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In response to the issue of interactive football teaching puzzle games, this study designs an interactive technology that integrates Virtual Reality. A technical framework containing multiple information processing modules is constructed, and the Two Stream algorithm is used as the main body of the network framework. Action information collection and analysis are utilized to generate interactive instructions. In the analysis of training speed, the loss value of the research method decreased rapidly and reached its lowest value at the 58th iteration; in the cache data generation test, the research method did not exceed 376Mb of cache data at the 12th minute of operation. When analyzing the accuracy of interactive action recognition, the research method achieved the highest accuracy of around 0.87 in open outdoor and indoor scenes when the action duration reached 1500\u00a0ms. The research method has higher interaction quality and efficiency, which can provide technical support for information-based physical education teaching and game interaction, and provide more diversified technical means for football teaching.<\/jats:p>","DOI":"10.1177\/14727978241304048","type":"journal-article","created":{"date-parts":[[2025,4,29]],"date-time":"2025-04-29T03:15:24Z","timestamp":1745896524000},"page":"1768-1781","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":0,"title":["The application of Two Stream algorithm in interactive design of football teaching puzzle game with VR"],"prefix":"10.1177","volume":"25","author":[{"given":"Haijun","family":"Li","sequence":"first","affiliation":[{"name":"Physical Education Department, Sichuan Vocational and Technical College, Suining, China"}]},{"given":"Jiahong","family":"Li","sequence":"additional","affiliation":[{"name":"Physical Education Department, Sichuan Vocational and Technical College, Suining, China"}]}],"member":"179","published-online":{"date-parts":[[2024,12,3]]},"reference":[{"key":"e_1_3_2_2_2","doi-asserted-by":"publisher","DOI":"10.1038\/s41578-022-00501-5"},{"key":"e_1_3_2_3_2","doi-asserted-by":"publisher","DOI":"10.1080\/02701367.2021.1889457"},{"key":"e_1_3_2_4_2","doi-asserted-by":"publisher","DOI":"10.1007\/s10055-022-00641-7"},{"key":"e_1_3_2_5_2","doi-asserted-by":"publisher","DOI":"10.1108\/ECAM-02-2021-0174"},{"key":"e_1_3_2_6_2","doi-asserted-by":"publisher","DOI":"10.1080\/0144929X.2020.1788162"},{"key":"e_1_3_2_7_2","doi-asserted-by":"publisher","DOI":"10.1007\/s10514-021-10024-7"},{"issue":"1","key":"e_1_3_2_8_2","first-page":"1","article-title":"Game difficulty adaptation and experience personalization: A literature review","volume":"39","author":"Paraschos PD","year":"2023","unstructured":"Paraschos PD, Koulouriotis DE. 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