Takuma Yagi

CV
h-index18
13papers
2,462citations
Novelty36%
AI Score41

13 Papers

CVNov 30, 2023Code
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives

Kristen Grauman, Andrew Westbury, Lorenzo Torresani et al. · cmu, gatech

We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions -- including a novel "expert commentary" done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. Project page: http://ego-exo4d-data.org/

CVFeb 7, 2023
Fine-grained Affordance Annotation for Egocentric Hand-Object Interaction Videos

Zecheng Yu, Yifei Huang, Ryosuke Furuta et al.

Object affordance is an important concept in hand-object interaction, providing information on action possibilities based on human motor capacity and objects' physical property thus benefiting tasks such as action anticipation and robot imitation learning. However, the definition of affordance in existing datasets often: 1) mix up affordance with object functionality; 2) confuse affordance with goal-related action; and 3) ignore human motor capacity. This paper proposes an efficient annotation scheme to address these issues by combining goal-irrelevant motor actions and grasp types as affordance labels and introducing the concept of mechanical action to represent the action possibilities between two objects. We provide new annotations by applying this scheme to the EPIC-KITCHENS dataset and test our annotation with tasks such as affordance recognition, hand-object interaction hotspots prediction, and cross-domain evaluation of affordance. The results show that models trained with our annotation can distinguish affordance from other concepts, predict fine-grained interaction possibilities on objects, and generalize through different domains.

CVNov 28, 2023
Exo2EgoDVC: Dense Video Captioning of Egocentric Procedural Activities Using Web Instructional Videos

Takehiko Ohkawa, Takuma Yagi, Taichi Nishimura et al.

We propose a novel benchmark for cross-view knowledge transfer of dense video captioning, adapting models from web instructional videos with exocentric views to an egocentric view. While dense video captioning (predicting time segments and their captions) is primarily studied with exocentric videos (e.g., YouCook2), benchmarks with egocentric videos are restricted due to data scarcity. To overcome the limited video availability, transferring knowledge from abundant exocentric web videos is demanded as a practical approach. However, learning the correspondence between exocentric and egocentric views is difficult due to their dynamic view changes. The web videos contain shots showing either full-body or hand regions, while the egocentric view is constantly shifting. This necessitates the in-depth study of cross-view transfer under complex view changes. To this end, we first create a real-life egocentric dataset (EgoYC2) whose captions follow the definition of YouCook2 captions, enabling transfer learning between these datasets with access to their ground-truth. To bridge the view gaps, we propose a view-invariant learning method using adversarial training, which consists of pre-training and fine-tuning stages. Our experiments confirm the effectiveness of overcoming the view change problem and knowledge transfer to egocentric views. Our benchmark pushes the study of cross-view transfer into a new task domain of dense video captioning and envisions methodologies that describe egocentric videos in natural language.

CVJun 11, 2022
Precise Affordance Annotation for Egocentric Action Video Datasets

Zecheng Yu, Yifei Huang, Ryosuke Furuta et al.

Object affordance is an important concept in human-object interaction, providing information on action possibilities based on human motor capacity and objects' physical property thus benefiting tasks such as action anticipation and robot imitation learning. However, existing datasets often: 1) mix up affordance with object functionality; 2) confuse affordance with goal-related action; and 3) ignore human motor capacity. This paper proposes an efficient annotation scheme to address these issues by combining goal-irrelevant motor actions and grasp types as affordance labels and introducing the concept of mechanical action to represent the action possibilities between two objects. We provide new annotations by applying this scheme to the EPIC-KITCHENS dataset and test our annotation with tasks such as affordance recognition. We qualitatively verify that models trained with our annotation can distinguish affordance and mechanical actions.

CVFeb 1, 2024Code
FineBio: A Fine-Grained Video Dataset of Biological Experiments with Hierarchical Annotation

Takuma Yagi, Misaki Ohashi, Yifei Huang et al.

In the development of science, accurate and reproducible documentation of the experimental process is crucial. Automatic recognition of the actions in experiments from videos would help experimenters by complementing the recording of experiments. Towards this goal, we propose FineBio, a new fine-grained video dataset of people performing biological experiments. The dataset consists of multi-view videos of 32 participants performing mock biological experiments with a total duration of 14.5 hours. One experiment forms a hierarchical structure, where a protocol consists of several steps, each further decomposed into a set of atomic operations. The uniqueness of biological experiments is that while they require strict adherence to steps described in each protocol, there is freedom in the order of atomic operations. We provide hierarchical annotation on protocols, steps, atomic operations, object locations, and their manipulation states, providing new challenges for structured activity understanding and hand-object interaction recognition. To find out challenges on activity understanding in biological experiments, we introduce baseline models and results on four different tasks, including (i) step segmentation, (ii) atomic operation detection (iii) object detection, and (iv) manipulated/affected object detection. Dataset and code are available from https://github.com/aistairc/FineBio.

