Gianluca Guglielmo

dblp:304/6197 · DBLP profile ↗
← Back
9ranked-venue papers
8as first author
9since 2021 · last 2025
0000-0002-3581-1319ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 5 · 5 first-author · 5 since 2021Artificial intelligence and machine learning · 4 · 3 first-author · 4 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Investigating Complex Dynamics in Eye-Aspect-Ratio of Expert Tetris Players Using Recurrence Quantification Analysis
abstract
Expert video game players exhibit unique behaviors compared to their less experienced counterparts. Such behaviours may also influence physiological aspects such as blinks and eyelid movements. In this study, we used the Eye Aspect Ratio (EAR) signal from a webcam to investigate the complex dynamics of eyelid movements among players with different levels of expertise in Tetris. We measured complex dynamics using recurrence quantification analysis (RQA) based measures (Determinism, Laminarity, Average Diagonal Line, and Trapping Time). Our results show that expert Tetris players display more complex patterns in their eyelid behaviour, but also that some of the measures obtained using RQA correlate directly with player actions (keys pressed) and events in Tetris (numbers of lines cleared). This study provides the first example of a direct connection between RQA measures extracted from the EAR signal and behavior displayed in a game. Our results also demonstrate the potential of using RQA measures extracted from the EAR in analysing human behavior during other screen-presented tasks.
Gianluca Guglielmo, Michal Klincewicz, Pieter Spronck
CoG1
2025 Expertise Prediction of Tetris Players Using Eye Tracking Information
Stijn J. Rotman, Gianluca Guglielmo, Boris Cule, Michal Klincewicz
IDA2
2025 Know Your Game, From in-Real Life Experts to Video Game Experts: Discriminating in-Real Life Experts From Non Experts Using Blinks and EAR-Derived Features
abstract
Serious games are an effective method of reproducing aspects of the complex interplay between environments and stakeholders in business situations. In the game, we describe here,The Sustainable Port, players experience what it is like to make decisions in such a complex environment. Their aim in the game is to grow the Port of Rotterdam while keeping economic growth in balance with sustainability goals. In this study, we assessed whether experienced Port of Rotterdam employees (PoR employees) show different psychophysiological patterns, and more specifically eye aspect ratio (EAR)-derived features, compared to students. We did this on the assumption that physiological patterns will tell us something about how people who are familiar with the environment of the Port of Rotterdam, more specifically PoR employees, make decisions compared to those lacking such familiarity. Our sample consisted of 28 PoR employees and 65 students, all of whom playedThe Sustainable Portgame and had their faces recorded with a camera. The EAR was extracted from these recordings, and then from those, we extracted EAR-derived features. Our results show that PoR employees perform better than students and that the two groups are characterized by different physiological variations in their EAR-derived features. A logistic regression model used to identify PoR employees and students obtained an F1 score of 0.62, an area under the precision–recall curve score of 0.64, and an ROC AUC score of 0.70. Such a performance significantly above baseline suggests the effectiveness of using EAR-derived features for this task. Our interpretation was further confirmed by a pseudo-R2 score used to evaluate the goodness of fit of a logistic regression model on the entire dataset. We found that PoR employees had a lower variation in blink rate per minute and higher variation in the root mean square of the successive differences in blinks (RMSSD), the consecutive difference between two continuous blinks. Moreover, this study shows that our methods were robust enough to negate the effects of confounders, such as biological sex and age, that affect some other studies that analyze blinks.
Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 't Veld, Pieter Spronck
IEEE Trans. Games1
2024 Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks
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 (NES) Tetris. To that end, we developed a state-of-the-art method for blink extraction from EAR 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 3 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
Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 't Veld, Pieter Spronck
IEEE Trans. Games1
2023 Predicting Tetris Performance Using Early Keystrokes
abstract
In this study, we predict the different levels of performance in a Nintendo Entertainment System (NES) Tetris session based on the score and the number of matches played by the players. Using the first 45 seconds of gameplay, a Random Forest Classifier was trained on the five keys used in the game obtaining a ROC_AUC score of 0.80. Further analysis revealed that the number of down keys (forced drop) and the number of left keys (left translation) are the most relevant keys in this task, showing that by merely including the data from these two keys our Random Forest Classifier reached a ROC_AUC score of 0.83. We conclude that the keylogger data during the early phases of a game session can be successfully used to predict performance in longer sessions of Tetris.
Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 't Veld, Pieter Spronck
FDG1
2022 Face in the Game: Using Facial Action Units to Track Expertise in Competitive Video Game Play
abstract
In this study, we extracted facial action units (AUs) data during a Hearthstone tournament to investigate behavioural differences between expert, intermediate, and novice players. Our aim was to obtain insights into the nature of expertise and how it may be tracked using non-invasive methods such as AUs. These insights may shed light on the endogenous responses in the player and at the same time may provide information to the opponents during a competition. Our results show that player expertise may be characterised by specific patterns in facial expressions. More specifically, AU17 (chin raiser), AU25 (lips apart), and AU26 (jaws drop) intensity responses during gameplay may vary according to players’ expertise. Such results were obtained by training a random forest classifier to test whether we can use these three AUs alone to accurately detect players’ expertise. The classifier reached 0.75 accuracy on 5-fold cross-validation, after balancing the class weights, and 0.85 after having applied the Synthetic Minority Over-sampling Technique (SMOTE) function. These results suggest that AUs can be effectively used to discriminate different levels of expertise in competitive video game players.
Gianluca Guglielmo, Paris Mavromoustakos Blom, Michal Klincewicz, Boris Cule, Pieter Spronck
CoG1
2022 Blink To Win: Blink Patterns of Video Game Players Are Connected to Expertise
abstract
In this study, we analyzed the blinking behavior of players in a video game tournament. We aimed to test whether spontaneous blink patterns differ across levels of expertise. We used blink rate (blinks/m), blink duration, and general eyelid movements represented by features extracted from the Eye Aspect Ratio (EAR) to train a machine learning classifier to discriminate between different levels of expertise. Classifier performance was highly influenced by features such as the mean, standard deviation, and median EAR. Moreover, further analysis suggests that the blink rate is likely to increase with the level of expertise. We speculate this may be indicative of a reduction in cognitive load and lowered stress of expert players. In general, our results suggest that EAR and blink patterns can be used to identify different levels of expertise of video game players.
Gianluca Guglielmo, Paris Mavromoustakos Blom, Michal Klincewicz, Elisabeth Huis in 't Veld, Pieter Spronck
FDG1
2022 Training Machine Learning Models to Detect Group Differences in Neurophysiological Data using Recurrence Quantification Analysis based Features
abstract
Physiological data have shown to be useful in tracking and differentiating cognitive processes in a variety of experimental tasks, such as numerical skills and arithmetic tasks. Numerical skills are critical because they are strong predictors of levels of ability in cognitive domains such as literacy, attention, and understanding contexts of risk and uncertainty. In this work, we examined frontal and parietal electroencephalogram signals recorded from 36 healthy participants performing a mental arithmetic task. From each signal, six RQA-based features (Recurrence Rate, Determinism, Laminarity, Entropy, Maximum Diagonal Line Length and, Average Diagonal Line Length) were extracted and used for classification purposes to discriminate between participants performing proficiently and participants performing poorly. The results showed that the three classifiers implemented provided an accuracy above 0.85 on 5-fold cross-validation, suggesting that such features are effective in detecting performance independently from the specific classifiers used. Compared to other successful methods, RQA-based features have the potential to provide insights into the nature of the physiological dynamics and the patterns that differentiate levels of proficiency in cognitive tasks.
Gianluca Guglielmo, Travis J. Wiltshire, Max M. Louwerse
ICAART (3)1
2021 The Temperature of Morality: A Behavioral Study Concerning the Effect of Moral Decisions on Facial Thermal Variations in Video Games
abstract
In this paper, we report on an experiment with The Walking Dead (TWD), which is a narrative-driven adventure game with morally charged decisions set in a post-apocalyptic world filled with zombies. This study aimed to identify physiological markers of moral decisions and non-moral decisions using infrared thermal imaging (ITI). ITI is a non-invasive tool used to capture thermal variations due to blood flow in specific body regions that might be caused by sympathetic activity. Results show that moral decisions seem to elicit a significant decrease in temperature in the chin region 20 seconds after participants are presented with a moral decision. However, given the small sample involved, and the lack of significance in other regions, future studies might be needed to confirm the results obtained in this work.
Gianluca Guglielmo, Michal Klincewicz
FDG1