Minh Nguyen 0006

dblp:83/2833-6 · DBLP profile ↗
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12ranked-venue papers
9as first author
12since 2021 · last 2025
0000-0002-9691-1719ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 8 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Computer networks · 1 · 1 since 2021
YearPublicationVenuePosition
2025 OLED-EQ: A Dataset for Assessing Video Quality and Energy Consumption in OLED TVs Across Varying Brightness Levels
abstract
The climate crisis has highlighted the environmental impact of information and communication technologies (ICT), underscoring the need for sustainable solutions to reduce carbon emissions from ICT. As video streaming continues to dominate Internet traffic, research in this field has become increasingly important. The energy consumption of OLED TVs relies on the video brightness. Thus, an approach to optimized the energy consumption is reducing the video brightness. In this work, we provide an open dataset for energy consumption in OLED TVs while playing videos with various brightness levels. The dataset comprises the energy data of four OLED TVs with different screen sizes and manufacturers in playing 176 videos in a range of dark and bright content. As results, 704 data traces of energy consumption are collected.
Minh Nguyen 0006, Raphael Koch, Alexander Fischer, Moustafa Ghaddar, Görkem Güçlü, Martin Lasak, Robert Seeliger, Stefan Arbanowski, Stephan Steglich
MMSys1
2025 Streaming Face-Off: A Testbed Analysis of Media-over-QUIC and Low-Latency DASH
abstract
Recent years have observed a drastic improvement in video streaming. However, there are still non-trivial open issues that need to be solved, including latency and throughput estimation. A common approach is Low-Latency Dynamic Adaptive Streaming over HTTP (LL-DASH) that utilises Common Media Application Format (CMAF) to reduce the latency. Currently, a new solution is being developed by the Internet Engineering Task Force (IETF) that leverages QUIC protocol, called Meida-over-QUIC (MoQ) Transport. MoQ Transport is supposed to achieve even lower latency for large-scale systems. In this paper, we present a testbed to compare the performance of the up-to-date version of MoQ Transport and LL-DASH under various network conditions.
Minh Nguyen 0006, Philip Nys, Stefan Pham, Daniel Silhavy, Stefan Arbanowski, Stephan Steglich
MMSys1
2024 ComPEQ-MR: Compressed Point Cloud Dataset with Eye Tracking and Quality Assessment in Mixed Reality
abstract
Point clouds (PCs) have attracted researchers and developers due to their ability to provide immersive experiences with six degrees of freedom (6DoF). However, there are still several open issues in understanding the Quality of Experience (QoE) and visual attention of end users while experiencing 6DoF volumetric videos. First, encoding and decoding point clouds require a significant amount of both time and computational resources. Second, QoE prediction models for dynamic point clouds in 6DoF have not yet been developed due to the lack of visual quality databases. Third, visual attention in 6DoF is hardly explored, which impedes research into more sophisticated approaches for adaptive streaming of dynamic point clouds. In this work, we provide an open-source Compressed Point cloud dataset with Eye-tracking and Quality assessment in Mixed Reality (ComPEQ--MR). The dataset comprises four compressed dynamic point clouds processed by Moving Picture Experts Group (MPEG) reference tools (i.e., VPCC and GPCC), each with 12 distortion levels. We also conducted subjective tests to assess the quality of the compressed point clouds with different levels of distortion. The rating scores are attached to ComPEQ--MR so that they can be used to develop QoE prediction models in the context of MR environments. Additionally, eye-tracking data for visual saliency is included in this dataset, which is necessary to predict where people look when watching 3D videos in MR experiences. We collected opinion scores and eye-tracking data from 41 participants, resulting in 2132 responses and 164 visual attention maps in total. The dataset is available at https://ftp.itec.aau.at/datasets/ComPEQ-MR/.
Minh Nguyen 0006, Shivi Vats, Xuemei Zhou, Irene Viola 0001, Pablo César, Christian Timmerer, Hermann Hellwagner
MMSys1
2024 Impact of Video Luminance on Perceptual Quality and Energy Consumption in Video Streaming
abstract
Video streaming services have become integral to modern digital experiences, yet they present a challenge in balancing perceptual quality with energy efficiency. This paper presents a study on the impact of luminance changes in video streaming on the perceptual quality experienced by end users and the associated energy consumption. We investigate different luminance change scenarios and evaluate their effects using objective quality metrics and energy consumption measurements. The results demonstrate the trade-off between visual quality and energy efficiency in video luminance reduction. We found that the video luminance can be reduced by 8% with acceptable quality while saving nearly 11% energy consumption. In addition, common quality metrics react differently with the changes in video luminance, which implies a subjective test to find the best performant metric. Insights from this study have implications for video streaming service providers and device manufacturers aiming to optimize user experience and energy efficiency.
