Egocentric Video QA

QA: Question Answering

Overview

Egocentric video question answering asks models to answer questions from first-person footage, supporting applications such as activity understanding and personal assistants. Common approaches combine video-language models with frame or clip retrieval and structured memories such as captions and temporal scene graphs, then reason over spatial, temporal, and procedural evidence. Benchmarks test long-term recall, streaming anticipation, out-of-view object tracking, personalized queries, and performance across multiple viewpoints or domains. Models handle many local visual questions but still lose evidence across long timelines, confuse camera motion with changes in the scene, and answer confidently without support; improving grounding and memory while controlling latency and storage remains an open challenge.

Latest papers

46 papers7 papers in the last four weeks, up 75% on the four weeks before. 0.0% of all new papers.

May 18, 2026

MARS: Technical Report for the CASTLE Challenge at EgoVis 2026

This report presents MARS, short for Multimodal Agentic Reasoning with Source selection, our system for the CASTLE Challenge at EgoVis 2026. Participants must answer 185 closed-form questions over the CASTLE 2024 dataset. In contrast to prior single-video egocentric benchmarks, CASTLE requires reasoning over four days of activity, 15 synchronized perspectives, official transcripts, and multiple auxiliary modalities, including personal photos, auxiliary videos, gaze, thermal imagery, and heartrate measurements. MARS therefore treats the task as an agentic evidence-selection problem over multimodal sources rather than a purely text-only pipeline. MARS first follows the official CASTLE directory organization to build evidence memories from two primary sources, videos and transcripts, and four auxiliary sources, gaze, heartrate, photos, and thermal imagery. Long videos are converted into captions and DeepSeek-based summaries only because CASTLE videos are too long to fit directly into the model context for every question; this step compresses temporal evidence while keeping photos and other auxiliary media available as source-specific evidence. At inference time, a GPT-5.4 decision agent repeatedly chooses whether to continue reasoning, request a specific missing modality, produce an answer, or fall back to a random option when the evidence remains insufficient. The resulting system achieved second place on the final CASTLE Challenge leaderboard. Our codes are available at https://github.com/Hyu-Zhang/MARS.
May 14, 2026

Minerva-Ego: Spatiotemporal Hints for Egocentric Video Understanding

Video reasoning models are a core component of egocentric and embodied agents. However, standard benchmarks for assessing models provide only evaluation of the output (e.g. the answer to a question), without evaluation of intermediate reasoning steps, and most provide answers only in the text domain. We introduce Minerva-Ego, a benchmark for evaluating complex egocentric visual reasoning. We extend recent high-quality video data sources recorded from egocentric / embodied settings with a set of challenging, multi-step multimodal questions and spatiotemporally-dense human-annotated reasoning traces. Benchmarking experiments show that state-of-the-art models still have a large gap to human performance. To investigate this gap in detail, we annotate each reasoning trace in the dataset with the objects of interest required to solve the question, as spatiotemporal mask annotations. Through extensive evaluations, we identify that prompting frontier models with hints of 'where' and 'when' to look yields substantial improvements in performance. Minerva-Ego can be downloaded at https://github.com/google-deepmind/neptune.
Apr 27, 2026

Interactive Episodic Memory with User Feedback

In episodic memory with natural language queries (EM-NLQ), a user may ask a question (e.g., "Where did I place the mug?") that requires searching a long egocentric video, captured from the user's perspective, to find the moment that answers it. However, queries can be ambiguous or incomplete, leading to incorrect responses. Current methods ignore this key aspect and address EM-NLQ in a one-shot setup, limiting their applicability in real-world scenarios. In this work, we address this gap and introduce the Episodic Memory with Questions and Feedback task (EM-QnF). Here, the user can provide feedback on the model's initial prediction or add more information (e.g., "Before this. I'm looking for the big blue mug not the white one"), helping the model refine its predictions interactively. To this end, we collect datasets for feedback-based interaction and propose a lightweight training scheme that avoids expensive sequential optimization. We also introduce a plug-and-play Feedback ALignment Module (FALM) that enables existing EM-NLQ models to incorporate user feedback effectively. Our approach significantly improves over the state of the art on three challenging benchmarks and is better than or competitive with commercial large vision-language models while remaining efficient. Evaluation with human-generated feedback shows that it generalizes well to real-world scenarios.
Apr 14, 2026

