CVNov 30, 2023Code
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person PerspectivesKristen 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/
CVMar 16, 2022
Domain Adaptive Hand Keypoint and Pixel Localization in the WildTakehiko Ohkawa, Yu-Jhe Li, Qichen Fu et al. · cmu
We aim to improve the performance of regressing hand keypoints and segmenting pixel-level hand masks under new imaging conditions (e.g., outdoors) when we only have labeled images taken under very different conditions (e.g., indoors). In the real world, it is important that the model trained for both tasks works under various imaging conditions. However, their variation covered by existing labeled hand datasets is limited. Thus, it is necessary to adapt the model trained on the labeled images (source) to unlabeled images (target) with unseen imaging conditions. While self-training domain adaptation methods (i.e., learning from the unlabeled target images in a self-supervised manner) have been developed for both tasks, their training may degrade performance when the predictions on the target images are noisy. To avoid this, it is crucial to assign a low importance (confidence) weight to the noisy predictions during self-training. In this paper, we propose to utilize the divergence of two predictions to estimate the confidence of the target image for both tasks. These predictions are given from two separate networks, and their divergence helps identify the noisy predictions. To integrate our proposed confidence estimation into self-training, we propose a teacher-student framework where the two networks (teachers) provide supervision to a network (student) for self-training, and the teachers are learned from the student by knowledge distillation. Our experiments show its superiority over state-of-the-art methods in adaptation settings with different lighting, grasping objects, backgrounds, and camera viewpoints. Our method improves by 4% the multi-task score on HO3D compared to the latest adversarial adaptation method. We also validate our method on Ego4D, egocentric videos with rapid changes in imaging conditions outdoors.
CVJul 10, 2024Code
ActionVOS: Actions as Prompts for Video Object SegmentationLiangyang Ouyang, Ruicong Liu, Yifei Huang et al.
Delving into the realm of egocentric vision, the advancement of referring video object segmentation (RVOS) stands as pivotal in understanding human activities. However, existing RVOS task primarily relies on static attributes such as object names to segment target objects, posing challenges in distinguishing target objects from background objects and in identifying objects undergoing state changes. To address these problems, this work proposes a novel action-aware RVOS setting called ActionVOS, aiming at segmenting only active objects in egocentric videos using human actions as a key language prompt. This is because human actions precisely describe the behavior of humans, thereby helping to identify the objects truly involved in the interaction and to understand possible state changes. We also build a method tailored to work under this specific setting. Specifically, we develop an action-aware labeling module with an efficient action-guided focal loss. Such designs enable ActionVOS model to prioritize active objects with existing readily-available annotations. Experimental results on VISOR dataset reveal that ActionVOS significantly reduces the mis-segmentation of inactive objects, confirming that actions help the ActionVOS model understand objects' involvement. Further evaluations on VOST and VSCOS datasets show that the novel ActionVOS setting enhances segmentation performance when encountering challenging circumstances involving object state changes. We will make our implementation available at https://github.com/ut-vision/ActionVOS.
CVFeb 7, 2023
Fine-grained Affordance Annotation for Egocentric Hand-Object Interaction VideosZecheng 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.
CVJun 5, 2022
Efficient Annotation and Learning for 3D Hand Pose Estimation: A SurveyTakehiko Ohkawa, Ryosuke Furuta, Yoichi Sato
In this survey, we present a systematic review of 3D hand pose estimation from the perspective of efficient annotation and learning. 3D hand pose estimation has been an important research area owing to its potential to enable various applications, such as video understanding, AR/VR, and robotics. However, the performance of models is tied to the quality and quantity of annotated 3D hand poses. Under the status quo, acquiring such annotated 3D hand poses is challenging, e.g., due to the difficulty of 3D annotation and the presence of occlusion. To reveal this problem, we review the pros and cons of existing annotation methods classified as manual, synthetic-model-based, hand-sensor-based, and computational approaches. Additionally, we examine methods for learning 3D hand poses when annotated data are scarce, including self-supervised pretraining, semi-supervised learning, and domain adaptation. Based on the study of efficient annotation and learning, we further discuss limitations and possible future directions in this field.
