Quan Huynh-Thu's research while affiliated with Technicolor and other places
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Publications (31)
With the broader use of stereoscopic displays, a flurry of research activity about the accommodation-vergence conflict has emerged to highlight the implications for the human visual system. In stereoscopic displays, the introduction of binocular disparities requires the eyes to make vergence movements. In this study, we examined vergence dynamics w...
In 2011, the Video Quality Experts Group (VQEG) ran subjects through the same audiovisual subjective test at six different international laboratories. That small dataset is now publically available for research and development purposes.
Visual attention is an inherent mechanism that plays an important role
in the human visual perception. As our visual system has limited
capacity and cannot efficiently process the information from the entire
visual field, we focus our attention on specific areas of interest in
the image for detailed analysis of these areas. In the context of media...
Traditionally, audio quality and video quality are evaluated separately in subjective tests. Best practices within the quality assessment community were developed before many modern mobile audiovisual devices and services came into use, such as internet video, smart phones, tablets and connected televisions. These devices and services raise unique...
3D crosstalk is a major contributor to 3D quality loss and visual fatigue on stereoscopic displays. This paper presents several 3D crosstalk measurement methods and discusses the coherence between methods, towards the derivation of meaningful quality indicators. It also identifies the need of synthetic indicators for complex crosstalk effects.
In this paper, we propose a methodology to build a real-time affect detector dedicated to video viewing and entertainment applications. This detector combines the acquisition of traditional physiological signals, namely, galvanic skin response, heart rate, and electromyogram, and the use of supervised classification techniques by means of Gaussian...
Peak Signal-to-Noise Ratio (PSNR) is widely used as a video quality metric or performance indicator. Some studies have indicated that it correlates poorly with subjective quality, whilst others have used it on the basis that it provides a good correlation with subjective data. Existing literature seems to provide conflicting evidence of the accurac...
3D cinema and 3DTV have grown in popularity in recent years. Filmmakers
have a significant opportunity in front of them given the recent success
of 3D films. In this paper we investigate whether this opportunity could
be extended to the home in a meaningful way. "3D" perceived from viewing
stereoscopic content depends on the viewing geometry. This...
To various degrees, all modern 3DTV displays suffer from crosstalk,
which can lead to a decrease of both visual quality and visual comfort,
and also affect perception of depth. In the absence of a perfect 3D
display technology, crosstalk has to be taken into account when studying
perception of 3D stereoscopic content. In order to improve 3D
present...
Recent upgrades of HDTV into 3DTV resulted in impairments in displaying stereo contents. One of the most critical flaws is probably crosstalk and the resultant ghosting effect impairing the 3D experience. The purpose of this study is to identify the primary source of crosstalk, throughout the full image generation and viewing chain, for a selection...
The variability among color-normal observers poses a challenge to modern display colorimetry because of their peaky primaries. But such devices also hold the key to a future solution to this issue. In this paper, we present a method for deriving seven distinct colorimetric observer categories, and also a method for classifying individual observers...
3D cinema and 3DTV are at two different levels in the screen size spectrum. When the same stereoscopic-3D content is viewed on a cinema screen and 3DTV screen, it will produce a different 3D impression. As a result, it is difficult to fulfill the requirements of 3DTV with content captured for 3D cinema. Thus, it is important to properly address the...
This IEEE Signal Processing Magazine forum discusses the latest advances and challenges in multimedia quality assessment. The forum members bring their expert insights into issues such as perceptual models and quality measures for future applications such as three-dimensional (3-D) videos and interactivity media. The invited forum members are Al Bo...
Three-dimensional video content has attracted much attention in both the cinema and television industries, because 3D is considered to be the next key feature that can significantly en- hance the visual experience of viewers. However, one of the major challengesisthedifficultyinprovidinghighquality imagesthat are comfortabletoviewandthatalsomeetsig...
