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Yoichi Sato

Publications and source records attributed to Yoichi Sato.

At least 37 records · Page 2Linked to original sources

Institutions and the transmission of upper-tail human capital: scientific lineages across a millennium

What made useful knowledge cumulative was not discovery alone but the institutions that transmitted it. We provide the first exhaustive structural measurement of the network through which upper-tail human capital passed from master to student across a millennium. Using 470,000 mentor-student records from Wikidata (which integrates the Mathematics Genealogy Project and MacTutor Archive), and all 64 historical Fields Medalists as a fixed, ex ante tracer set, backward traversal yields a directed acyclic graph of 25.5 million paths reaching 57 generations. We document two institutional transitions. First, a 17th-century watershed concentrates lineage traffic on Leibniz: 47 of 64 lineages pass through him with a 10:1 downstream-to-upstream ratio, and seven independent attributes -- learned-society membership (a 46-fold rise per scholar), field, language, employer, institutional diversification, student production, and diffusion entropy -- re-organize coherently across the same window. This is the network signature of Mokyr's Republic of Letters, and it reframes the Newton-Leibniz priority dispute as a distinction between the possession and the transmission of upper-tail human capital: it is transmission that generates the spillovers on which growth depends. Second, 84% of lineages converge upstream on five 12th-13th-century Islamic and Byzantine scholars before terminating at an 11th-century boundary -- the ``Monastery Wall'' -- at which personal academic mentorship first becomes record-generating in Europe. Our claims are descriptive-structural, not causal. Because exhaustive traversal at this scale defeats standard tools, we also contribute a deterministic, algebraic graph-traversal instrument whose measurement bias we characterize in closed form, and report one emergent property of independent methodological interest.

cs.NE↗

Bridging Silicon and the Hippocampus: Algebro-Deterministic Memory "VaCoAl" as a Substrate for Vector-HaSH and TEM

Vector-HaSH and the Tolman-Eichenbaum Machine (TEM) propose the hippocampal-entorhinal circuit factorizes memory via a grid-cell scaffold for compositional replay. Concurrently, human iEEG shows sharp-wave ripples gate recall and multi-hop replay fidelity decays multiplicatively. Yet, these fields lack a shared algebraic foundation. We introduce VaCoAl, an algebro-deterministic hyperdimensional memory architecture built on Galois-field linear-feedback shift registers. Its deterministic Galois-field diffusion offers a substrate-level alternative to Vector-HaSH's random projections, matching quasi-orthogonality while ensuring bit-exact reproducibility. Furthermore, the path-integral Confidence Ratio CR2 provides an algebraically tractable model for the empirically observed multiplicative replay decay. Biologically, VaCoAl's two operating regimes align with the EC-CA3 direct and EC-DG-CA3 trisynaptic pathways, explaining their 520-Myr conservation. Independent cellular evidence supports that the DG-CA3 pathway implements a biophysical homologue of Galois-field arithmetic. We also link this framework to Judea Pearl's Ladder of Causation. Reversible GF(2) binding provides the surgical algebra for the do-operator (Rung 2), and VaCoAl's dual-orthogonalizer architecture supplies the parallel substrate required for counterfactual reasoning (Rung 3). Ultimately, we prove these formal correspondences and derive testable iEEG predictions, uniting computational neuroscience, electrophysiology, and hyperdimensional computing.

cs.NE↗

Perception or Prejudice: Can MLLMs Go Beyond First Impressions of Personality?

Multimodal Large Language Models (MLLMs) are increasingly deployed in human-facing roles where personality perception is critical, yet existing benchmarks evaluate this capability solely on numerical Big Five score prediction, leaving open whether models truly perceive personality through behavioral understanding or merely prejudge through superficial pattern matching. We address this gap with three contributions. (i) A new task: we formalize Grounded Personality Reasoning (GPR), which requires MLLMs to anchor each Big Five rating in observable evidence through a chain of rating, reasoning, and grounding. (ii) A new dataset: we release MM-OCEAN (1,104 videos, 5,320 MCQs), produced by a multi-agent pipeline with human verification, with timestamped behavioral observations, evidence-grounded trait analyses, and seven categories of cue-grounding MCQs. (iii) Benchmark and analysis: we design a three-tier evaluation (rating, reasoning, grounding) plus four sample-level failure-mode metrics: Prejudice Rate (PR), Confabulation Rate (CR), Integration-failure Rate (IR), and Holistic-grounding Rate (HR), and benchmark 27 MLLMs (13 closed, 14 open). The analysis uncovers a striking Prejudice Gap: across the field, 51% of correct ratings are not grounded in retrieved cues, and the Holistic-Grounding Rate spans only 0-33.5%. These findings expose a disconnect between getting the right score and reasoning for the right reason, charting a roadmap for grounded social cognition in MLLMs.