CVSep 15, 2024
Pre-Training for 3D Hand Pose Estimation with Contrastive Learning on Large-Scale Hand Images in the WildNie Lin, Takehiko Ohkawa, Mingfang Zhang et al.
We present a contrastive learning framework based on in-the-wild hand images tailored for pre-training 3D hand pose estimators, dubbed HandCLR. Pre-training on large-scale images achieves promising results in various tasks, but prior 3D hand pose pre-training methods have not fully utilized the potential of diverse hand images accessible from in-the-wild videos. To facilitate scalable pre-training, we first prepare an extensive pool of hand images from in-the-wild videos and design our method with contrastive learning. Specifically, we collected over 2.0M hand images from recent human-centric videos, such as 100DOH and Ego4D. To extract discriminative information from these images, we focus on the similarity of hands; pairs of similar hand poses originating from different samples, and propose a novel contrastive learning method that embeds similar hand pairs closer in the latent space. Our experiments demonstrate that our method outperforms conventional contrastive learning approaches that produce positive pairs sorely from a single image with data augmentation. We achieve significant improvements over the state-of-the-art method in various datasets, with gains of 15% on FreiHand, 10% on DexYCB, and 4% on AssemblyHands.
CVOct 9, 2023
Proposal-based Temporal Action Localization with Point-level SupervisionYuan Yin, Yifei Huang, Ryosuke Furuta et al.
Point-level supervised temporal action localization (PTAL) aims at recognizing and localizing actions in untrimmed videos where only a single point (frame) within every action instance is annotated in training data. Without temporal annotations, most previous works adopt the multiple instance learning (MIL) framework, where the input video is segmented into non-overlapped short snippets, and action classification is performed independently on every short snippet. We argue that the MIL framework is suboptimal for PTAL because it operates on separated short snippets that contain limited temporal information. Therefore, the classifier only focuses on several easy-to-distinguish snippets instead of discovering the whole action instance without missing any relevant snippets. To alleviate this problem, we propose a novel method that localizes actions by generating and evaluating action proposals of flexible duration that involve more comprehensive temporal information. Moreover, we introduce an efficient clustering algorithm to efficiently generate dense pseudo labels that provide stronger supervision, and a fine-grained contrastive loss to further refine the quality of pseudo labels. Experiments show that our proposed method achieves competitive or superior performance to the state-of-the-art methods and some fully-supervised methods on four benchmarks: ActivityNet 1.3, THUMOS 14, GTEA, and BEOID datasets.
CVNov 28, 2023
Exo2EgoDVC: Dense Video Captioning of Egocentric Procedural Activities Using Web Instructional VideosTakehiko 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 DatasetsZecheng 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 AnnotationTakuma 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.
CVFeb 21, 2025Code
SiMHand: Mining Similar Hands for Large-Scale 3D Hand Pose Pre-trainingNie Lin, Takehiko Ohkawa, Yifei Huang et al.
We present a framework for pre-training of 3D hand pose estimation from in-the-wild hand images sharing with similar hand characteristics, dubbed SimHand. Pre-training with large-scale images achieves promising results in various tasks, but prior methods for 3D hand pose pre-training have not fully utilized the potential of diverse hand images accessible from in-the-wild videos. To facilitate scalable pre-training, we first prepare an extensive pool of hand images from in-the-wild videos and design our pre-training method with contrastive learning. Specifically, we collect over 2.0M hand images from recent human-centric videos, such as 100DOH and Ego4D. To extract discriminative information from these images, we focus on the similarity of hands: pairs of non-identical samples with similar hand poses. We then propose a novel contrastive learning method that embeds similar hand pairs closer in the feature space. Our method not only learns from similar samples but also adaptively weights the contrastive learning loss based on inter-sample distance, leading to additional performance gains. Our experiments demonstrate that our method outperforms conventional contrastive learning approaches that produce positive pairs sorely from a single image with data augmentation. We achieve significant improvements over the state-of-the-art method (PeCLR) in various datasets, with gains of 15% on FreiHand, 10% on DexYCB, and 4% on AssemblyHands. Our code is available at https://github.com/ut-vision/SiMHand.
