and I will go briefly into each one. The Technical Specialist (a seperate judge so to speak) identifies each element and inputs it. Then the judges on the panel assess the quaity of that element and gives it a Grade Of Execution (GOE). Finally, the judges assess how well the non-technical elements were done and assign them a score. The specifics of each are detailed as follows.


 楼主| warrior 发表于 2006-12-11 01:16:00 | 显示全部楼层
TECHNICAL ELEMENTS

Technical Elements are the various multi-rotational jumps, spins, footwork and spiral sequences performed as well as the lifts, twist lifts, and death spirals performed by Pairs. In the short program there is 8 required technical elements that must be performed as usual. For the long program there is a maximum number of Technical Elements allowed and the majority of skaters use all available Technical Elements. They are as follows:
• LADIES
7 Jumping Passes
4 Spins
1 Step Sequence
1 Spiral Sequence
• MEN
8 Jumping Passes
4 Spins
2 Step Sequences
• PAIRS
3 Lifts including 1 from Group 3 or 4 (More on that later)
1 Twist Lift
2 Different Throw Jumps
1 Side-by-Side Jump
1 Side-by-Side Jump Combination or Sequence
1 Side-by-Side Spin Combination
1 Pair Spin Combination
1 Death Spiral
1 Step Sequence
1 Spiral Sequence
1 Additional element: Death Spiral or Spin

For both Ladies and Men one jumping pass must consist of an axel jump. It doesn't matter whether it is a single, double, or triple. It can be performed alone, in combination, or sequence.
Jump Combinations and Sequences count as a single jumping pass. For both Ladies and Men, 1 Combination or Sequence is required but up to 3 combinations or sequences may be performed. Only one jumping pass is allowed to contain 3 multi-rotational jumps.
For Spins, one spin must be a single position (layback, upright, sit, camel) with or without a change of foot, one must have a flying entrance, and another must be a spin combination with at least 2 changes of position and one change of foot. The fourth spin can be one of any chosing.
For men the two Step Sequences must be of different patterns.

All Technical Elements have a Base Mark that is assigned to the element. This number is always rounded to the nearest tenth (.049 or lower to the lower number, .050 or higher to the higher number). So you will never see a base value of 4.15 (it would end up being 4.2). However, after all the juding has been done the point total may add up to that. As for why, read on.

Please note that all Jumps and Elements are discussed first in corrolation to the Singles discipline first. Pairs Skating is covered in a seperate section.

GRADE OF EXECUTION (GOE)
All technical elements receive a GOE score from the judges ranging from -3 (done very poorly) to 0 (done adequately) to +3 (done exceptionally well). The criteria for GOE depends on the element. A GOE of 0 means the element received its base value. Though the ranking of GOE can be -3 to +3, depending upon the base value of the element, the bonus or deduction for GOE can be anywhere from 0.3 to 1.0 for each + or - accumulated. Any positive or negative skills demonstrated are cumulative within the GOE. For instance, a lutz jump done with an unexpected take-off, and good technique on all four phases of the jump is considered +2 (for example) but the skater flutz'ed the jump, which is -1. This would give the skater +1 GOE overall. The sole exception to this is a fall on a jump, which is an instantaneous -3 GOE on the element regardless of any other positive qualities in the jump. Following the breakdowns of the Technical Elements in the following section I list a few examples of ways the skater may receive positive or negative GOE. They are not a complete list, but merely there for quick reference.

On any given judging panel, the computer randomly selects 7 or 9 of the judges (depending upon how many judges are on the panel) as the marks that will count in the actual points given. Out of these the highest and lowest of the marks will be thrown out and the remaining ones averaged out to give a GOE number. Sometimes the GOE is a clear cut +1.0. Sometimes it can be miniscule such as a -0.04.
 楼主| warrior 发表于 2006-12-11 01:17:00 | 显示全部楼层
JUMP ELEMENTS
Jumps are the majority of the Technical Elements Score for singles skaters. They are listed by the type of jump performed and how many rotations were achieved. Jumps also differ from Non-Jump Elements because they have no level. A sit spin can be performed in several different ways, can be made easy or extremely intricate. But a jump, regardless of how it is done is still a jump. A triple toe loop is a triple toe loop. It is for that reason that jumps are listed in their own area and first.