cs.AI↗

Intuitive Surgical SurgToolLoc and SurgVU Challenges Results: 2022-2025

Robotic assisted (RA) surgery promises to transform surgical intervention. Intuitive Surgical is committed to fostering these changes and the machine learning models and algorithms that will enable them. With these goals in mind we have invited the surgical data science community to participate in a yearly competition hosted through the Medical Imaging Computing and Computer Assisted Interventions (MICCAI) conference. With varying changes from year to year, we have challenged the community to solve difficult machine learning problems in the context of advanced RA applications. Here we document the results of these challenges, focusing on surgical tool localization (SurgToolLoc) and surgical visual understanding (SurgVU). The publicly released dataset that accompanies these challenges is detailed in a separate paper arXiv:2501.09209 [1].

cs.CV↗

SFHand: Learning Embodied Manipulation by Streaming Egocentric 3D Hand Forecasting

Real-time 3D hand forecasting is a critical component for fluid human-computer interaction in applications like AR and assistive robotics. However, existing methods are ill-suited for these scenarios, as they typically require offline access to accumulated video sequences and cannot incorporate language guidance that conveys task intent. To overcome these limitations, we introduce SFHand, the first streaming framework for language-guided 3D hand forecasting. SFHand autoregressively predicts a comprehensive set of future 3D hand states, including hand type, 2D bounding box, 3D pose, and trajectory, from a continuous stream of video and language instructions. Our framework combines a streaming autoregressive architecture with an ROI-enhanced memory layer, capturing temporal context while focusing on salient hand-centric regions. To enable this research, we also introduce EgoHaFL, the first large-scale dataset featuring synchronized 3D hand poses and language instructions. We demonstrate that SFHand achieves new state-of-the-art results in 3D hand forecasting, outperforming prior work by a significant margin of up to 35.8%. Furthermore, we show the practical utility of our learned representations by transferring them to downstream embodied manipulation tasks, improving task success rates by up to 13.4% on multiple benchmarks. Dataset page: https://huggingface.co/datasets/ut-vision/EgoHaFL, project page: https://github.com/ut-vision/SFHand.

cs.CV↗

SocialDirector: Training-Free Social Interaction Control for Multi-Person Video Generation

Video generation has advanced rapidly, producing photorealistic videos from text or image prompts. Meanwhile, film production and social robotics increasingly demand multi-person videos with rich social interactions, including conversations, gestures, and coordinated actions. However, existing models offer no explicit control over interactions, such as who performs which action, when it occurs, and toward whom it is directed. This often results in wrong person performing unintended actions (actor-action mismatch), disordered social dynamics, and wrong action targets. To address these challenges, we present SocialDirector, a training-free interaction controller that enhances the generation model by modulating cross-attention maps. SocialDirector contains two modules: Social Actor Masking and Directional Reweighting. Social Actor Masking constrains each person's visual tokens to attend only to their own textual descriptions via a spatiotemporal mask, avoiding actor-action mismatch and disordered social dynamics. Directional Reweighting amplifies attention to directional words (e.g., "leftward", "right"), leading each action towards its intended target. To evaluate generated social interactions, we annotate existing datasets with interaction descriptions and build a fully automated evaluation pipeline powered by open-source VLMs. Experiments on different video generation models show that SocialDirector significantly improves interaction fidelity and approaches the upper bound set by real videos.