CVNov 22, 2025Code
Multi-speaker Attention Alignment for Multimodal Social InteractionLiangyang Ouyang, Yifei Huang, Mingfang Zhang et al.
Understanding social interaction in video requires reasoning over a dynamic interplay of verbal and non-verbal cues: who is speaking, to whom, and with what gaze or gestures. While Multimodal Large Language Models (MLLMs) are natural candidates, simply adding visual inputs yields surprisingly inconsistent gains on social tasks. Our quantitative analysis of cross-modal attention inside state-of-the-art MLLMs reveals a core failure mode: in multi-speaker scenes, visual and textual tokens lack speaker-consistent alignment, exhibiting substantially weaker cross-modal attention than in object-centric images. To address this, we propose a multimodal multi-speaker attention alignment method that can be integrated into existing MLLMs. First, we introduce dynamic cross-modal head selection to identify attention heads most responsible for grounding. Then, an adaptive social-aware attention bias, computed from existing attention patterns and speaker locations, is injected into the attention mechanism. This bias reinforces alignment between a speaker's visual representation and their utterances without introducing trainable parameters or architectural changes. We integrate our method into three distinct MLLMs (LLaVA-NeXT-Video, Qwen2.5-VL, and InternVL3) and evaluate on three benchmarks (TVQA+, MMSI, OnlineMMSI). Across four social tasks, results demonstrate that our approach improves the ability of MLLMs and achieves state-of-the-art results. Attention visualizations confirm our method successfully focuses the model on speaker-relevant regions, enabling more robust multi-party social reasoning. Our implementation and model will be available at https://github.com/ut-vision/SocialInteraction.
CVDec 16, 2019Code
PixelRL: Fully Convolutional Network with Reinforcement Learning for Image ProcessingRyosuke Furuta, Naoto Inoue, Toshihiko Yamasaki
This paper tackles a new problem setting: reinforcement learning with pixel-wise rewards (pixelRL) for image processing. After the introduction of the deep Q-network, deep RL has been achieving great success. However, the applications of deep reinforcement learning (RL) for image processing are still limited. Therefore, we extend deep RL to pixelRL for various image processing applications. In pixelRL, each pixel has an agent, and the agent changes the pixel value by taking an action. We also propose an effective learning method for pixelRL that significantly improves the performance by considering not only the future states of the own pixel but also those of the neighbor pixels. The proposed method can be applied to some image processing tasks that require pixel-wise manipulations, where deep RL has never been applied. Besides, it is possible to visualize what kind of operation is employed for each pixel at each iteration, which would help us understand why and how such an operation is chosen. We also believe that our technology can enhance the explainability and interpretability of the deep neural networks. In addition, because the operations executed at each pixels are visualized, we can change or modify the operations if necessary. We apply the proposed method to a variety of image processing tasks: image denoising, image restoration, local color enhancement, and saliency-driven image editing. Our experimental results demonstrate that the proposed method achieves comparable or better performance, compared with the state-of-the-art methods based on supervised learning. The source code is available on https://github.com/rfuruta/pixelRL.
CVOct 30, 2023
Seeking Flat Minima with Mean Teacher on Semi- and Weakly-Supervised Domain Generalization for Object DetectionRyosuke Furuta, Yoichi Sato
Object detectors do not work well when domains largely differ between training and testing data. To overcome this domain gap in object detection without requiring expensive annotations, we consider two problem settings: semi-supervised domain generalizable object detection (SS-DGOD) and weakly-supervised DGOD (WS-DGOD). In contrast to the conventional domain generalization for object detection that requires labeled data from multiple domains, SS-DGOD and WS-DGOD require labeled data only from one domain and unlabeled or weakly-labeled data from multiple domains for training. In this paper, we show that object detectors can be effectively trained on the two settings with the same Mean Teacher learning framework, where a student network is trained with pseudo-labels output from a teacher on the unlabeled or weakly-labeled data. We provide novel interpretations of why the Mean Teacher learning framework works well on the two settings in terms of the relationships between the generalization gap and flat minima in parameter space. On the basis of the interpretations, we also show that incorporating a simple regularization method into the Mean Teacher learning framework leads to flatter minima. The experimental results demonstrate that the regularization leads to flatter minima and boosts the performance of the detectors trained with the Mean Teacher learning framework on the two settings.