CVNov 30, 2025
HanDyVQA: A Video QA Benchmark for Fine-Grained Hand-Object Interaction Dynamics

Masatoshi Tateno, Gido Kato, Hirokatsu Kataoka et al.

Hand-object interaction (HOI) inherently involves dynamics where human manipulations produce distinct spatio-temporal effects on objects. However, existing semantic HOI benchmarks focused either on manipulation or on the resulting effects at a coarse level, lacking fine-grained spatio-temporal reasoning to capture the underlying dynamics in HOI. We introduce HanDyVQA, a fine-grained video question-answering benchmark that comprehensively covers both the manipulation and effect aspects of HOI. HanDyVQA comprises six complementary question types (Action, Process, Objects, Location, State Change, and Object Parts), totalling 11.1K multiple-choice QA pairs. Collected QA pairs recognizing manipulation styles, hand/object motions, and part-level state changes. HanDyVQA also includes 10.3K segmentation masks for Objects and Object Parts questions, enabling the evaluation of object/part-level reasoning in video object segmentation. We evaluated recent video foundation models on our benchmark and found that even the best-performing model, Gemini-2.5-Pro, reached only 73% average accuracy, which is far from human performance (97%). Further analysis shows the remaining challenges in spatial relationship, motion, and part-level geometric understanding. We also found that integrating explicit HOI-related cues into visual features improves performance, offering insights for developing future models with a deeper understanding of HOI dynamics.

CVJun 10, 2022
Object Instance Identification in Dynamic Environments

Takuma Yagi, Md Tasnimul Hasan, Yoichi Sato

We study the problem of identifying object instances in a dynamic environment where people interact with the objects. In such an environment, objects' appearance changes dynamically by interaction with other entities, occlusion by hands, background change, etc. This leads to a larger intra-instance variation of appearance than in static environments. To discover the challenges in this setting, we newly built a benchmark of more than 1,500 instances built on the EPIC-KITCHENS dataset which includes natural activities and conducted an extensive analysis of it. Experimental results suggest that (i) robustness against instance-specific appearance change (ii) integration of low-level (e.g., color, texture) and high-level (e.g., object category) features (iii) foreground feature selection on overlapping objects are required for further improvement.

CVOct 19, 2021Code
Hand-Object Contact Prediction via Motion-Based Pseudo-Labeling and Guided Progressive Label Correction

Takuma Yagi, Md Tasnimul Hasan, Yoichi Sato

Every hand-object interaction begins with contact. Despite predicting the contact state between hands and objects is useful in understanding hand-object interactions, prior methods on hand-object analysis have assumed that the interacting hands and objects are known, and were not studied in detail. In this study, we introduce a video-based method for predicting contact between a hand and an object. Specifically, given a video and a pair of hand and object tracks, we predict a binary contact state (contact or no-contact) for each frame. However, annotating a large number of hand-object tracks and contact labels is costly. To overcome the difficulty, we propose a semi-supervised framework consisting of (i) automatic collection of training data with motion-based pseudo-labels and (ii) guided progressive label correction (gPLC), which corrects noisy pseudo-labels with a small amount of trusted data. We validated our framework's effectiveness on a newly built benchmark dataset for hand-object contact prediction and showed superior performance against existing baseline methods. Code and data are available at https://github.com/takumayagi/hand_object_contact_prediction.

CVJul 6, 2021Code
Foreground-Aware Stylization and Consensus Pseudo-Labeling for Domain Adaptation of First-Person Hand Segmentation

Takehiko Ohkawa, Takuma Yagi, Atsushi Hashimoto et al.

Hand segmentation is a crucial task in first-person vision. Since first-person images exhibit strong bias in appearance among different environments, adapting a pre-trained segmentation model to a new domain is required in hand segmentation. Here, we focus on appearance gaps for hand regions and backgrounds separately. We propose (i) foreground-aware image stylization and (ii) consensus pseudo-labeling for domain adaptation of hand segmentation. We stylize source images independently for the foreground and background using target images as style. To resolve the domain shift that the stylization has not addressed, we apply careful pseudo-labeling by taking a consensus between the models trained on the source and stylized source images. We validated our method on domain adaptation of hand segmentation from real and simulation images. Our method achieved state-of-the-art performance in both settings. We also demonstrated promising results in challenging multi-target domain adaptation and domain generalization settings. Code is available at https://github.com/ut-vision/FgSty-CPL.

