Maria Torres Vega

Dr. Maria Torres Vega

IDLab-imec, Department of Information Technology, Ghent University, Zwijnaarde-Technologiepark 126, 9052, Ghent, Belgium
orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 January 2020 in IEEE Communications Magazine
Verified
Journal Article
Closed access
ACAlexander Clemm
Alexander Clemm
Maria Torres VegaMaria Torres Vega
Maria Torres Vega
HRHemanth Kumar Ravuri
Hemanth Kumar Ravuri
TWTim Wauters
Tim Wauters
FTFilip De Turck
Filip De Turck

1 December 2019 in Information Fusion
Verified
Journal Article
Open access
FCFrancesco Cauteruccio
Francesco Cauteruccio
Giancarlo FortinoGiancarlo Fortino
Giancarlo Fortino
Antonio GuerrieriAntonio Guerrieri
Antonio Guerrieri
ALAntonio Liotta
Antonio Liotta
Decebal Constantin MocanuDecebal Constantin Mocanu
Decebal Constantin Mocanu
Maria Torres VegaMaria Torres Vega
Maria Torres Vega

12 June 2020 in Journal of Network and Systems Management
Verified
Journal Article
Closed access
PDF file
Maria Torres VegaMaria Torres Vega
Maria Torres Vega
CLChristos Liaskos
Christos Liaskos
Sergi AbadalSergi Abadal
Sergi Abadal
EPEvangelos Papapetrou
Evangelos Papapetrou
AJAkshay Jain
Akshay Jain
Jeroen FamaeyJeroen Famaey
Jeroen Famaey

30 March 2023 in IEEE Communications Surveys & Tutorials
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Journal Article
Closed access
JHJeroen van der Hooft
Jeroen van der Hooft
HAHadi Amirpour
Hadi Amirpour
Maria Torres VegaMaria Torres Vega
Maria Torres Vega
YSYago Sanchez
Yago Sanchez
RSRaimund Schatz
Raimund Schatz
CTChristian Timmerer
Christian Timmerer
Video services are evolving from traditional two-dimensional video to virtual reality and holograms, which offer six degrees of freedom to users, enabling them to freely move around in a scene and change focus as desired. However, this increase in freedom translates into stringent requirements in terms of ultra-high bandwidth (in the order of Gigabits per second) and minimal latency (in the order of milliseconds). To realize such immersive services, the network transport, as well as the video representation and encoding, have to be fundamentally enhanced. The purpose of this tutorial article is to provide an elaborate introduction to the creation, streaming, and evaluation of immersive video. Moreover, it aims to provide lessons learned and to point at promising research paths to enable truly interactive immersive video applications toward holography.

8 March 2024 in Applied Sciences
Verified
Journal Article
Open access
PDF file
SDSam Van Damme
Sam Van Damme
JSJavad Sameri
Javad Sameri
SSSusanna Schwarzmann
Susanna Schwarzmann
QWQing Wei
Qing Wei
RTRiccardo Trivisonno
Riccardo Trivisonno
Maria Torres VegaMaria Torres Vega
Maria Torres Vega
Interactive, multi-user experiences are meant to define the present and future of Virtual Reality (VR). Such immersive experiences will typically consist of remote collaborations where content is streamed and/or synchronized over a network connection. Thus, real-time collaboration will be key. In this light, the responsiveness of the system and the network will define the overall experience. As such, understanding the effect of network distortions, especially related to time delay, on end-user’s perception (in terms of Quality-of-Experience (QoE)), performance, and collaboration becomes crucial. The existing literature, however, has mostly focused on network requirements from a system point-of-view, where the key performance parameters are only provided in the form of Quality-of-Service (QoS) parameters (such as end-to-end latency). However, the translation of these network impairments to the end-user experience is often omitted. The purpose of this paper is to fill the gap by providing a thorough investigation of the impact of latency on the perception of users while performing collaborative tasks in multi-user VR. To this end, an experimental framework was designed, developed, and tested. It is based on a multi-device synchronizing architecture, enabling two simultaneous users to work together in a gamified virtual environment. The developed test environment also allows for the identification of the most prominent network requirements and objective analysis for each traffic link. To experimentally investigate the impact of latency on user perception, a user study was conducted. Participants were paired and asked to perform the collaborative task under different latency-prone scenarios. The results show that users are able to easily distinguish between distorted and non-distorted network configurations. However, making a distinction between different manifestations of latency is much less straightforward. Moreover, factors such as the user’s role in the experience and the required task, and the level of interactivity and movement have an important influence on the subjective level of perception, the strength of the user’s preferences, and the occurrence of cybersickness. In contrast, no significant differences in objective metrics, such as system performance and user completion time were observed. These results can support the creation of collective QoE metrics that model the group as a whole rather than each individual separately. As such, this work provides an important step to dynamically counteract any drops in group dynamics and performance by means of smart interventions in the transmission system and/or virtual environment.

5 April 2017 in IEEE Signal Processing Letters
Verified
Journal Article
Closed access
Maria Torres VegaMaria Torres Vega
Maria Torres Vega
Decebal Constantin MocanuDecebal Constantin Mocanu
Decebal Constantin Mocanu
Jeroen FamaeyJeroen Famaey
Jeroen Famaey
SSStavros Stavrou
Stavros Stavrou
ALAntonio Liotta
Antonio Liotta
Video content providers put stringent requirements on the quality assessment methods realized on their services. They need to be accurate, real-time, adaptable to new content, and scalable as the video set grows. In this letter, we introduce a novel automated and computationally efficient video assessment method. It enables accurate real-time (online) analysis of delivered quality in an adaptable and scalable manner. Offline deep unsupervised learning processes are employed at the server side and inexpensive no-reference measurements at the client side. This provides both real-time assessment and performance comparable to the full reference counterpart, while maintaining its no-reference characteristics. We tested our approach on the LIMP Video Quality Database (an extensive packet loss impaired video set) obtaining a correlation between 78% and 91% to the FR benchmark (the video quality metric). Due to its unsupervised learning essence, our method is flexible and dynamically adaptable to new content and scalable with the number of videos.