One thing to keep in mind in regards to jumps is cheating. Cheating the jump means if you were more than 1/4 of a rotation short on the landing or if you blade was turned forward on the take-off (except in the axel jump) it was performed incorrectly. Cheated jumps are called as a jump of lesser rotational value. If the skater did not get at least two and 3/4 of the way around on that triple toe loop before the landing it will be called a double toe loop instead. It is also penalized again from the judges for being under-rotated. The lesson to be learned from this? Perform jumps you can rotate all the way around.
JUMPS
Abbreviations and Base Values
T= Toe Loop (Double= 1.3 Triple= 4.0 Quad= 9.0)
S= Salchow (Double= 1.3 Triple= 4.5 Quad= 10.0?)
Lo= Loop (Double= 1.5 Triple= 5.0)
F = Flip (Double= 1.7 Triple= 5.5)
Lz = Lutz (Double= 1.9 Triple= 6.0)
A = Axel (Double= 3.3 Triple= 7.5)
Additional Information
Number before the abbreviation represents how many rotations was called on the jump
A combination will appear as 3T+3T
A sequence will appear as 3T+3T+SEQ
Sequences receive only 80% of the 2 jumps combined, plus or minus any GOE
Jumps performed after the 2 minute mark receive a 1.1x multiplier
Positive GOE Examples:
Good, or excellent technique in 3 or more of the jump phases (Preperation, Take-off, In-Air Position, Landing), Difficult Variation of In-Air Position (Tano Jump), Unexpected Take-off (Preceeded from footwork).
Negative GOE Examples:
Poor technique in a jump phase that is undesirable (leg wrap), telegraphed entrance, wrong take-off edge. two-footed landing, stepping out, under-rotation, fall
Positive GOE for Double Axel and higher: +1.0, +2.0, +3.0
Positive GOE for Axel to Double Lutz: +0.5, +1.0, +1.5
Negative GOE for Triple Toe and higher: -1.0, -2.0, -3.0
Negative GOE for Double Axel: -0.7, -1.4, -2.1
Negative GOE for Axel to Double Lutz: -0.3, -0.6, -1.0
 楼主| warrior 发表于 2006-12-11 01:18:00 | 显示全部楼层
NON-JUMP ELEMENTS

LEVELS
All Non-Jump Elements (NJE) have a number following their abbreviation. This is a listing of the level the element received as given to them by the caller. Levels range from 1 to 4. Level 1 elements are considered the simplest or easiest version of the NJE. Level 4 elements are considered the hardest or most varied version of the NJE. Levels are increased by the addition of features. Features are variations of the NJE that are considered to add difficulty to the skill being performed. Examples of ways to increase the level are listed below but, again, the list is not complete.
SPINS
Abbreviations
LSp = Layback Spin
USp = Upright Spin
SSp = Sit Spin
CSp = Camel Spin
CoSp = combination spin
Additional Information
F before anything means it was a flying entrance of the spin
C before anything means it had a change of foot
Base Values - Level (Points)[Number of Features Required for this level]
• One Position Spin
Level 1 (1.2) - Level 2 (1.5)[1] - Level 3 (1.8)[2] - Level 4 (2.4)[2]*
• Layback Spin
Level 1 (1.2) - Level 2 (1.5)[1] - Level 3 (1.8)[2] - Level 4 (2.4)[3]
• Flying One Position Spin
Level 1 (1.7) - Level 2 (2.0)[1] - Level 3 (2.3)[2] - Level 4 (3.0)[3]*
• Change Foot One Position
Level 1 (1.3) - Level 2 (1.7)[2] - Level 3 (2.1)[3] - Level 4 (3.0)[4]
• Spin Combination
Level 1 (1.7) - Level 2 (2.1)[2] - Level 3 (2.5)[3] - Level 4 (3.0)[4]*
• Change Foot Spin Combination
Level 1 (2.0) - Level 2 (2.5)[2] - Level 3 (3.0)[3] - Level 4 (3.5)[4]*
Positive GOE Examples
Well centered spin, maintaining speed throughout spin and changes of position, executing more than the required revolutions, good or excellent technique in 3 or more of the spin phases (preperation, entry, rotation, exit)
Negative GOE Examples
Recentering, poor position, noticeable slow down in speed, not meeting required revolutions, touching down with the free foot or hand
Ways to increase Level
Difficult Variations (Biellmann, Y-Spin, Cannonball, Broken Sit), Backwards Entrance, Difficult Flying Entrance (Normal Flying Camel doesn't count), Change of Edge, Balance of Rotations in Multiple Positions, Clear Increase of Speed
Positive GOE for Spins: +0.5, +1.0, +1.5
Negative GOE for Spins: -0.3, -0.6, -1.0

