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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Digital Twin Coaching System for Practical Shooting</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stefano Morzenti</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Beretta Research and Innovation Center</institution>
          ,
          <addr-line>Fabbrica d'Armi P. Beretta S.p.A., Via Pietro Beretta 18, Gardone V.T., 25063</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Information Engineering, University of Brescia</institution>
          ,
          <addr-line>Via Branze 38, Brescia, 25123</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2026</year>
      </pub-date>
      <abstract>
        <p>Among the most recent Digital Twin applications, there is Digital Twin Coaching, where a model of an athlete is used to improve the efectiveness, eficiency, and safety of sports training. With my research project, I intend to study this tool and its application to Practical Shooting, a modern shooting sport strongly reliant on traditional training methods. In this paper, I describe my training system, the development progress, and some hypothesis for future improvements.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Human Digital Twin</kwd>
        <kwd>Digital Twin Coaching</kwd>
        <kwd>Practical shooting</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The application of a Digital Twin (DT) in the field of sport training is known as Digital Twin Coaching
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and with increasing popularity by the year, it is possible to find examples of applications where a
virtual model of the athlete is used for training in several sport disciplines [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The subject of my Ph.D.
research project is the study of the application of DT to coaching and its extension to shooting sports,
and in particular to Practical Shooting.
      </p>
      <p>Practical Shooting is a sport discipline in which athletes are tasked to engage targets in
nonstandardized shooting stages, where a varying number of targets can be placed along a shooting
ifeld. A final score called hit-factor is calculated as the sum of the scores on the targets, minus penalties
and misses, divided by the time elapsed between the start signal and the last shot.</p>
      <p>Shooting fields are usually equipped with barriers that delimit the area in which the athletes can
move and partially occlude their sight. Athletes also have some limitations, such as the starting position
and weapon configuration, but can otherwise freely decide their trajectory, the sequence of targets,
and where to engage them from, making the performance dependent on their strategy. For instance,
capable athletes are known to time the reloading operations while moving between shooting positions
to reduce the overall time.</p>
      <p>Despite being the most recent and innovative among shooting sports, Practical Shooting is usually
performed in a simple context with limited technological support and a direct confrontation between
the athlete and the trainer. A shooting timer to track shot timings and a camera to record the stage are
the only widespread technological aids.</p>
      <p>The project’s overall objective is the development of an innovative training system aimed at
monitoring athletes’ movements and tracking their training progression in a Digital Twin model, for generating
customised training insights. In doing so, I applied techniques of user-centred interaction design to
meet the needs and expectations of athletes and trainers.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Literature review</title>
      <p>
        The term Digital Twin Coaching designates sport applications where a Digital Twin of the athlete is used
to enhance the efectiveness and safety of the training process [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. While designing the requirements
and objectives of my Ph.D. research project, scientific literature was studied to comprehend the state of
the art for Human Digital Twins, their potentialities, and open issues.
      </p>
      <p>Among the considered scientific sources, no relevant studies concerning Practical Shooting or
shooting sports in general have been found. Sport coaching in broader terms was used as reference for
this research.</p>
      <p>
        One of the most common tasks performed in Digital Twin Coaching is to monitor the athletes. In
those sports that require the execution of specific movements, the athlete’s gesture can be recorded and
compared with an optimal version to highlight errors [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Monitoring can also be useful in suggesting an
optimal training routine based on the state of the athlete [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] or even their daily habits [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In some cases,
the athlete’s gesture is monitored in order to classify it in a set of possibilities [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] or to generate a new
composition of moves [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Finally, I report interesting applications in which the athlete is monitored to
help prevent injuries [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>Among several possibilities, monitoring and generating insights and suggestions are the most suitable
uses for this specific discipline.</p>
      <p>
        During the research, I also identified a set of requirements that are usually agreed on but not always
pursued [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], and some open issues for Human DTs. Some examples that guided the decision process for
my project are technical necessities such as maintaining a robust data connection on a human being
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and involving expert users during the design process to improve the perceived credibility of the
system and promote interaction [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], and ethical necessities such as to guarantee the privacy and
the security of the user’s personal data [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Objectives</title>
      <p>The design process revolved around requirements established during the initial literature review and
during user research.</p>
      <p>Literature review demonstrated the potentialities of Digital Twin Coaching with several possible
strategies to improve the training process, guided the sensors selection by showing which quantities
are most useful and reporting potentials and limitations of diferent measurement technologies, and
ifnally highlighted some open issues in this field, some general for DTs, some specific for Human DTs.</p>
      <p>This information was contextualised with the specific necessities of Practical Shooting during a user
research, during which I could observe the training process and have unstructured interviews with
certified trainers and with trainees. For example, the common task to compare the athlete’s gesture
with an optimal gesture is not applicable to this discipline because, for the variability of the shooting
stages, it is not possible to define an ideal gesture.</p>
      <p>In the development of a Digital Twin-based training system suitable for practical shooting, the
following objectives were set:
• To monitor the athletes during their activity, employing advanced instruments to create a
complete reconstruction of the subject’s pose. By fusing data from diferent sources and by
employing a biomechanical model, the movements of the whole body can be reconstructed and
the gesture can be represented or animated with greater detail than through a simple recording.