Minh Nguyen 0006, Görkem Güçlü, Martin Lasak, Robert Seeliger, Stefan Arbanowski, Stephan Steglich
QoMEX1
2024 Performance analysis of H2BR: HTTP/2-based segment upgrading to improve the QoE in HAS
abstract
Abstract HTTP Adaptive Streaming (HAS) plays a key role in over-the-top video streaming with the ability to reduce the video stall duration by adapting the quality of transmitted video segments to the network conditions. However, HAS still suffers from two problems. First, it incurs variations in video quality because of throughput fluctuation. Adaptive bitrate (ABR) algorithms at the HAS client usually select a low-quality segment when the throughput drops to avoid stall events, which impairs the Quality of Experience (QoE) of the end-users. Second, many ABR algorithms choose the lowest-quality segments at the beginning of a video streaming session to ramp up the playout buffer early on. Although this strategy decreases the startup time, clients can be annoyed as they have to watch a low-quality video initially. To address these issues, we introduced the H2BR technique (H TTP/2-B ased R etransmission) (Nguyen et al. 33) that utilizes certain features of HTTP/2 (including server push, multiplexing, stream priority, and stream termination) for late transmissions of higher-quality versions of video segments already in the client buffer, in order to improve video quality. Although H2BR was shown to enhance the QoE, limited streaming scenarios were considered resulting in a lack of general conclusions on H2BR’s performance. Thus, this article provides a profound evaluation to answer three open questions: (i) how H2BR’s performance is impacted by parameters at the server side (i.e., various encoding specifications), at the network side (i.e., packet loss rate), and at the client side (i.e., buffer size) on the performance of H2BR; (ii) how H2BR outperforms other state-of-the-art approaches in different configurations of the parameters above; (iii) how to effectively utilize H2BR on top of ABR algorithms in various streaming scenarios. The experimental results show that H2BR’s performance increases with the buffer size and decreases with increasing packet loss rates and/or video segment duration. The number of quality levels can negatively or positively impact on H2BR’s performance, depending on the ABR algorithm deployed. In general, H2BR is able to enhance the video quality by up to 17% and 14% in scalable video streaming and in non-scalable video streaming, respectively. Compared with an existing retransmission technique (i.e., SQUAD Wang et al., ACM Trans Multimed Comput Commun Applic (TOMM) 13(3s): 45, 49), H2BR shows better results with more than 10% in QoE and 9% in the average video quality.
Minh Nguyen 0006, Hadi Amirpour, Farzad Tashtarian, Christian Timmerer, Hermann Hellwagner
Multim. Tools Appl.1
2023 Impact of Quality and Distance on the Perception of Point Clouds in Mixed Reality
abstract
Point Cloud (PC) streaming has recently attracted research attention as it has the potential to provide six degrees of freedom (6DoF), which is essential for truly immersive media. PCs require high-bandwidth connections, and adaptive streaming is a promising solution to cope with fluctuating bandwidth conditions. Thus, understanding the impact of different factors in adaptive streaming on the Quality of Experience (QoE) becomes fundamental. Mixed Reality (MR) is a novel technology and has recently become popular. However, quality evaluations of PCs in MR environments are still limited to static images. In this paper, we perform a subjective study on four impact factors on the QoE of PC video sequences in MR conditions, including quality switches, viewing distance, and content characteristics. The experimental results show that these factors significantly impact QoE. The QoE decreases if the sequence switches to lower quality and/or is viewed at a shorter distance, and vice versa. Additionally, the end user might not distinguish the quality differences between two quality levels at a specific viewing distance. Regarding content characteristics, objects with lower contrast seem to provide better quality scores.
Minh Nguyen 0006, Shivi Vats, Sam Van Damme, Jeroen van der Hooft, Maria Torres Vega, Tim Wauters, Christian Timmerer, Hermann Hellwagner
QoMEX1
2023 A Platform for Subjective Quality Assessment in Mixed Reality Environments
abstract
3D objects are important components in Mixed Reality (MR) environments as they allow users to inspect and interact with them in a six degrees of freedom (6DoF) system. Point clouds (PCs) and meshes are two common 3D object representations that can be compressed to reduce the delivered data at the cost of quality degradation. In addition, as the end users can move around in 6DoF applications, the viewing distance can vary. Quality assessment is necessary to evaluate the impact of the compressed representation and viewing distance on the Quality of Experience (QoE) of end users. This paper presents a demonstrator for subjective quality assessment of dynamic PC and mesh objects under different conditions in MR environments. Our platform allows conducting subjective tests to evaluate various QoE influence factors, including encoding parameters, quality switching, viewing distance, and content characteristics, with configurable settings for these factors.
