Research on the Application of Artificial Neural Network-Based Virtual Image Technology in College Tennis Teaching

Author:

Hu Ruizhe1ORCID,Cui Xiaocan1ORCID

Affiliation:

1. School of Physical Education (Main Campus), Zhengzhou University, Zhengzhou 450001, Henan, China

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.

Publisher

Hindawi Limited

Subject

General Mathematics,General Medicine,General Neuroscience,General Computer Science

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