• To provide a calendar of past activities, and for each activity, link an analysis and a graphical
representation.
• To provide an overview of the status of an athlete to the trainer. The Digital Twin data comprises
the training data, the physicality of the athlete, their performance in relation to diferent shooting
stages, and additional information about the athlete’s daily habits.
• To generate training suggestions for the trainer. The system is meant to employ the shooting
stage data and the Digital Twin data to generate suggestion classes as if an expert trainer reviewed
the stage. Said suggestions are meant to be evaluated and validated by the trainer, who can decide
to relay them to the athlete, to modify them, or to reject them.</p>
      <p>Training field</p>
      <p>Athlete</p>
      <p>Inertial
Measurement
Units
Single
Channel ECG</p>
      <p>Microphone
Trainer
manual
input</p>
      <p>Stereoscopic</p>
      <p>camera
manual
input</p>
      <p>On-field
computing
unit
Wi-Fi router</p>
      <p>Database</p>
    </sec>
    <sec id="sec-4">
      <title>4. Digital Training System proposal</title>
      <p>Follows an overview of the training system that is being developed, and of the design methodology.
Thematically, the system can be described as follows: an instrumented shooting field is provided,
where athletes can perform their training while being monitored by a combination of fixed and wearable
sensors. The collected data is pre-processed locally and transferred to a database where it is stored
for future access. A Digital Twin model of the athlete is used to reconstruct the complete athlete’s
kinematics and compute further analytics of the shooting stage. The enhanced data is then processed
by a suggestion model that infers suggestion classes. The feedback loop of the training system is
completed with two Android applications that function as user interface to access the data. The
trainer’s application is also the tool that manages the starting of a training session and allows the
insertion of manual data, comprising the stage scores from the coach and additional daily habits from
the athletes.</p>
      <sec id="sec-4-1">
        <title>4.1. Instrumented shooting range</title>
        <p>A set of measurement instruments was selected to monitor the athletes during their activity. The
selection was driven by the literature, for which quantities and instruments are typically useful in
similar studies, including their potentialities and limitations, and by confrontation with the field
experts. The instruments were selected to collect significant and qualitative data, with the least possible
interference with the gesture of the athletes and with the natural execution of the training.</p>
        <p>The final setup included IMUs on wrists, belt, and weapon(s), a single-channel ECG on a chest belt,
and an on-field stereoscopic camera for three-dimensional tracking of the athletes. Figure 1 depicts the
instruments and their placement.</p>
        <p>The shooting field was not only equipped with measurement instruments, but also with tools
necessary to manage the flux of operation and the data. Athletes were fitted with a Raspberry PI
to communicate with the Bluetooth wearable instruments and mitigate the problem of connection
robustness, which is typical for a Human Digital Twin, with a custom-built shooting timer to allow
direct acquisition by the Raspberry Pi and with a power bank.</p>
        <p>Finally, the shooting field was equipped with a computing unit to control and acquire the camera, to
send commands to the athlete’s Raspberry Pi and collect and pack the data, and with a wireless router
to create a local network and a connection to the database.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Digital Twin of the athlete</title>
        <p>The training system revolves around creating a digital copy of the athlete that represents its current
state in terms of training performance. In my system, the model comprises a biomechanical skeletal
model of the athlete, historical kinematic, physiological, and performance data.</p>
        <p>The Digital Twin comprises classification algorithms to extract gesture information from the Inertial
Measurement Units data, to provide insights into the time distribution of the diferent shooting phases
and on the strategy eficiency.</p>
        <p>Sensor fusion algorithms are being investigated to improve the quality of the camera body tracking
by means of the IMUs’ accelerations and angular velocities, to improve the accuracy, reduce noise, and
potentially compensate for the occlusions that inevitably happen when recording images from a single
point of view.</p>
        <p>
          The core of the Digital Twin is the biomechanical model that represents the athlete’s skeletal system.