With the constant evolution of video technology and the deployment of new video services, content providers and broadcasters always face the challenge of delivering an adequate video quality which meets end-users expectations. The development of reliable quality testing and quality monitoring tools that can be used by broadcasters ultimately requir...
Recent advances in video technology and digital cinema have made it possible to produce entertaining 3D stereoscopic content that can be viewed for an extended duration without necessarily causing extreme fatigue, visual strain and discomfort. Viewers focus naturally their attention on specific areas of interest in their visual field. Visual attent...
D Video (3DV) delivery standardization is currently ongoing in MPEG. Now time is to choose 3DV data representation format. What is at stake is the final quality for end-users, i.e. synthesized views' visual quality. We focus on two major rival depth-based formats, namely Multiview Video plus Depth (MVD) and Layered Depth Video (LDV). MVD can be con...
Three-dimensional (3D) video is gaining a strong momentum both in the cinema and broadcasting industries as it is seen as a technology that will extensively enhance the user's visual experience. One of the major concerns for the wide adoption of such technology is the ability to provide sufficient visual quality, especially if 3D video is to be tra...
In this paper, we propose a new intra prediction scheme based on hard thresholding applied on shift-DCT coefficients. The explored intra prediction method, validated in an H.264/AVC framework, aims at better predicting complex 2D patterns that cannot be properly extrapolated using H.264/AVC directional intra prediction modes. The basic explored alg...
Video services have appeared in the recent years due to advances in video coding and convergence to IP networks. As these emerging services mature, the ability to deliver adequate quality to end-users becomes increasingly important. However, the transmission of digital video over error-prone and bandwidth-limited networks may produce spatial and te...
This paper describes a no-reference temporal quality metric to model the impact of frame freezing impairments on perceived video quality. The proposed metric shows a high correlation with subjective data and is equally applicable to any type of objective video quality assessment model: full-reference, reduced-reference or no-reference. This tempora...
In this paper we describe a subjective quality assessment experiment conducted to measure the impact of temporal artifacts on video quality and characterize the influence of content motion on perceived quality. We examined the human response to jerkiness and jitter by considering different levels of strength, duration and distribution of the tempor...
Experimental data are presented that clearly demonstrate the scope of application of peak signal-to-noise ratio (PSNR) as a video quality metric. It is shown that as long as the video content and the codec type are not changed, PSNR is a valid quality measure. However, when the content is changed, correlation between subjective quality and PSNR is...
In this paper, we examine the presence of forward and backward temporal masking in video when the stimulus is a burst of frozen frames and the mask is a scene change. We assess the impact of frame freezing impairment on the perceived video quality using a variety of source content and freezing events of different durations placed at different locat...
We conducted a subjective quality assessment experiment to measure the impact of video frame rate decimation and variation in relation with impairment duration but also with content motion and texture. We found that for intermediate and high frame rate values, quality was similar independently from the duration of the frame rate decimation. On the...
The Video Quality Experts Group (VQEG) is preparing a programme of subjective multimedia quality tests. The results from these tests will be used to evaluate the performance of competing objective multimedia quality metrics. The reliability of the subjective test data is of great importance for VQEG's task. This paper provides an overview of VQEG's...
ABSTRACT In the transmission of digitally compressed video, a very important source of impairments,comes,from the delivery of the video stream over an error-prone channel. Partial loss or partial corruption of information can have a dramatic im- pact on user’s perceived quality because a localized distor - tion within a frame can spatially and temp...
Video quality can be measured using both subjective and objective assessment methods. Subjective experiments are crucially important as they constitute a benchmark for evaluating the performance of objective quality metrics. Subjective quality assessment of television pictures has received extensive attention from experts over the past decades. On...
As 3G video services mature, the ability to deliver adequate perceptual quality to end users will become increasingly important. The paper identifies the factors that influence perceptual quality and quantifies them using subjective testing. A new objective quality metric for measuring 3G video services is introduced. The metric is shown to predict...