CVMar 29
Inference-time Trajectory Optimization for Manga Image EditingRyosuke Furuta
We present an inference-time adaptation method that tailors a pretrained image editing model to each input manga image using only the input image itself. Despite recent progress in pretrained image editing, such models often underperform on manga because they are trained predominantly on natural-image data. Re-training or fine-tuning large-scale models on manga is, however, generally impractical due to both computational cost and copyright constraints. To address this issue, our method slightly corrects the generation trajectory at inference time so that the input image can be reconstructed more faithfully under an empty prompt. Experimental results show that our method consistently outperforms existing baselines while incurring only negligible computational overhead.
CVMay 2, 2024
Learning Multiple Object States from Actions via Large Language ModelsMasatoshi 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.
CVSep 27, 2025
Generative Modeling of Shape-Dependent Self-Contact Human PosesTakehiko Ohkawa, Jihyun Lee, Shunsuke Saito et al.
One can hardly model self-contact of human poses without considering underlying body shapes. For example, the pose of rubbing a belly for a person with a low BMI leads to penetration of the hand into the belly for a person with a high BMI. Despite its relevance, existing self-contact datasets lack the variety of self-contact poses and precise body shapes, limiting conclusive analysis between self-contact poses and shapes. To address this, we begin by introducing the first extensive self-contact dataset with precise body shape registration, Goliath-SC, consisting of 383K self-contact poses across 130 subjects. Using this dataset, we propose generative modeling of self-contact prior conditioned by body shape parameters, based on a body-part-wise latent diffusion with self-attention. We further incorporate this prior into single-view human pose estimation while refining estimated poses to be in contact. Our experiments suggest that shape conditioning is vital to the successful modeling of self-contact pose distribution, hence improving single-view pose estimation in self-contact.
CVOct 1, 2025
Affordance-Guided Diffusion Prior for 3D Hand ReconstructionNaru Suzuki, Takehiko Ohkawa, Tatsuro Banno et al.
How can we reconstruct 3D hand poses when large portions of the hand are heavily occluded by itself or by objects? Humans often resolve such ambiguities by leveraging contextual knowledge -- such as affordances, where an object's shape and function suggest how the object is typically grasped. Inspired by this observation, we propose a generative prior for hand pose refinement guided by affordance-aware textual descriptions of hand-object interactions (HOI). Our method employs a diffusion-based generative model that learns the distribution of plausible hand poses conditioned on affordance descriptions, which are inferred from a large vision-language model (VLM). This enables the refinement of occluded regions into more accurate and functionally coherent hand poses. Extensive experiments on HOGraspNet, a 3D hand-affordance dataset with severe occlusions, demonstrate that our affordance-guided refinement significantly improves hand pose estimation over both recent regression methods and diffusion-based refinement lacking contextual reasoning.
CVSep 28, 2025
AssemblyHands-X: Modeling 3D Hand-Body Coordination for Understanding Bimanual Human ActivitiesTatsuro Banno, Takehiko Ohkawa, Ruicong Liu et al.