CVMay 2, 2024
Learning Multiple Object States from Actions via Large Language Models

Masatoshi Tateno, Takuma Yagi, Ryosuke Furuta et al.

Recognizing the states of objects in a video is crucial in understanding the scene beyond actions and objects. For instance, an egg can be raw, cracked, and whisked while cooking an omelet, and these states can coexist simultaneously (an egg can be both raw and whisked). However, most existing research assumes a single object state change (e.g., uncracked -> cracked), overlooking the coexisting nature of multiple object states and the influence of past states on the current state. We formulate object state recognition as a multi-label classification task that explicitly handles multiple states. We then propose to learn multiple object states from narrated videos by leveraging large language models (LLMs) to generate pseudo-labels from the transcribed narrations, capturing the influence of past states. The challenge is that narrations mostly describe human actions in the video but rarely explain object states. Therefore, we use the LLMs knowledge of the relationship between actions and states to derive the missing object states. We further accumulate the derived object states to consider past state contexts to infer current object state pseudo-labels. We newly collect a dataset called the Multiple Object States Transition (MOST) dataset, which includes manual multi-label annotation for evaluation purposes, covering 60 object states across six object categories. Experimental results show that our model trained on LLM-generated pseudo-labels significantly outperforms strong vision-language models, demonstrating the effectiveness of our pseudo-labeling framework that considers past context via LLMs.

CVOct 13, 2021
Ego4D: Around the World in 3,000 Hours of Egocentric Video

Kristen Grauman, Andrew Westbury, Eugene Byrne et al.

We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,670 hours of daily-life activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 931 unique camera wearers from 74 worldwide locations and 9 different countries. The approach to collection is designed to uphold rigorous privacy and ethics standards with consenting participants and robust de-identification procedures where relevant. Ego4D dramatically expands the volume of diverse egocentric video footage publicly available to the research community. Portions of the video are accompanied by audio, 3D meshes of the environment, eye gaze, stereo, and/or synchronized videos from multiple egocentric cameras at the same event. Furthermore, we present a host of new benchmark challenges centered around understanding the first-person visual experience in the past (querying an episodic memory), present (analyzing hand-object manipulation, audio-visual conversation, and social interactions), and future (forecasting activities). By publicly sharing this massive annotated dataset and benchmark suite, we aim to push the frontier of first-person perception. Project page: https://ego4d-data.org/

HCJan 18, 2021
GO-Finder: A Registration-Free Wearable System for Assisting Users in Finding Lost Objects via Hand-Held Object Discovery

Takuma Yagi, Takumi Nishiyasu, Kunimasa Kawasaki et al.

People spend an enormous amount of time and effort looking for lost objects. To help remind people of the location of lost objects, various computational systems that provide information on their locations have been developed. However, prior systems for assisting people in finding objects require users to register the target objects in advance. This requirement imposes a cumbersome burden on the users, and the system cannot help remind them of unexpectedly lost objects. We propose GO-Finder ("Generic Object Finder"), a registration-free wearable camera based system for assisting people in finding an arbitrary number of objects based on two key features: automatic discovery of hand-held objects and image-based candidate selection. Given a video taken from a wearable camera, Go-Finder automatically detects and groups hand-held objects to form a visual timeline of the objects. Users can retrieve the last appearance of the object by browsing the timeline through a smartphone app. We conducted a user study to investigate how users benefit from using GO-Finder and confirmed improved accuracy and reduced mental load regarding the object search task by providing clear visual cues on object locations.

CVNov 30, 2017
Future Person Localization in First-Person Videos

Takuma Yagi, Karttikeya Mangalam, Ryo Yonetani et al.

We present a new task that predicts future locations of people observed in first-person videos. Consider a first-person video stream continuously recorded by a wearable camera. Given a short clip of a person that is extracted from the complete stream, we aim to predict that person's location in future frames. To facilitate this future person localization ability, we make the following three key observations: a) First-person videos typically involve significant ego-motion which greatly affects the location of the target person in future frames; b) Scales of the target person act as a salient cue to estimate a perspective effect in first-person videos; c) First-person videos often capture people up-close, making it easier to leverage target poses (e.g., where they look) for predicting their future locations. We incorporate these three observations into a prediction framework with a multi-stream convolution-deconvolution architecture. Experimental results reveal our method to be effective on our new dataset as well as on a public social interaction dataset.