STEP & SPIRAL SEQUENCES
Abbreviations
SlSt = Straight-line Step Sequence
CiSt = Circular Step Sequence
SeSt = Serpentine Step Sequence
SpSt = Spiral Step Sequence
Base Values - Level (Points)[Number of Features Required for this level]
• Step Sequences
Level 1 (1.8) - Level 2 (2.3)[2] - Level 3 (3.1)[3] - Level 4 (3.4)[4]*
• Spiral Sequences
Level 1 (1.8) - Level 2 (2.3)[2] - Level 3 (3.1)[3] - Level 4 (3.4)[5]
Positive GOE Examples
Speed maintained or accelerated during sequence, good body position and line, spirals held for more than 50% of the sequence, clear pattern with moderate or better rhythm
Negative GOE Examples
Incomplete pattern, stumble or slips, spirals held for less than 40% of the sequence, weak body position or line, noticeable loss of speed
Ways to increase Level
Step Sequence - Variety of steps, using multiple changes of direction, modest to major use of the upper body, slowing down in sequence and clear increase afterwards.

Spiral Sequence - Difficult Variation (Catchfoot, upper body twisted), Biellmann, Split Position with hand hold, Fan Spiral, 3 or more posit
 楼主| warrior 发表于 2006-12-11 01:19:00 | 显示全部楼层
PAIRS TECHNICAL ELEMENTS
This section is currently still in progress and is not complete. Forgive the small mess till I get it finshed.
JUMPS
Pairs skaters will have jumps listed as singles skaters when performed side-by-side
THROW JUMPS
Abbreviations and Base Values
TTh= Throw Toe Loop (Double= 2.5 Triple= 4.5 Quad= 8.0)
STh= Throw Salchow (Double= 2.5 Triple= 4.5 Quad= 8.0)
LoTh= Throw Loop (Double= 3.0 Triple= 5.0 Quad= 8.5)
FTh = Throw Flip (Double= 3.0 Triple= 5.0)
LzTh = Throw Lutz (Double= 3.0 Triple= 5.0)
ATh = Throw Axel (Single= 2.0 Double= 4.0 Triple= 7.5)
Positive GOE Examples:
UNDER CONSTRUCTION
Negative GOE Examples:
UNDER CONSTRUCTION
Positive GOE Triple Axel and Higher: +1.0, +2.0, +3.0
Positive GOE Double Axel to Triple Lutz: +0.7, +1.4, +2.0
Positive GOE Axel to Double Lutz: +0.5, +1.0, +1.5
Negative GOE Double Axel and Higher: -0.7, -1.4, -2.0
Negative GOE Axel to Double Lutz: -0.3, -0.6, -1.0

SPINS
Pair skaters will have spins listed as singles skaters when performed side-by-side
PAIR SPINS
Abbreviations
PSp = Pair Spin
PCoSp = Pair Combination Spin
Base Values - Level (Points)[Number of Features Required for this level]
• Pair Spin
Level 1 (2.0) - Level 2 (2.5)[1] - Level 3 (3.0)[1] - Level 4 (3.5)[2]*
• Pair Combination Spin
Level 1 (3.0) - Level 2 (3.5)[1] - Level 3 (4.0)[2] - Level 4 (4.5)[3]*
Positive GOE Examples
UNDER CONSTRUCTION
Negative GOE Examples
UNDER CONSTRUCTION
Ways to increase Level
Difficult spin variation by one or both partners, if by both partners either the same or different variation, backwards entrance, multiple changes of positions by both partners, balance of difficult variations between partners
Positive GOE: +0.5, +1.0, +1.5
Negative GOE: -0.3, -0.6, -1.0