Bimanual human activities inherently involve coordinated movements of both hands and body. However, the impact of this coordination in activity understanding has not been systematically evaluated due to the lack of suitable datasets. Such evaluation demands kinematic-level annotations (e.g., 3D pose) for the hands and body, yet existing 3D activity datasets typically annotate either hand or body pose. Another line of work employs marker-based motion capture to provide full-body pose, but the physical markers introduce visual artifacts, thereby limiting models' generalization to natural, markerless videos. To address these limitations, we present AssemblyHands-X, the first markerless 3D hand-body benchmark for bimanual activities, designed to study the effect of hand-body coordination for action recognition. We begin by constructing a pipeline for 3D pose annotation from synchronized multi-view videos. Our approach combines multi-view triangulation with SMPL-X mesh fitting, yielding reliable 3D registration of hands and upper body. We then validate different input representations (e.g., video, hand pose, body pose, or hand-body pose) across recent action recognition models based on graph convolution or spatio-temporal attention. Our extensive experiments show that pose-based action inference is more efficient and accurate than video baselines. Moreover, joint modeling of hand and body cues improves action recognition over using hands or upper body alone, highlighting the importance of modeling interdependent hand-body dynamics for a holistic understanding of bimanual activities.
CVSep 26, 2025
EgoInstruct: An Egocentric Video Dataset of Face-to-face Instructional Interactions with Multi-modal LLM BenchmarkingYuki Sakai, Ryosuke Furuta, Juichun Yen et al.
Analyzing instructional interactions between an instructor and a learner who are co-present in the same physical space is a critical problem for educational support and skill transfer. Yet such face-to-face instructional scenes have not been systematically studied in computer vision. We identify two key reasons: i) the lack of suitable datasets and ii) limited analytical techniques. To address this gap, we present a new egocentric video dataset of face-to-face instruction and provide ground-truth annotations for two fundamental tasks that serve as a first step toward a comprehensive understanding of instructional interactions: procedural step segmentation and conversation-state classification. Using this dataset, we benchmark multimodal large language models (MLLMs) against conventional task-specific models. Since face-to-face instruction involves multiple modalities (speech content and prosody, gaze and body motion, and visual context), effective understanding requires methods that handle verbal and nonverbal communication in an integrated manner. Accordingly, we evaluate recently introduced MLLMs that jointly process images, audio, and text. This evaluation quantifies the extent to which current machine learning models understand face-to-face instructional scenes. In experiments, MLLMs outperform specialized baselines even without task-specific fine-tuning, suggesting their promise for holistic understanding of instructional interactions.
AIJun 2, 2025
EgoBrain: Synergizing Minds and Eyes For Human Action UnderstandingNie Lin, Yansen Wang, Dongqi Han et al. · cmu, tsinghua
The integration of brain-computer interfaces (BCIs), in particular electroencephalography (EEG), with artificial intelligence (AI) has shown tremendous promise in decoding human cognition and behavior from neural signals. In particular, the rise of multimodal AI models have brought new possibilities that have never been imagined before. Here, we present EgoBrain --the world's first large-scale, temporally aligned multimodal dataset that synchronizes egocentric vision and EEG of human brain over extended periods of time, establishing a new paradigm for human-centered behavior analysis. This dataset comprises 61 hours of synchronized 32-channel EEG recordings and first-person video from 40 participants engaged in 29 categories of daily activities. We then developed a muiltimodal learning framework to fuse EEG and vision for action understanding, validated across both cross-subject and cross-environment challenges, achieving an action recognition accuracy of 66.70%. EgoBrain paves the way for a unified framework for brain-computer interface with multiple modalities. All data, tools, and acquisition protocols are openly shared to foster open science in cognitive computing.
CVMay 30, 2025
Leadership Assessment in Pediatric Intensive Care Unit Team TrainingLiangyang Ouyang, Yuki Sakai, Ryosuke Furuta et al.
This paper addresses the task of assessing PICU team's leadership skills by developing an automated analysis framework based on egocentric vision. We identify key behavioral cues, including fixation object, eye contact, and conversation patterns, as essential indicators of leadership assessment. In order to capture these multimodal signals, we employ Aria Glasses to record egocentric video, audio, gaze, and head movement data. We collect one-hour videos of four simulated sessions involving doctors with different roles and levels. To automate data processing, we propose a method leveraging REMoDNaV, SAM, YOLO, and ChatGPT for fixation object detection, eye contact detection, and conversation classification. In the experiments, significant correlations are observed between leadership skills and behavioral metrics, i.e., the output of our proposed methods, such as fixation time, transition patterns, and direct orders in speech. These results indicate that our proposed data collection and analysis framework can effectively solve skill assessment for training PICU teams.
