Gianluca Guglielmo;Michal Klincewicz;Elisabeth Huis in ‘t Veld;Pieter Spronck
{"title":"利用提取的眼睛眨眼长宽比跟踪俄罗斯方块表现的早期差异","authors":"Gianluca Guglielmo;Michal Klincewicz;Elisabeth Huis in ‘t Veld;Pieter Spronck","doi":"10.1109/TG.2023.3324511","DOIUrl":null,"url":null,"abstract":"This study aimed to evaluate if eye blinks can be used to discriminate players with different performance in a session of Nintendo Entertainment System \n<italic>Tetris</i>\n. To that end, we developed a state-of-the-art method for blink extraction from eye aspect ratio measures, which is robust enough to be used with data collected by a low-grade webcam such as the ones widely available on laptop computers. Our results show a significant decrease in blink rate per minute (blinks/m) during the first minute of playing \n<italic>Tetris</i>\n. After having defined three groups of proficiency based on in-game performance (novices, intermediates, and experts) we found out that expert players display a significantly lower decrease in blinks/m compared to novices during the first minute of gameplay, which shows that \n<italic>Tetris</i>\n players’ proficiency can be detected by looking at eye blinks/m variations during the early phase of a game session. This difference in blinks/m is observed throughout the entire game session, which supports the general conclusion that proficient \n<italic>Tetris</i>\n players have a lower decrease in blinks/m, even when playing more difficult levels. Finally, we offer some interpretations of this effect and the relationship that our results may have with the visual cognitive workload experienced during the gameplay.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"735-741"},"PeriodicalIF":1.7000,"publicationDate":"2023-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks\",\"authors\":\"Gianluca Guglielmo;Michal Klincewicz;Elisabeth Huis in ‘t Veld;Pieter Spronck\",\"doi\":\"10.1109/TG.2023.3324511\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aimed to evaluate if eye blinks can be used to discriminate players with different performance in a session of Nintendo Entertainment System \\n<italic>Tetris</i>\\n. To that end, we developed a state-of-the-art method for blink extraction from eye aspect ratio measures, which is robust enough to be used with data collected by a low-grade webcam such as the ones widely available on laptop computers. Our results show a significant decrease in blink rate per minute (blinks/m) during the first minute of playing \\n<italic>Tetris</i>\\n. After having defined three groups of proficiency based on in-game performance (novices, intermediates, and experts) we found out that expert players display a significantly lower decrease in blinks/m compared to novices during the first minute of gameplay, which shows that \\n<italic>Tetris</i>\\n players’ proficiency can be detected by looking at eye blinks/m variations during the early phase of a game session. This difference in blinks/m is observed throughout the entire game session, which supports the general conclusion that proficient \\n<italic>Tetris</i>\\n players have a lower decrease in blinks/m, even when playing more difficult levels. Finally, we offer some interpretations of this effect and the relationship that our results may have with the visual cognitive workload experienced during the gameplay.\",\"PeriodicalId\":55977,\"journal\":{\"name\":\"IEEE Transactions on Games\",\"volume\":\"16 3\",\"pages\":\"735-741\"},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2023-10-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE Transactions on Games\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://ieeexplore.ieee.org/document/10285036/\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10285036/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks
This study aimed to evaluate if eye blinks can be used to discriminate players with different performance in a session of Nintendo Entertainment System
Tetris
. To that end, we developed a state-of-the-art method for blink extraction from eye aspect ratio measures, which is robust enough to be used with data collected by a low-grade webcam such as the ones widely available on laptop computers. Our results show a significant decrease in blink rate per minute (blinks/m) during the first minute of playing
Tetris
. After having defined three groups of proficiency based on in-game performance (novices, intermediates, and experts) we found out that expert players display a significantly lower decrease in blinks/m compared to novices during the first minute of gameplay, which shows that
Tetris
players’ proficiency can be detected by looking at eye blinks/m variations during the early phase of a game session. This difference in blinks/m is observed throughout the entire game session, which supports the general conclusion that proficient
Tetris
players have a lower decrease in blinks/m, even when playing more difficult levels. Finally, we offer some interpretations of this effect and the relationship that our results may have with the visual cognitive workload experienced during the gameplay.