| Literature DB >> 35845874 |
Ruizhe Hu1, Xiaocan Cui1.
Abstract
At the same time that my country has shifted from high-speed development to high-quality development, my country has also put forward new requirements for education development. Due to the limited study time during college, each student's study habits and learning process are also different, and the degree of connection between tennis lessons is high, so there will be polarization when learning tennis. With the development of science and technology, more and more technological innovations are integrated into the classroom, and traditional teaching methods can no longer keep up with the pace of the times. Tennis teaching is a subject of equal proportion between theory and practice. The traditional teaching method simplifies the theory, which makes students to have some bad phenomena when they practice. Aiming at this series of problems, this paper uses algorithms such as softmax function and threshold function to construct an application model of virtual image technology based on the artificial neural network in tennis teaching. The research results of the article show that: (1) the average accuracy rate of the method in this paper is 97.22%, and the highest accuracy rate is 99.17%. The average accuracy rate also tends to increase with the increase of sample size; the recall rate is the highest, and the highest recall rate is 99.36%. The average recall rate is 96.77%; the highest correct rate is close to 100% and is significantly higher than the other three methods; the average correct rate reaches 98.8%; the response time is the shortest; the average response time is 33 ms; and the response time increases with the increase of the sample size. (2) After using this model, tennis skills have been improved, with an average of 12 in situ flips, an average of 7 in situ rackets, an average of 5 in situ forehand draws, and an average of 3 in situ backhand draws. (3) The average forehand and backhand scores of the class after the experiment were 90 and 86; the average forehand and backhand stability were 8 and 7; and the average forehand and backhand accuracy were 31 and 29, respectively. The average depth of forehand and backhand is 36 and 32. (4) Most of the students are satisfied with this model, and they all choose to strongly agree and relatively agree, and the percentage of very agree that helps stimulate learning has reached 60.52%, and no students choose to disagree very much.Entities:
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Year: 2022 PMID: 35845874 PMCID: PMC9287108 DOI: 10.1155/2022/4935121
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1Artificial neural network model.
Classification of virtual imaging technology.
| Classification | Content |
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| Virtual reality (VR) | Virtual reality technology is a general term for a technical system used to establish a virtual environment for the experiencer to observe and interact with. Use 3dmax, Unity3d, and other software to model and create virtual scenes, capture and simulate human movement through hardware facilities such as Kinect and Arduino, and interact with virtual scenes; generate instructions through C language and Java programming; and form feedback. |
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| Augmented reality (AR) | Augmented reality technology will recognize and analyze images observed with the camera; classify and identify matching images, images, and other digital information in a database; and display it on the screen overlaid with the actual scene. |
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| Holographic projection technology | Holographic imaging technology projects the image onto the actual environment or transparent medium without the audience wearing the device, creating the illusion that the image is suspended in the air. Then, interact with the image through the interactive device. |
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| Fog curtain stereo imaging technology | Fog screen stereo imaging technology uses a spray device instead of a traditional projection screen to generate an artificial water mist wall and generates a flickering fog screen projection image through an electric device to form a holographic image. |
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| Wall projection technology | Wall projection technology is mainly used for the outer panels of urban buildings. The urban exterior wall projection is mainly composed of a laser projector, a screen segmentation control matrix technology, and an exterior wall laser projection system composed of an intelligent central control system. |
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| Interactive projection technology | Interactive projection technology is a projection system composed of projection equipment, infrared sensors, motion capture equipment, and computers. The captured data is analyzed using infrared cameras and sensors to track and identify data such as body movements and the voice of the experiencer. Combined with real-time image interaction tracking, it produces real-time interaction effects between participants and projects. |
Technical characteristics of virtual images.
| Feature | Content |
|---|---|
| Integration | Virtual image technology is the product of technology development and traditional images. Virtual image technology is a new image technology supported by projection technology, display technology, sensing technology, and other technologies. |
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| Fidelity | Virtual imaging technology is to reproduce reality through the current simulation or focus on the current image; contrary to the real optical illusion, the user's visual authenticity and the authenticity of the image are unified. There are many real experiences in real vision, intelligence, vision, and relationships. |
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| Immersion | In fact, outside of the ideal visual image, people are really confused about pain. The combined behavior of public experience and sensory psychological factors creates an illusion of interest in the user's real environment. Through sensory technology and real-time, users can connect to virtual environments to create physical and mental experiences. |
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| Imaginative | Virtual images not only can reproduce the real environment but also can imagine an illustrative environment, satisfying the curiosity as well as the visual and psychological needs of the experiencer. The creative process of virtual image technology is special, so it can be integrated into the imagination of the creative stage, increase the scale of the work, and increase the scope of human knowledge and imagination. |
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| Artistry | The production of virtual image content is people's thinking and behavior, and art is also designed and used based on people's main aesthetic preferences, emotions, thinking, and behavior. |
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| Interactivity | Through the recognition of the experienced expressions and sounds, the information of body movement is captured and temporarily returned in real time, and the interaction of images is formed. |
Figure 2Tennis teaching model.
Figure 3Accuracy.
Accuracy (%).
| Model | 10 | 30 | 50 | 70 | 90 | 110 |
|---|---|---|---|---|---|---|
| The method of this paper (%) | 94.62 | 95.37 | 97.64 | 98.89 | 97.62 | 99.17 |
| BP neural network (%) | 92.35 | 94.58 | 96.32 | 95.34 | 96.17 | 98.52 |
| Deep neural network (%) | 94.84 | 92.47 | 93.57 | 96.87 | 96.65 | 97.72 |
| Traditional method (%) | 91.83 | 94.65 | 93.75 | 94.76 | 95.37 | 95.83 |
Recall rate (%).
| Model | 10 | 30 | 50 | 70 | 90 | 110 |
|---|---|---|---|---|---|---|
| The method of this paper (%) | 94.58 | 95.37 | 94.46 | 97.83 | 99.02 | 99.36 |
| BP neural network (%) | 91.85 | 94.57 | 95.67 | 95.27 | 96.53 | 98.74 |
| Deep neural network (%) | 92.57 | 93.48 | 96.35 | 95.53 | 97.58 | 96.75 |
| Traditional method (%) | 90.75 | 94.53 | 94.75 | 93.58 | 96.53 | 96.28 |
Figure 4Recall rate.
Figure 5Correct rate.
Correct rate (%).
| Model | 10 | 30 | 50 | 70 | 90 | 110 |
|---|---|---|---|---|---|---|
| The method of this paper (%) | 97.53 | 98.34 | 98.57 | 98.83 | 99.68 | 99.86 |
| BP neural network (%) | 96.57 | 97.43 | 97.35 | 96.64 | 98.24 | 97.64 |
| Deep neural network (%) | 94.63 | 96.72 | 95.68 | 96.37 | 97.83 | 98.63 |
| Traditional method (%) | 95.67 | 97.84 | 98.48 | 95.97 | 97.46 | 96.26 |
Figure 6Response time.
Response time (ms).
| Model | 10 | 30 | 50 | 70 | 90 | 110 |
|---|---|---|---|---|---|---|
| The method of this paper (ms) | 21 | 27 | 34 | 31 | 38 | 51 |
| BP neural network (ms) | 29 | 31 | 47 | 58 | 63 | 69 |
| Deep neural network (ms) | 30 | 29 | 58 | 61 | 78 | 81 |
| Traditional method (ms) | 46 | 78 | 63 | 98 | 112 | 127 |
Figure 7Comparison of student tennis skills.
Figure 8Comparison of forehand and backhand scores.
Figure 9Model evaluation.