Citations
... Human perception is known to be affected by low-level fea- tures, semantic information, personal preferences and personal attributes [1] [2]. Subjective quality assessment experiments conducted in controlled environments provide a way to un- derstand the aforementioned factors. ...
... In summary, reading duration, viewing distance, and ambient lighting are all factors that have been implicated in the development and progression of myopia (Vienne et al., 2014;Matsuo and Ohtsuki, 1992;Borsting et al., 2003). However, explanations for most of these factors are separate, unsystematic, and lack mathematical modeling. ...
... Table III shows the same analysis, using subjective data instead of objective data. It performs lab-to-lab comparisons using experiments that were conducted by six or more international labs: the common set from VQEG-HDTV [31] and VQEG-MM2 [6], [33]. We made lab-to-lab pairwise comparisons and then picked the median over all pairs. ...
... When the vergence angle changes due to shifts in visual attention within a shot, vergence movements are under the control of the viewer, and are driven by the understanding of the narrative and other cues in the visual scene (e.g. blur can influence where we look, Huynh-Thu, Vienne & Blondé, 2013). When a cut occurs, in contrast, the new fixation point will generally occur toward the position that is nearest the screen position of the previous fixation. ...
... Regarding future work, the authors highlight the need to investigate other quality parameters and to augment the experiment to VR where new perceptual phenomena may be observed. Given its importance within multimedia experiences, bit-rate has been involved as an audio quality parameter in many more cross-modality evaluations [22,42,43,49,59,87]. Many of these evaluations aim to determine the impact of audio-visual degradations on overall audiovisual quality using subjective and/or objective methods. ...
... Although substantial efforts have been expended to model overt attention, the effect and mechanism of stereovision on saliency have not been fully examined. Reports investigating how depth information affects human eye movements (Gautier & Le Meur, 2012;Huynh-Thu & Schiatti, 2011;Jansen et al., 2009;Khaustova et al., 2013;Lang et al., 2012) showed that humans tend to fixate similar locations in situations with or without binocular information. More specifically, the fixation locations are almost the same for 3D and 2D images in long observation windows (20 seconds) but different in short observation windows (about four or five seconds) (Gautier & Le Meur, 2012;Jansen et al., 2009;Khaustova et al., 2013). ...
... Answering this question depends on the physical properties of the generated visual stimuli related to the display technology and the specifics of human visual perception 3 . Therefore, assessing the ergonomics of 3D presenter tools has become essential in terms of depth perception and deployment of visual attention 4,5 . Visual search in 3D environment depends on depth perception 6,7 because it relies on our ability to selectively attend to certain features or objects in a visual scene and perceiving them, moreover, the depth cues have an essential role in depth judgment, and applying more depth cues results in more direct depth perception 8,9 . ...
... However, when optimizing test suites, there are risks associated with the possibility that defects will be contained in fragments that have been removed from the test suite. Besides, there are various laboratory factors, including, for example, screen size, lighting, viewer-to-screen distance, and so on [8]. ...
... For instance, since frames within shots, have similar spatial characteristics and the human visual system has different responses to spatio-temporal changes, then shots can be coded at variable frame rates. It is shown that, reducing the frame rates in some shots, hardly affects the perceptual video quality, but it can reduce the bitrate significantly [9]. Similarly, since frame-to-frame changes within a shot are low and only depend on the spatial characteristics of each scene, one can model a video stream, based on video shots [10]. ...
... The second category of stereoscopic distortions identified by Lambooij et al. (2009) is display-related distortions, including for example, the picket fence effect, image flipping and crosstalk. To various degrees, all 3DTV displays suffer from crosstalk, consisting in a stereoscopic artifact due to the leakage of one eye view into the other view (Khaustova, Blondé, Huynh-Thu, Vienne & Doyen, 2012). The presence of such distortion can lead to a decrease of both visual quality and visual comfort, and also affects perception of depth. ...