CVFeb 28, 2022
Background Mixup Data Augmentation for Hand and Object-in-Contact DetectionKoya Tango, Takehiko Ohkawa, Ryosuke Furuta et al.
Detecting the positions of human hands and objects-in-contact (hand-object detection) in each video frame is vital for understanding human activities from videos. For training an object detector, a method called Mixup, which overlays two training images to mitigate data bias, has been empirically shown to be effective for data augmentation. However, in hand-object detection, mixing two hand-manipulation images produces unintended biases, e.g., the concentration of hands and objects in a specific region degrades the ability of the hand-object detector to identify object boundaries. We propose a data-augmentation method called Background Mixup that leverages data-mixing regularization while reducing the unintended effects in hand-object detection. Instead of mixing two images where a hand and an object in contact appear, we mix a target training image with background images without hands and objects-in-contact extracted from external image sources, and use the mixed images for training the detector. Our experiments demonstrated that the proposed method can effectively reduce false positives and improve the performance of hand-object detection in both supervised and semi-supervised learning settings.
CVJul 16, 2021
Painting Style-Aware Manga Colorization Based on Generative Adversarial NetworksYugo Shimizu, Ryosuke Furuta, Delong Ouyang et al.
Japanese comics (called manga) are traditionally created in monochrome format. In recent years, in addition to monochrome comics, full color comics, a more attractive medium, have appeared. Unfortunately, color comics require manual colorization, which incurs high labor costs. Although automatic colorization methods have been recently proposed, most of them are designed for illustrations, not for comics. Unlike illustrations, since comics are composed of many consecutive images, the painting style must be consistent. To realize consistent colorization, we propose here a semi-automatic colorization method based on generative adversarial networks (GAN); the method learns the painting style of a specific comic from small amount of training data. The proposed method takes a pair of a screen tone image and a flat colored image as input, and outputs a colorized image. Experiments show that the proposed method achieves better performance than the existing alternatives.
CVNov 10, 2018
Fully Convolutional Network with Multi-Step Reinforcement Learning for Image ProcessingRyosuke Furuta, Naoto Inoue, Toshihiko Yamasaki
This paper tackles a new problem setting: reinforcement learning with pixel-wise rewards (pixelRL) for image processing. After the introduction of the deep Q-network, deep RL has been achieving great success. However, the applications of deep RL for image processing are still limited. Therefore, we extend deep RL to pixelRL for various image processing applications. In pixelRL, each pixel has an agent, and the agent changes the pixel value by taking an action. We also propose an effective learning method for pixelRL that significantly improves the performance by considering not only the future states of the own pixel but also those of the neighbor pixels. The proposed method can be applied to some image processing tasks that require pixel-wise manipulations, where deep RL has never been applied. We apply the proposed method to three image processing tasks: image denoising, image restoration, and local color enhancement. Our experimental results demonstrate that the proposed method achieves comparable or better performance, compared with the state-of-the-art methods based on supervised learning.
CVMar 30, 2018
Cross-Domain Weakly-Supervised Object Detection through Progressive Domain AdaptationNaoto Inoue, Ryosuke Furuta, Toshihiko Yamasaki et al.
Can we detect common objects in a variety of image domains without instance-level annotations? In this paper, we present a framework for a novel task, cross-domain weakly supervised object detection, which addresses this question. For this paper, we have access to images with instance-level annotations in a source domain (e.g., natural image) and images with image-level annotations in a target domain (e.g., watercolor). In addition, the classes to be detected in the target domain are all or a subset of those in the source domain. Starting from a fully supervised object detector, which is pre-trained on the source domain, we propose a two-step progressive domain adaptation technique by fine-tuning the detector on two types of artificially and automatically generated samples. We test our methods on our newly collected datasets containing three image domains, and achieve an improvement of approximately 5 to 20 percentage points in terms of mean average precision (mAP) compared to the best-performing baselines.