Design of an Immersive Basketball Tactical Training System Based on Digital Twins and Federated Learning
Abstract
:1. Introduction
1.1. Research Context and Challenges
1.2. Proposed Solutions and Contributions
- Theoretical innovation: expanding embodied cognition theory through the concept of “Dynamic Educational Digital Twins”;
- Practical innovation: enabling resource-limited institutions to achieve 87% of the performance of top-tier programs, thus promoting educational equity;
- Methodological innovation: developing Spatiotemporal Federated Alignment (ST-FedAlign) and the Tactical Creativity Index (TCI), which establish a new paradigm for intelligent education research.
1.3. Paper Organization
2. Materials and Methods
2.1. Data Collection
2.1.1. Collection Protocol
- Baseline data: these included pre-experiment FIBA basketball skill test scores and initial tactical execution accuracy (TEA) rates.
- Training data:
- Experimental group: motion trajectories (10 Hz) and physiological signals (130 Hz) were recorded via a VR system.
- Control group: on-court training was tracked using the SportVU system.
- The 8-week intervention comprised 12 sessions (90 min each, 2×/week) following FIBA’s tactical progression: weeks 1–2 (man-to-man defense), 3–4 (zone defense), 5–6 (pick-and-roll variations), and 7–8 (full-court press).
- Post-test data: tactical application accuracy, team efficiency index, and NASA-TLX scores were collected 8 weeks post-intervention.
2.1.2. Instruments
- Motion capture: this was conducted using the Azure Kinect DK (Microsoft, Redmond, WA, USA; 4 units/court) + UWB positioning (Pozyx, Ghent, Belgium; accuracy ±10 cm).
- Physiological monitoring: this was conducted using a Polar H10 chest strap (Polar Electro, Kempele, Finland; HRV) + Myo armband (Thalmic Labs, Kitchener, ON, Canada; sEMG).Questionnaires:
- NASA-TLX: this employed a 6-dimension, 7-point Likert scale (Cronbach’s α = 0.85).
- Semi-structured teacher interviews: these covered system usability, pedagogical impact, and improvement suggestions.
Incentives:- Participation rewards: we provided VR training credits (value of CNY 200) for the experimental group.
- Academic credit: we provided 10% course grade weighting for compliance.
2.1.3. Sample Characteristics
- Gender distribution (70% male) was incorporated as a covariate in mixed-effects modeling (β = 0.12, p = 0.241), confirming that system effectiveness remained stable across subgroups (ΔTEA < 3.2%).
- UWB positioning errors (3.2% anomalies) were corrected through filtering.
2.2. Data Preprocessing
2.2.1. Reliability and Validity
- Internal consistency: NASA-TLX α = 0.85;
- Inter-rater reliability: control group tactical annotations (Kappa = 0.78).
- Validity was assessed as follows:
- Content validity: 5-expert review (CVR = 0.82);
- Construct validity: EFA extracted 3 factors (mental demand, time pressure, and frustration), explaining a 78.3% variance.
2.2.2. Bias Mitigation
- Timestamp synchronization: NTP protocol (<5 ms error);
- Trajectory filtering: Kalman filter (62% noise reduction);
- Physiological signals: 4th-order Butterworth low-pass (50 Hz cutoff).
2.2.3. Multi-Agent Reinforcement Learning Framework
2.3. Three-Dimensional Evaluation System
2.3.1. Framework Design
- Skill Execution Accuracy (SEA): quantified through trajectory deviation (Euclidean distance) between the actual and ideal tactical paths;
- Tactical Creativity Index (TCI): evaluated via expert scoring (7-point Likert) on originality and adaptability;
- Physiological Load Index (PLI): calculated as HRV/sEMG composite scores normalized by individual baselines.
2.3.2. Measurement Protocol
2.4. Data Analysis
2.4.1. Analytical Methods
2.4.2. Workflow
2.4.3. Robustness Verification
2.5. Hypotheses and Variable Definition
- Independent: virtual–physical interaction intensity (X1), privacy budget hierarchy (X2), and assessment dimensionality (X3);
- Mediating: spatial perception (M1) and collaborative awareness (M2);
- Dependent: tactical execution accuracy (TEA) (Y1), decision time (Y2), and tactical creativity (Y3).
- H1: X1 positively influences M1 (β1 = 0.68, p < 0.01), enhancing Y1 and reducing Y2.
- H2: X2 improves model generalization, indirectly boosting M2 (β2 = 0.42, p < 0.05), thereby elevating Y2 and Y3.
- H3: X3 positively moderates outcome sustainability: the3D assessment groups show 15% lower skill decay than 1D groups (Δ = 0.15, p = 0.013).
2.6. Dual-Drive Triaxial Evaluation Model
- Dual-drive synergy: digital twins (cognitive enhancement) and federated learning (data security) jointly propel pedagogical efficacy.
- Triaxial assessment: dynamic feedback from skill (Y1), efficiency (Y2), and creativity (Y3) guides system optimization.
- Ethical thresholds: privacy-intensity vs. model-accuracy tradeoffs define technological empowerment boundaries.
- Dynamic embodiment: this proposes virtual simulation–cognitive evolution interaction mechanisms, revealing technology-mediated cognitive pathways.
- Context-specific data governance: this establishes hierarchical privacy paradigms for educational multimodal data.
- Competency-oriented evaluation: this aligns with the “New Curriculum Standards” core literacy objectives through 3D metrics.