EgoEsportsQA: An Egocentric Video Benchmark for Perception and Reasoning in Esports

While video large language models (Video-LLMs) excel in understanding slow-paced, real-world egocentric videos, their capabilities in high-velocity, information-dense virtual environments remain under-explored. Existing benchmarks focus on daily activities, yet lack a rigorous testbed for evaluating fast, rule-bound reasoning in virtual scenarios. To fill this gap, we introduce EgoEsportsQA, a pioneering video question-answering (QA) benchmark for grounding perception and reasoning in expert esports knowledge. We curate 1,745 high-quality QA pairs from professional matches across 3 first-person shooter games via a scalable six-stage pipeline. These questions are structured into a two-dimensional decoupled taxonomy: 11 sub-tasks in the cognitive capability dimension (covering perception and reasoning levels) and 6 sub-tasks in the esports knowledge dimension. Comprehensive evaluations of state-of-the-art Video-LLMs reveal that current models still fail to achieve satisfactory performance, with the best model only 71.58%. The results expose notable gaps across both axes: models exhibit stronger capabilities in basic visual perception than in deep tactical reasoning, and they grasp overall macro-progression better than fine-grained micro-operations. Extensive ablation experiments demonstrate the intrinsic weaknesses of current Video-LLM architectures. Further analysis suggests that our dataset not only reveals the connections between real-world and virtual egocentric domains, but also offers guidance for optimizing downstream esports applications, thereby fostering the future advancement of Video-LLMs in various egocentric environments.
Apr 9, 2026

EgoEverything: A Benchmark for Human Behavior Inspired Long Context Egocentric Video Understanding in AR Environment

Long context egocentric video understanding has recently attracted significant research attention, with augmented reality (AR) highlighted as one of its most important application domains. Nevertheless, the task remains highly challenging due to the need for reasoning over extended temporal contexts and diverse, unstructured activities. Although several benchmarks exist, most egocentric datasets rely on human worn cameras and focus mainly on visual content, with limited consideration of underlying user behavior when forming video-related queries. EgoEverything is a benchmark that explicitly considers human behavior by leveraging human attention signals, abstracted from gaze data, when generating questions. It comprises over 5,000 multiple choice question answer pairs, spanning more than 100 hours of video. By integrating human attention signals during question generation, it more faithfully captures natural human behavior and offers a realistic evaluation setting for long-context egocentric video understanding in AR.
Apr 2, 2026

Ego-Grounding for Personalized Question-Answering in Egocentric Videos

We present the first systematic analysis of multimodal large language models (MLLMs) in personalized question-answering requiring ego-grounding - the ability to understand the camera-wearer in egocentric videos. To this end, we introduce MyEgo, the first egocentric VideoQA dataset designed to evaluate MLLMs' ability to understand, remember, and reason about the camera wearer. MyEgo comprises 541 long videos and 5K personalized questions asking about "my things", "my activities", and "my past". Benchmarking reveals that competitive MLLMs across variants, including open-source vs. proprietary, thinking vs. non-thinking, small vs. large scales all struggle on MyEgo. Top closed- and open-source models (e.g., GPT-5 and Qwen3-VL) achieve only~46% and 36% accuracy, trailing human performance by near 40% and 50% respectively. Surprisingly, neither explicit reasoning nor model scaling yield consistent improvements. Models improve when relevant evidence is explicitly provided, but gains drop over time, indicating limitations in tracking and remembering "me" and "my past". These findings collectively highlight the crucial role of ego-grounding and long-range memory in enabling personalized QA in egocentric videos. We hope MyEgo and our analyses catalyze further progress in these areas for egocentric personalized assistance. Data and code are available at https://github.com/Ryougetsu3606/MyEgo
Mar 25, 2026