cs.CV↗

Egocentric Gaze Estimation via Neck-Mounted Camera

This paper introduces neck-mounted view gaze estimation, a new task that estimates user gaze from the neck-mounted camera perspective. Prior work on egocentric gaze estimation, which predicts device wearer's gaze location within the camera's field of view, mainly focuses on head-mounted cameras while alternative viewpoints remain underexplored. To bridge this gap, we collect the first dataset for this task, consisting of approximately 4 hours of video collected from 8 participants during everyday activities. We evaluate a transformer-based gaze estimation model, GLC, on the new dataset and propose two extensions: an auxiliary gaze out-of-bound classification task and a multi-view co-learning approach that jointly trains head-view and neck-view models using a geometry-aware auxiliary loss. Experimental results show that incorporating gaze out-of-bound classification improves performance over standard fine-tuning, while the co-learning approach does not yield gains. We further analyze these results and discuss implications for neck-mounted gaze estimation.

cs.CV↗

Multi-speaker Attention Alignment for Multimodal Social Interaction

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.

cs.CV↗

Can MLLMs Read the Room? A Multimodal Benchmark for Verifying Truthfulness in Multi-Party Social Interactions

As AI systems become increasingly integrated into human lives, endowing them with robust social intelligence has emerged as a critical frontier. A key aspect of this intelligence is discerning truth from deception, a ubiquitous element of human interaction that is conveyed through a complex interplay of verbal language and non-verbal visual cues. However, automatic deception detection in dynamic, multi-party conversations remains a significant challenge. The recent rise of powerful Multimodal Large Language Models (MLLMs), with their impressive abilities in visual and textual understanding, makes them natural candidates for this task. Consequently, their capabilities in this crucial domain are mostly unquantified. To address this gap, we introduce a new task, Multimodal Interactive Veracity Assessment (MIVA), and present a novel multimodal dataset derived from the social deduction game Werewolf. This dataset provides synchronized video, text, with verifiable ground-truth labels for every statement. We establish a comprehensive benchmark evaluating state-of-the-art MLLMs, revealing a significant performance gap: even powerful models like GPT-4o struggle to distinguish truth from falsehood reliably. Our analysis of failure modes indicates that these models fail to ground language in visual social cues effectively and may be overly conservative in their alignment, highlighting the urgent need for novel approaches to building more perceptive and trustworthy AI systems.

cs.CV↗

AssemblyHands-X: Modeling 3D Hand-Body Coordination for Understanding Bimanual Human Activities

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.

cs.CV↗

Generative Modeling of Shape-Dependent Self-Contact Human Poses

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.

cs.CV↗

EgoInstruct: An Egocentric Video Dataset of Face-to-face Instructional Interactions with Multi-modal LLM Benchmarking

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.

cs.CV↗

Leveraging RGB Images for Pre-Training of Event-Based Hand Pose Estimation

This paper presents RPEP, the first pre-training method for event-based 3D hand pose estimation using labeled RGB images and unpaired, unlabeled event data. Event data offer significant benefits such as high temporal resolution and low latency, but their application to hand pose estimation is still limited by the scarcity of labeled training data. To address this, we repurpose real RGB datasets to train event-based estimators. This is done by constructing pseudo-event-RGB pairs, where event data is generated and aligned with the ground-truth poses of RGB images. Unfortunately, existing pseudo-event generation techniques assume stationary objects, thus struggling to handle non-stationary, dynamically moving hands. To overcome this, RPEP introduces a novel generation strategy that decomposes hand movements into smaller, step-by-step motions. This decomposition allows our method to capture temporal changes in articulation, constructing more realistic event data for a moving hand. Additionally, RPEP imposes a motion reversal constraint, regularizing event generation using reversed motion. Extensive experiments show that our pre-trained model significantly outperforms state-of-the-art methods on real event data, achieving up to 24% improvement on EvRealHands. Moreover, it delivers strong performance with minimal labeled samples for fine-tuning, making it well-suited for practical deployment.

cs.CV↗

Leadership Assessment in Pediatric Intensive Care Unit Team Training

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.

cs.CV↗

Egocentric Action-aware Inertial Localization in Point Clouds with Vision-Language Guidance