STEP & SPIRAL SEQUENCES
Pairs skaters will have step sequences listed as singles skaters.
DEATH SPIRALS
Abbreviations
BoDs = Back Outside Death Spiral
BiDs = Back Inside Death Spiral
FoDs = Forward Outside Death Spiral
FiDs = Forward Inside Death Spiral
Additional Information
Yes, Death Spirals do have levels.
Base Values - Level (Points)[Number of Features Required for this level]
• Forward and Backwards Inside
Level 1 (2.8) Level 2 (3.0) Level 3 (3.2) Level 4 (3.5)
• Forward and Backwards Outside
Level 1 (3.0) Level 2 (3.5) Level 3 (4.0) Level 4 (4.5)
Positive GOE Examples
UNDER CONSTRUCTION
Negative GOE Examples
UNDER CONSTRUCTION
Ways to increase Level
Difficult entry ot exit, change of hand hold, opposite hand hold by the man, full extra revolution after the required one, change of male's pivot position, change of ladies position while in the death spiral, each direction immediately following the previous (regular and reverse)
Positive GOE: +0.7, +1.4, +2.0
Negative GOE: -0.7, -1.4, -2.0

LIFTS
Abbreviations are weird here but I will try to explain. I'm not real certain in this area, it lies outside my area of expertise, but what is common is the following. The number before the abbreviation is the group number and the number after the abreviation is the level of difficulty.
 楼主| warrior 发表于 2006-12-11 01:20:00 | 显示全部楼层
PROGRAM COMPONENTS
Program Components is the assesment of the skaters overall skating ability as well as various skills and desirable qualities in skating form, program construction and performance. While the Technical Elements Score is a quantified assessment of the skaters technical skills and execution, the Program Components Score is a reflection of skating technique, program construction, performance, the ability to cover the ice with ease, and several subtle nuances that were previously under the presentation mark of the Ordinal System. To put it at simply as possible, Program Components judges the skaters overall skating ability and it is still heavily influenced by technical proficiency. But Technical Elements deals with the "tricks" while Program Components deals with the act of skating itself.

There are five different Program Components. The judges assign a score of anywhere from 0.25 to 10.00 in each of the five areas with increments of 0.25 allowed inbetween. 5.00 is the average mark, meaning the skills involved under than Program Component were met to satisfaction. A higher number means the skills were met to a great degree, being performed above average, well, extremely well, or superior. Marks lower than average are considered below average, sub-standard, or poor.

Unlike Grade of Execution, all of the judges marks are added together and averaged for the PCS Mark. As for why I don't know. After looking at Protocol Sheets from several different competitions I verified that fact. Do not be fooled. Every mark under PCS counts towards the averaged total.
Program Componets - Abbreviations and Definition of Skills Involved
SS - Skating Skills
• Balance, rhythmic knee action, and precision of foot placement
• Flow and effortless glide
• Cleanness and sureness of deep edges, steps, and turns
• Power/energy and acceleration
• Mastery of multi directional skating
• Mastery of one foot skating
• Equal mastery of technique by both partners shown in unison (Pairs Only)
TR - Transitions, Linking Footwork & Movement
• Variety
• Difficulty
• Intricacy
• Quality (including unison in Pair Skating)
• Balance of workload between partners (Pair Skating)
PE - Performance/Execution
• Physical, emotional, and intellectual involvement
• Carriage
• Style and individuality/personality
• Clarity of movement
• Variety and contrast
• Projection
• Unison and "oneness" (Pair Skating)
• Balance in performance (Pair Skating)
• Spatial awareness between partners – management of the distance between partners and management of changes of hold (Pair Skating)
CH - Choreography/Composition
• Purpose (idea, concept, vision)
• Proportion (equal weight of parts)
• Unity (purposeful threading)
• Utilization of personal and public space
• Pattern and ice coverage
• Phrasing and form (movements and parts structured to match the phrasing of the music)
• Originality of purpose, movement, and design
• Shared responsibility in achieving purpose (for Pair Skating)
IN - Interpretation
• Effortless movement in time to the music (timing)
• Expression of the music’s style, character and rhythm
• Use of "finesse"* to reflect the nuances of the music
• Relationship between the partners reflecting the character of the music (Pair Skating)
*Finesse is the skater’s refined, artful manipulation of nuances. Nuances are the personal artistic ways of ringing subtle variations to the intensity, tempo, and dynamics of the music made by the composer and/or musician
 楼主| warrior 发表于 2006-12-11 01:21:00 | 显示全部楼层
POINT TOTALS