2.7. Methodological Innovations and Limitations
- Multimodal federated alignment: the ST-FedAlign algorithm reduced communication overhead by 40%.
- Dynamic cognitive monitoring: HRV-behavior fusion predicted the cognitive load (AUC = 0.79).
- Sample bias: this study presents gender imbalance; future studies should include under-represented groups.
- Hardware dependency: this study presented high-end VR requirements; lightweight mobile AR solutions are under development.
3. Results
3.1. Overview and Key Findings
3.2. Specific Findings
3.2.1. Core Discovery: Cognitive Enhancement via Virtual–Physical Interaction
3.2.2. Paradoxical Insight: Ethical Dilemmas of Technological Empowerment
3.2.3. Extended Contribution: Competency-Oriented Assessment Reform
4. Discussion
4.1. Theoretical Contributions
4.2. Practical Implications
4.3. Implementation Guidelines
4.4. Limitations and Future Directions
5. Conclusions
5.1. Synthesis
5.2. Theoretical Advancements
5.3. Practical Impact and Future Directions
5.3.1. Societal Value
5.3.2. Limitations and Mitigation
- The limited sample heterogeneity: To address this, the research team will expand the sample group to include K-12 students and special education needs groups through stratified sampling. A pilot verification project covering 12 provinces and cities has already been initiated.
- The high-cost barrier of immersive equipment: An optical transparent AR solution based on mobile terminals is under development, employing cross-platform lightweight algorithms to implement core functionalities, with the goal of controlling the single-machine cost below RMB 500 (the current prototype development cost has been reduced to RMB 780).
- The lack of longitudinal tracking for skill transfer effects: The study design includes a 36-month stepwise tracking mechanism, constructing a multidimensional skill retention database that includes cognitive behavior parameters and neurophysiological indicators. Standardized assessment tools have undergone validity and reliability testing (Cronbach’s α = 0.89).
5.3.3. Emerging Frontiers
- A multimodal transformer model-based heterogeneous data-processing framework (Multimodal-BERT) has been innovatively applied to study the correlations between physiological signals and behavioral performance. This technology uses cross-modal feature alignment algorithms to achieve spatiotemporal synchronization of electrocardiogram (ECG), electromyogram (EMG), and motion trajectory data, significantly improving the accuracy of human–computer interaction behavior prediction (RMSE = 0.12).
- An interdisciplinary research team used a virtual reality closed-loop training system to explore the mechanisms of neural plasticity. Through high-density fNIRS/EEG neuroimaging technology, they quantified the temporal relationship between virtual training and synaptic remodeling in the prefrontal cortex (β = 0.73, p < 0.001), providing neuroscientific evidence for cognitive enhancement technologies.
- To address the ethical dilemmas of smart sports systems, this study established a quantifiable ethical framework containing decision weight thresholds (AI decision rights ≤ 30%), a responsibility attribution tree diagram, and a dynamic evaluation mechanism. The system’s efficacy in protecting human agency was verified through Monte Carlo simulation, with Δ ≥ 87% under different decision weight scenarios.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Variable | Experimental (n = 59) | Control (n = 58) | p-Value |
---|---|---|---|
Age (years) | 19.8 ± 1.2 | 20.1 ± 1.3 | 0.228 |
Male (%) | 73% | 68% | 0.532 |
FIBA baseline | 72.4 ± 8.1 | 71.9 ± 7.8 | 0.726 |
Dimension | Data Source | Weight | Validation Method |
---|---|---|---|
SEA | Azure Kinect trajectory data | 40% | Inter-rater ICC = 0.89 |
TCI | Coach evaluations + MARL log | 35% | CVR = 0.81 (5 experts) |
PLI | Polar H10 + Myo armband | 25% | Cronbach’s α = 0.79 |
Objective | Method | Tools/Parameters | Rationale |
---|---|---|---|
Pedagogical effect comparison | Mixed-design ANOVA | SPSS27, Mauchly’s test (W = 0.62, p < 0.05), with Greenhouse–Geisser correction (ε = 0.85) | Handles within/between-group interactions |
Privacy–performance tradeoff | Federated learning evaluation | PySyft, ε = 0.3/0.8 differential privacy | Quantifies accuracy loss vs. communication cost |
Cognitive load mechanisms | Grounded theory coding | NVivo12, Cohen’s κ = 0.82 | Reveals teacher–student–AI interaction patterns |
Long-term skill transfer | ANCOVA | Baseline-adjusted R2 = 0.67 | Controls individual differences |
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Lv, X.; Tao, Y.; Zhang, Y.; Xue, Y. Design of an Immersive Basketball Tactical Training System Based on Digital Twins and Federated Learning. Appl. Sci. 2025, 15, 3831. https://doi.org/10.3390/app15073831
Lv X, Tao Y, Zhang Y, Xue Y. Design of an Immersive Basketball Tactical Training System Based on Digital Twins and Federated Learning. Applied Sciences. 2025; 15(7):3831. https://doi.org/10.3390/app15073831
Chicago/Turabian StyleLv, Xiongce, Ye Tao, Yifan Zhang, and Yang Xue. 2025. "Design of an Immersive Basketball Tactical Training System Based on Digital Twins and Federated Learning" Applied Sciences 15, no. 7: 3831. https://doi.org/10.3390/app15073831
APA StyleLv, X., Tao, Y., Zhang, Y., & Xue, Y. (2025). Design of an Immersive Basketball Tactical Training System Based on Digital Twins and Federated Learning. Applied Sciences, 15(7), 3831. https://doi.org/10.3390/app15073831