Huyen T. T. Tran

Huyen T. T. Tran


Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

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

Representative Publications

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1 October 2017
Verified
Conference Paper
Closed access
HTHuyen T. T. Tran
Huyen T. T. Tran
NNNam Pham Ngoc
Nam Pham Ngoc
CPCuong T. Pham
Cuong T. Pham
YJYong Ju Jung
Yong Ju Jung
TTTruong Cong Thang
Truong Cong Thang
Currently, more and more 360-degree videos (or 360 videos for short) are being provided via the Internet. This kind of videos can render a virtual reality (VR) environment via a head-mounted display (HMD). However, understanding the quality of experience (QoE) of 360 videos is a big challenge because user experience in VR is a very complex phenomenon. In this paper, the QoE of 360 videos is considered in terms of four aspects, namely perceptual quality, presence, acceptability, and cybersickness. Subjective tests are designed to investigate the influences of important factors including encoding parameters, content characteristics, and device types on QoE aspects. In addition, a comparison of perceptual quality and acceptability between VR and non-VR rendering modes, which refer to watching 360 videos with and without using an HMD respectively, is also made in this study. To the best of our knowledge, this is the first study that covers these four QoE aspects and a large number of influence factors.

14 February 2019 in IEEE Journal on Emerging and Selected Topics in Circuits and Systems
Verified
Journal Article
Closed access
DNDuc Nguyen
Duc Nguyen
HTHuyen T. T. Tran
Huyen T. T. Tran
APAnh Pham
Anh Pham
TTTruong Cong Thang
Truong Cong Thang
In this paper, we propose a new adaptation approach for viewport-adaptive streaming of 360-degree videos over the Internet. The proposed approach is able to systematically decide versions of tiles according to user head movements and network conditions by taking into account not only viewport estimation errors, but also users’ head movements in each segment duration. Experimental results show that the proposed approach can effectively adapt 360-degree videos to both varying network conditions and user head movements. Compared to existing approaches, the proposed approach can improve the average viewport quality by up to 3.8 dB and reduce the standard deviation of the viewport quality by up to 1.1 dB. Also, the impacts of the segment duration and the buffer size are investigated. It is found that long segment durations and large buffer sizes have significant impacts on the performances of tile selection methods.

1 July 2017
Verified
Conference Paper
Closed access
HTHuyen T. T. Tran
Huyen T. T. Tran
NNNam Pham Ngoc
Nam Pham Ngoc
CBCuong Manh Bui
Cuong Manh Bui
MPMinh Hong Pham
Minh Hong Pham
TTTruong Cong Thang
Truong Cong Thang
360 videos are becoming more and more popular on video streaming platforms. However, a good quality metric for 360 videos is still an open issue. In this work, we investigate both objective and subjective quality metrics for 360 videos. The goals are to understand the perceived quality range provided by existing mobile 360 videos and, especially, to identify appropriate objective quality metrics for 360 video communications. To that end, a subjective test is conducted in this study. Then, the relationship between objective quality and subjective quality is investigated. Especially, ten objective quality measures are computed, considering the coding distortion measurement, cross-format distortion measurement, and end-to-end distortion measurement. It is found that most of the objective quality measures are well correlated with subjective quality. Also, among the evaluated quality measures, PSNR is shown to be the most appropriate for 360 video communications.

16 August 2019 in Applied Sciences
Verified
Journal Article
Open access
PDF file
HTHuyen T. T. Tran
Huyen T. T. Tran
NNNam P. Ngoc
Nam P. Ngoc
CPCuong T. Pham
Cuong T. Pham
YJYong Ju Jung
Yong Ju Jung
TTTruong Cong Thang
Truong Cong Thang
Three hundred and sixty degree video is becoming more and more popular on the Internet. By using a Head-Mounted Display, 360-degree video can render a Virtual Reality (VR) environment. However, it is still a big challenge to understand Quality of Experience (QoE) of 360-degree video since user experience during watching 360-degree video is a very complex phenomenon. In this paper, we aim to investigate four QoE aspects of 360-degree video, namely, perceptual quality, presence, cybersickness, and acceptability. In addition, four key QoE-affecting factors of encoding parameters, content motion, rendering device, and rendering mode are considered in our study. To the best of our knowledge, this is the first work that covers a large number of factors and QoE aspects of 360-degree video. In this study, a subjective experiment is conducted using 60 video versions generated from three original 360-degree videos. Based on statistical analysis of the obtained results, various findings on the impacts of the factors on the QoE aspects are provided. In particular, regarding the impacts of encoding parameters, it is found that the difference of QoE is negligible between video versions encoded at 4 K and 2.5 K resolutions. Also, it is suggested that 360-degree video should not be encoded at HD resolution or lower when watching in VR mode using Head Mounted Display. In addition, the bitrate for good QoE varies widely across different video contents. With respect to the content motion factor, its impact is statistically significant on the perceptual quality, presence, and cybersickness. In a comparison of two rendering device sets used in this study, there is no statistically significant difference found for the acceptability and cybersickness. However, the differences of the perceptual quality and presence are indicated to be statistically significant. Regarding the rendering mode, a comparison between VR and non-VR modes is also conducted. Although the non-VR mode always achieves higher perceptual quality scores and higher acceptability rates, more than a half of the viewers prefer the VR mode to the non-VR mode when watching versions encoded at the resolutions of fHD or higher. By contrast, the non-VR mode is preferred at the HD resolution.

1 January 2018 in IEICE Transactions on Information and Systems
Verified
Journal Article
Closed access
HTHuyen T. T. Tran
Huyen T. T. Tran
CPCuong T. Pham
Cuong T. Pham
NNNam Pham Ngoc
Nam Pham Ngoc
APAnh Pham
Anh Pham
TTTruong Cong Thang
Truong Cong Thang

1 December 2016
Verified
Conference Paper
Closed access
HTHuyen T. T. Tran
Huyen T. T. Tran
NNNam Pham Ngoc
Nam Pham Ngoc
APAnh Pham
Anh Pham
TTTruong Cong Thang
Truong Cong Thang
In the context of HTTP Adaptive Streaming (HAS), a main challenge is how to evaluate the quality of experience (QoE) of a session. In general, the QoE of a streaming session is affected by three key factors, namely initial delay, varying perceptual quality, and interruptions. In this paper, in order to investigate the impacts of quality variations and interruptions on the QoE of a session, we propose to use histograms, which represent the frequency distributions of these recurrent factors in a session. The QoE of a session is modeled by pooling the statistics of the recurrent factors and the initial delay. Evaluation results show that the proposed model has a high prediction performance. Especially, the proposed model provides insights into the impacts of different influence factors, thus leading to suggestions to improve the quality of streaming video.