This paper presents a novel inertial localization framework named Egocentric Action-aware Inertial Localization (EAIL), which leverages egocentric action cues from head-mounted IMU signals to localize the target individual within a 3D point cloud. Human inertial localization is challenging due to IMU sensor noise that causes trajectory drift over time. The diversity of human actions further complicates IMU signal processing by introducing various motion patterns. Nevertheless, we observe that some actions captured by the head-mounted IMU correlate with spatial environmental structures (e.g., bending down to look inside an oven, washing dishes next to a sink), thereby serving as spatial anchors to compensate for the localization drift. The proposed EAIL framework learns such correlations via hierarchical multi-modal alignment with vision-language guidance. By assuming that the 3D point cloud of the environment is available, it contrastively learns modality encoders that align short-term egocentric action cues in IMU signals with local environmental features in the point cloud. The learning process is enhanced using concurrently collected vision and language signals to improve multimodal alignment. The learned encoders are then used in reasoning the IMU data and the point cloud over time and space to perform inertial localization. Interestingly, these encoders can further be utilized to recognize the corresponding sequence of actions as a by-product. Extensive experiments demonstrate the effectiveness of the proposed framework over state-of-the-art inertial localization and inertial action recognition baselines.

cs.CV↗

Gazing Into Missteps: Leveraging Eye-Gaze for Unsupervised Mistake Detection in Egocentric Videos of Skilled Human Activities

We address the challenge of unsupervised mistake detection in egocentric video of skilled human activities through the analysis of gaze signals. While traditional methods rely on manually labeled mistakes, our approach does not require mistake annotations, hence overcoming the need of domain-specific labeled data. Based on the observation that eye movements closely follow object manipulation activities, we assess to what extent eye-gaze signals can support mistake detection, proposing to identify deviations in attention patterns measured through a gaze tracker with respect to those estimated by a gaze prediction model. Since predicting gaze in video is characterized by high uncertainty, we propose a novel gaze completion task, where eye fixations are predicted from visual observations and partial gaze trajectories, and contribute a novel gaze completion approach which explicitly models correlations between gaze information and local visual tokens. Inconsistencies between predicted and observed gaze trajectories act as an indicator to identify mistakes. Experiments highlight the effectiveness of the proposed approach in different settings, with relative gains up to +14%, +11%, and +5% in EPIC-Tent, HoloAssist and IndustReal respectively, remarkably matching results of supervised approaches without seeing any labels. We further show that gaze-based analysis is particularly useful in the presence of skilled actions, low action execution confidence, and actions requiring hand-eye coordination and object manipulation skills. Our method is ranked first on the HoloAssist Mistake Detection challenge.

cs.CV↗

Bridging Perspectives: A Survey on Cross-view Collaborative Intelligence with Egocentric-Exocentric Vision

Perceiving the world from both egocentric (first-person) and exocentric (third-person) perspectives is fundamental to human cognition, enabling rich and complementary understanding of dynamic environments. In recent years, allowing the machines to leverage the synergistic potential of these dual perspectives has emerged as a compelling research direction in video understanding. In this survey, we provide a comprehensive review of video understanding from both exocentric and egocentric viewpoints. We begin by highlighting the practical applications of integrating egocentric and exocentric techniques, envisioning their potential collaboration across domains. We then identify key research tasks to realize these applications. Next, we systematically organize and review recent advancements into three main research directions: (1) leveraging egocentric data to enhance exocentric understanding, (2) utilizing exocentric data to improve egocentric analysis, and (3) joint learning frameworks that unify both perspectives. For each direction, we analyze a diverse set of tasks and relevant works. Additionally, we discuss benchmark datasets that support research in both perspectives, evaluating their scope, diversity, and applicability. Finally, we discuss limitations in current works and propose promising future research directions. By synthesizing insights from both perspectives, our goal is to inspire advancements in video understanding and artificial intelligence, bringing machines closer to perceiving the world in a human-like manner. A GitHub repo of related works can be found at https://github.com/ayiyayi/Awesome-Egocentric-and-Exocentric-Vision.

cs.CV↗

SiMHand: Mining Similar Hands for Large-Scale 3D Hand Pose Pre-training

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.

cs.CV↗