The model is implemented in the OpenSim environment, comprising information on the dimensions,
mass, and inertia of the most significant body links, their joints, their degrees of freedom, and their
movement limitations. The model was obtained by modifying a fairly complete model available in
literature [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] to fit the data, and was then integrated into my training system through the OpenSim
Python API. By applying the collected data, the inverse kinematics can be solved, and joint information
can be extracted that cannot be directly measured.
        </p>
        <p>Through this model, I both extract additional information not directly measured and provide a
graphical representation of the athlete’s movements.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Trainer model</title>
        <p>In order to autonomously generate suggestions for the athlete, the system includes a Neural
Networkbased model that relates the execution data to a set of suggestion classes.</p>
        <p>At the time of writing this paper, the model has not been implemented yet, but the implementation
strategy is as follows.</p>
        <p>Expert trainers, registered in the Italian federation of this discipline, are involved during the on-field
shooting sessions to assist the stages of expert athletes. The trainers are asked to provide feedback,
corrections, and suggestions as they would give to the athlete during a standard training session. With
the supervision of the trainers, the suggestions are clustered in a set of possible classes. I hypothesize
that more than one classification will coexist in parallel in relation to diferent aspects of the discipline,
but their nature is not known at the moment and will be derived from the experimental activity.</p>
        <p>A classification algorithm, possibly a neural network or a family of such, will be trained with the
shooting data as input, and the augmented data generated by the athlete’s Digital Twin, and with the
suggestion class as label, with the intention of identifying significant relations.</p>
        <p>The quality of the suggestions is to be validated by the trainers, who, during usage, will be able to
evaluate, accept, modify, or reject the suggestions.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. User interface</title>
        <p>A set of possible interfaces was hypothesized to function as a so-called feedback system between the
target users and the training system. In particular, given the necessity to access the data on the shooting
ifeld, an Android tablet was selected as a viable medium.</p>
        <p>Two diferent applications were developed for athletes and trainers, given the diferent necessities of
the two types of users. For both, the target users were involved in the design process, both with an
initial questionnaire aimed at understanding which features to implement, and with a final usability and
user experience test, during which the users performed a set of tasks under monitoring. Researchers
observed the users and recorded the success rate, the elapsed time, the number of errors, and the number
of taps for each task. Users were also tasked to compile a final questionnaire structure according to the
standard System Usability Scale (SUS) [11], Computer System Usability Questionnaire (CSUQ) [11], and
User Experience Questionnaire (UEQ) [12] scales.
User experience and usability were evaluated positively across all tests as reported in table 1
The applications were initially developed before the DT was available, so some of the functions were
iflled with hypothesized data, and will need to be integrated once the system is completed. Among
those, the most innovative function is a 3D navigable reconstruction of the athletic gesture, augmented
with the computed analytics.</p>
        <p>I also hypothesized, as a further development, to provide a realistic, immersive, and navigable
reconstruction of the scene, with annexed augmented reality capabilities on a VR headset.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions</title>
      <p>The training system described in this paper is being developed as the author’s Ph.D. project, currently
in its third and final year of development. At the time of writing this contribution, a literature research
and a user research posed a set of requirements and objectives, the instrumented shooting field, meant
to collect training data, has been designed for the context of this sport and implemented, and two tablet
applications were developed with the involvement of the field experts.</p>
      <p>The current efort is in terminating the implementation of the Digital Twin of the athlete, and in
particular, in implementing the suggestions model.</p>
      <p>The project will be completed by tying the output of the Digital Twin with the tablet applications, in
order for the overall system to be tested and validated in terms of prediction accuracy, user experience,
and usability.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>Thanks to Prof. Barbara Rita Barricelli and Prof. Federico Cerutti of the University of Brescia for the
support as supervisors in my Ph.D. research project.</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>The author(s) have not employed any Generative AI tools.
[11] J. Lewis, Measuring perceived usability: The csuq, sus, and umux, International Journal of</p>
      <p>Human-Computer Interaction 34 (2018) 1–9. doi:10.1080/10447318.2017.1418805.
[12] M. Schrepp, A. Hinderks, J. Thomaschewski, Applying the user experience questionnaire (ueq)
in diferent evaluation scenarios, in: A. Marcus (Ed.), Design, User Experience, and Usability.
Theories, Methods, and Tools for Designing the User Experience, Springer International Publishing,
Cham, 2014, pp. 383–392. doi:10.1007/978-3-319-07668-3_37.</p>
    </sec>
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