Shivi Vats, Minh Nguyen 0006, Sam Van Damme, Jeroen van der Hooft, Maria Torres Vega, Tim Wauters, Christian Timmerer, Hermann Hellwagner
QoMEX2
2022 CADLAD: Device-aware Bitrate Ladder Construction for HTTP Adaptive Streaming
abstract
In this paper, we introduce a CMCD-Aware per-Device bitrate LADder construction (CADLAD) that leverages the Common Media Client Data (CMCD) standard to address the above issues. CADLAD comprises components at both client and server sides. The client calculates the top bitrate (tb) — a CMCD parameter to indicate the highest bitrate that can be rendered at the client — and sends it to the server together with its device type and screen resolution. The server decides on a suitable bitrate ladder, whose maximum bitrate and resolution are based on CMCD parameters, to the client device with the purpose of providing maximum QoE while minimizing delivered data. CADLAD has two versions to work in Video on Demand (VoD) and live streaming scenarios. Our CADLAD is client agnostic; hence, it can work with any players and ABR algorithms at the client. The experimental results show that CADLAD is able to increase the QoE by 2.6x while saving 71% of delivered data, compared to an existing bitrate ladder of an available video dataset. We implement our idea within CAdViSE — an open-source testbed for reproducibility.
Minh Nguyen 0006, Babak Taraghi, Abdelhak Bentaleb, Roger Zimmermann, Christian Timmerer
CNSM1
2022 MoViDNN: A Mobile Platform for Evaluating Video Quality Enhancement with Deep Neural Networks
Ekrem Çetinkaya, Minh Nguyen 0006, Christian Timmerer
MMM (2)2
2021 A Distributed Delivery Architecture for User Generated Content Live Streaming over HTTP
abstract
Live User Generated Content (UGC) has become very popular in today’s video streaming applications, in particular with gaming and e-sport. However, streaming UGC presents unique challenges for video delivery. When dealing with the technical complexity of managing hundreds or thousands of concurrent streams that are geographically distributed, UGC systems are forces to made difficult trade-offs with video quality and latency. To bridge this gap, this paper presents a fully distributed architecture for UGC delivery over the Internet, termed QuaLA (joint Quality-Latency Architecture). The proposed architecture aims to jointly optimize video quality and latency for a better user experience and fairness. By using the proximal Jacobi alternating direction method of multipliers (ProxJ-ADMM) technique, QuaLA proposes a fully distributed mechanism to achieve an appropriate solution. We demonstrate the effectiveness of the proposed architecture through real-world experiments using the CloudLAB testbed. Experimental results show the outperformance of QuaLA in achieving high quality with more than 57% improvement while preserving a good level of fairness and respecting a given target latency among all clients compared to conventional client-driven solutions.
Farzad Tashtarian, Abdelhak Bentaleb, Reza Farahani, Minh Nguyen 0006, Christian Timmerer, Hermann Hellwagner, Roger Zimmermann
LCN4
2021 WISH: User-centric Bitrate Adaptation for HTTP Adaptive Streaming on Mobile Devices
abstract
Recently, mobile devices have become paramount in online video streaming. Adaptive bitrate (ABR) algorithms of players responsible for selecting the quality of the videos face critical challenges in providing a high Quality of Experience (QoE) for end users. One open issue is how to ensure the optimal experience for heterogeneous devices in the context of extreme variation of mobile broadband networks. Additionally, end users may have different priorities on video quality and data usage (i.e., the amount of data downloaded to the devices through the mobile networks). A generic mechanism for players that enables specification of various policies to meet end users’ needs is still missing. In this paper, we propose a weighted sum model, namely WISH, that yields high QoE of the video and allows end users to express their preferences among different parameters (i.e., data usage, stall events, and video quality) of video streaming. WISH has been implemented into ExoPlayer, a popular player used in many mobile applications. The experimental results show that WISH improves the QoE by up to 17.6% while saving 36.4% of data usage compared to state-of-the-art ABR algorithms and provides dynamic adaptation to end users’ requirements.
Minh Nguyen 0006, Ekrem Çetinkaya, Hermann Hellwagner, Christian Timmerer
MMSP1
2021 Policy-driven Dynamic HTTP Adaptive Streaming Player Environment
abstract
Video streaming services account for the majority of today's traffic on the Internet. Although the data transmission rate has been increasing significantly, the growing number and variety of media and higher quality expectations of users have led networked media applications to fully or even over-utilize the available throughput. HTTP Adaptive Streaming (HAS) has become a predominant technique for multimedia delivery over the Internet today. However, there are critical challenges for multimedia systems, especially the tradeoff between the increasing content (complexity) and various requirements regarding time (latency) and quality (QoE). This thesis will cover the main aspects within the end user's environment, including video consumption and interactivity, collectively referred to as player environment, which is probably the most crucial component in today's multimedia applications and services. We will investigate the methods that can enable the specification of various policies reflecting the user's needs in given use cases. Besides, we will also work on schemes that allow efficient support for server-assisted, and network-assisted HAS systems. Finally, those approaches will be considered to combine into policies that fit the requirements of all use cases (e.g., live streaming, video on demand, etc.).
Minh Nguyen 0006
MMSys1