GameplayQA: A Benchmarking Framework for Decision-Dense POV-Synced Multi-Video Understanding of 3D Virtual Agents

Multimodal LLMs are increasingly deployed as perceptual backbones for autonomous agents in 3D environments, from robotics to virtual worlds. These applications require agents to perceive rapid state changes, attribute actions to the correct entities, and reason about concurrent multi-agent behaviors from a first-person perspective, capabilities that existing benchmarks do not adequately evaluate. We introduce GameplayQA, a framework for evaluating agentic-centric perception and reasoning through video understanding. Specifically, we densely annotate multiplayer 3D gameplay videos at 1.22 labels/second, with time-synced, concurrent captions of states, actions, and events structured around a triadic system of Self, Other Agents, and the World, a natural decomposition for multi-agent environments. From these annotations, we refined 2.4K diagnostic QA pairs organized into three levels of cognitive complexity, accompanied by a structured distractor taxonomy that enables fine-grained analysis of where models hallucinate. Evaluation of frontier MLLMs reveals a substantial gap from human performance, with common failures in temporal and cross-video grounding, agent-role attribution, and handling the decision density of the game. We hope GameplayQA stimulates future research at the intersection of embodied AI, agentic perception, and world modeling.
Mar 24, 2026

Unleashing Spatial Reasoning in Multimodal Large Language Models via Textual Representation Guided Reasoning

Existing Multimodal Large Language Models (MLLMs) struggle with 3D spatial reasoning, as they fail to construct structured abstractions of the 3D environment depicted in video inputs. To bridge this gap, drawing inspiration from cognitive theories of allocentric spatial reasoning, we investigate how to enable MLLMs to model and reason over text-based spatial representations of video. Specifically, we introduce Textual Representation of Allocentric Context from Egocentric Video (TRACE), a prompting method that induces MLLMs to generate text-based representations of 3D environments as intermediate reasoning traces for more accurate spatial question answering. TRACE encodes meta-context, camera trajectories, and detailed object entities to support structured spatial reasoning over egocentric videos. Extensive experiments on VSI-Bench and OST-Bench demonstrate that TRACE yields notable and consistent improvements over prior prompting strategies across a diverse range of MLLM backbones, spanning different parameter scales and training schemas. We further present ablation studies to validate our design choices, along with detailed analyses that probe the bottlenecks of 3D spatial reasoning in MLLMs.
Mar 13, 2026

Do You See What I Am Pointing At? Gesture-Based Egocentric Video Question Answering

Understanding and answering questions based on a user's pointing gesture is essential for next-generation egocentric AI assistants. However, current Multimodal Large Language Models (MLLMs) struggle with such tasks due to the lack of gesture-rich data and their limited ability to infer fine-grained pointing intent from egocentric video. To address this, we introduce EgoPointVQA, a dataset and benchmark for gesture-grounded egocentric question answering, comprising 4000 synthetic and 400 real-world videos across multiple deictic reasoning tasks. Built upon it, we further propose Hand Intent Tokens (HINT), which encodes tokens derived from 3D hand keypoints using an off-the-shelf reconstruction model and interleaves them with the model input to provide explicit spatial and temporal context for interpreting pointing intent. We show that our model outperforms others in different backbones and model sizes. In particular, HINT-14B achieves 68.1% accuracy, on average over 6 tasks, surpassing the state-of-the-art, InternVL3-14B, by 6.6%. To further facilitate the open research, we will release the code, model, and dataset. Project page: https://yuuraa.github.io/papers/choi2026egovqa
Mar 10, 2026

MA-EgoQA: Question Answering over Egocentric Videos from Multiple Embodied Agents

