Sinh Huynh

ORCID: 0009-0009-2657-5404
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About
Contact & Profiles
Research Areas
  • Context-Aware Activity Recognition Systems
  • EEG and Brain-Computer Interfaces
  • Emotion and Mood Recognition
  • Color perception and design
  • Customer churn and segmentation
  • Anomaly Detection Techniques and Applications
  • Flow Experience in Various Fields
  • Advanced Neural Network Applications
  • Gaze Tracking and Assistive Technology
  • Human Pose and Action Recognition
  • Spam and Phishing Detection
  • Ocular Surface and Contact Lens
  • Big Data and Business Intelligence
  • Psychiatry, Mental Health, Neuroscience
  • Heart Rate Variability and Autonomic Control
  • Mind wandering and attention
  • Retinal Imaging and Analysis
  • Non-Invasive Vital Sign Monitoring
  • Technology Use by Older Adults
  • Digital Mental Health Interventions
  • Innovative Human-Technology Interaction

FPT University
2024

Yonsei University
2021

Singapore Management University
2015-2019

Understanding the engagement levels players have with a game is useful proxy for evaluating design and user experience. This particularly important mobile games as an alternative always just easy download away. However, subjective concept usually requires fine-grained highly disruptive interviews or surveys to determine accurately. In this paper, we present EngageMon, first-of-its-kind system that uses combination of sensors from smartphone (touch events), wristband (photoplethysmography...

10.1145/3191745 article EN Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2018-03-26

We present VitaMon, a mobile sensing system that can measure the inter-heartbeat interval (IBI) from facial video captured by commodity smartphone's front camera. The continuous IBI measurement is used to compute heart rate variability (HRV), one of most important markers autonomic nervous (ANS) regulation. underlying idea VitaMon recording human face contains multiple cardiovascular pulse signals with different phase shift. Our on 10 participants shows significant time delay (36.79 ms)...

10.1145/3356250.3360036 article EN 2019-11-05

Gaze tracking is a key building block used in many mobile applications including entertainment, personal productivity, accessibility, medical diagnosis, and visual attention monitoring. In this paper, we present iMon, an appearance-based gaze system that both designed for use on phones has significantly greater accuracy compared to prior state-of-the-art solutions. iMon achieves by comprehensively considering the estimation pipeline then overcoming three different sources of errors. First,...

10.1145/3494999 article EN Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2021-12-27

It is essential to proactively detect mental health problems such as loneliness and depression in the independently-living elderly for timely intervention by caregivers. In this paper, we introduce an unobtrusive sensor-enabled monitoring system that has been deployed 50 government housing flats with independent-living two years. Then, also present our initial findings from 6-month sensor data between August 2015 April 2016 well survey measure subjective well-being indicator. Our study...

10.1145/3092305.3092311 article EN 2017-06-19

This paper aims to develop a system that evaluates the emotional experience of gamers based on physiological changes. A within-subject experiment with 22 participants has been designed investigate effects difficulty level and social playing mode player emotions examine correlation between each emotion We demonstrate feasibility using commodity wearable sensing devices recognize mobile gamer's emotion. Specifically, our performs 3-level excitement classification at an accuracy 77.38% binary...

10.1145/2934646.2934648 article EN 2016-06-23

Can cryptocurrency mining (crypto-mining) be a practical ad-free monetization approach for mobile app developers? We conducted lab experiment and user study with 228 real Android users to investigate different aspects of crypto-mining. In particular, we show that devices have computational resources spare these can utilized crypto-mining minimal impact on the experience. also examined profitability its stability as compared advertising. many cases, profit exceed advertising's. Most...

10.1145/3301293.3302372 article EN 2019-02-22

Recognizing user emotional states while running entertainment applications such as playing game or watching video is very important to understand and improve experience. In this work, we designed a practical system using wearable physiological sensors including skin electrical conductivity photoplethysmography (PPG) recognize popular non-negative emotions that people experience when they watch videos play games on their mobile devices. We demonstrates how our recognizes in two phases: (1)...

10.1145/2809695.2817859 article EN 2015-11-01

No abstract available.

10.1145/2938559.2938576 article FR 2016-06-25
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