You may have heard some reference on television in regards to "the magic number" for a point total. While these are not documented by the ISU, nor do they address what a good point total it, the numbers themselves are in the right area.

Going further with the assumption that a high-ranked competitor will use their best and most difficult skills combined with high scoring jumps and good program components it's easy to find a good number that represents skaters performing at the very top level. These numbers for each discipline, including whether it's for the short or long program, are outlined below.


It is important to remember that these are reference points. You can win a competition without having these numbers and some skaters will be ahead of the curve with a great performance. Think of these totals as more of a goal, not an aboslute.
• Ladies
Short Program - 60 points
Long Program - 115 points
• Men
Short Program - 75 points
Long Program - 140 points
• Pairs
Short Program - Need Numbers
Long Program - Need Numbers

QUALIFYING ROUND

The Qualifying Round is most notably used at the Senior World Championships, where there are so many skaters the ISU decided it would be good to weed out the lesser skilled skaters in the competition. If there is a Qualifying Round where the score actually counts in the overall total the Qualifying Round will be judged just like an actual Long Program. However the total points are factored at the end of this portion of the competition by 0.25. A score of 100 in the Qualifying Round would lead to a point total of 25, almost than half the average score of a Senior Ladies Short Program. The "magic number" for the qualifying round is the same as for the long program multiplied by 0.25.

COP: Pro's and Con's
I'm adding this in because I just now noticed I didn't cover anything in regards to the good and bad qualities of the Code of Points system. This is very important to cover because a system is only as good as the job it performs. The following are examples given by various different people, not quoted however, either through Broadcast Media, Articles, Judges, or fans on the internet.

I think it is very important that I stress this section is up for hot debate. The examples and scenarios I am detailing tend to be the most prevailent which is why I am covering them. If you feel there is a Pro or Con to COP that is not being addressed in this guide please feel free to post your concerns or appreciations and I will be more than happy to accomidate anything that seems reasonable or fair, whether I agree with it or not.
PROS
The biggest thing going for COP is this one major fact. The majority of skaters themselves love it. They can look at how every aspect of their program was judged and figure out ways to improve it. Since judging most notably affects the skaters this is a huge swing into the favor of the COP System.

Another major advantage to COP is that every element performed in a program is given value. This is also a major pro for the new system. Whereas before spins, spirals and footwork mostly seemed to go unrewarded or overlooked, now they are being paid attention to with great care. Spins have been paid attention to the most, with the various changes of edge and multiple position variations being the primary example.

Also going for the system is the process of movement in the ranks and not being put into a factored placement. Under the Ordinal System if the skater was outside the top 3 or top 6 it made it almost impossible for them to medal. With COP we've seen skaters rocket up from as low as seventh place only to overtake the leader enough to win the entire event. Under th
DSC 发表于 2006-12-11 02:50:00 | 显示全部楼层

写得不错,算是十分详实了,可这并不是ISU的文件,楼主是不是应该注明出处比较好?

而且在提供新规则研究入门时,最好也不要加入个人观感(虽然我大致上同意作者的想法),因为这并不是舞美赏析。

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