As embodied models become powerful, humans will collaborate with multiple embodied AI agents at their workplace or home in the future. To ensure better communication between human users and the multi-agent system, it is crucial to interpret incoming information from agents in parallel and refer to the appropriate context for each query. Existing challenges include effectively compressing and communicating high volumes of individual sensory inputs in the form of video and correctly aggregating multiple egocentric videos to construct system-level memory. In this work, we first formally define a novel problem of understanding multiple long-horizon egocentric videos simultaneously collected from embodied agents. To facilitate research in this direction, we introduce MultiAgent-EgoQA (MA-EgoQA), a benchmark designed to systemically evaluate existing models in our scenario. MA-EgoQA provides 1.7k questions unique to multiple egocentric streams, spanning five categories: social interaction, task coordination, theory-of-mind, temporal reasoning, and environmental interaction. We further propose a simple baseline model for MA-EgoQA named EgoMAS, which leverages shared memory across embodied agents and agent-wise dynamic retrieval. Through comprehensive evaluation across diverse baselines and EgoMAS on MA-EgoQA, we find that current approaches are unable to effectively handle multiple egocentric streams, highlighting the need for future advances in system-level understanding across the agents. The code and benchmark are available at https://ma-egoqa.github.io.
Mar 4, 2026

FocusGraph: Graph-Structured Frame Selection for Embodied Long Video Question Answering

Understanding long videos is crucial for embodied intelligent agents, as their performance depends on effectively accumulating and using long-horizon perceptual memories. Multimodal large language models (MLLMs) are increasingly used for long-video understanding, but their performance degrades and inference time increases as more frames are provided. Therefore, selecting informative keyframes is essential for efficient question answering over long videos. In this work, we develop FocusGraph, a framework for keyframe selection in egocentric long-video question answering. It includes a lightweight Scene-Graph LLM Selector that identifies query-relevant clips from compact graph-based captions, avoiding the need to process raw frame sequences at question time. From these clips, we extract keyframes using Patch-wise Sparse-Flow Retention (PSFR), an offline program-evolved method with no learned parameters at inference time, before passing them to an MLLM for answer generation. FocusGraph achieves state-of-the-art performance on FindingDory and HourVideo while reducing question-time inference cost compared with existing approaches.
Mar 1, 2026

Egocentric Co-Pilot: Web-Native Smart-Glasses Agents for Assistive Egocentric AI

What if accessing the web did not require a screen, a stable desk, or even free hands? For people navigating crowded cities, living with low vision, or experiencing cognitive overload, smart glasses coupled with AI agents could turn the web into an always-on assistive layer over daily life. We present Egocentric Co-Pilot, a web-native neuro-symbolic framework that runs on smart glasses and uses a Large Language Model (LLM) to orchestrate a toolbox of perception, reasoning, and web tools. An egocentric reasoning core combines Temporal Chain-of-Thought with Hierarchical Context Compression to support long-horizon question answering and decision support over continuous first-person video, far beyond a single model's context window. Additionally, a lightweight multimodal intent layer maps noisy speech and gaze into structured commands. We further implement and evaluate a cloud-native WebRTC pipeline integrating streaming speech, video, and control messages into a unified channel for smart glasses and browsers. In parallel, we deploy an on-premise WebSocket baseline, exposing concrete trade-offs between local inference and cloud offloading in terms of latency, mobility, and resource use. Experiments on Egolife and HD-EPIC demonstrate competitive or state-of-the-art egocentric QA performance, and a human-in-the-loop study on smart glasses shows higher task completion and user satisfaction than leading commercial baselines. Taken together, these results indicate that web-connected egocentric co-pilots can be a practical path toward more accessible, context-aware assistance in everyday life. By grounding operation in web-native communication primitives and modular, auditable tool use, Egocentric Co-Pilot offers a concrete blueprint for assistive, always-on web agents that support education, accessibility, and social inclusion for people who may benefit most from contextual, egocentric AI.
Feb 27, 2026

ObjChangeVR: Object State Change Reasoning from Continuous Egocentric Views in VR Environments

Recent advances in multimodal large language models (MLLMs) offer a promising approach for natural language-based scene change queries in virtual reality (VR). Prior work on applying MLLMs for object state understanding has focused on egocentric videos that capture the camera wearer's interactions with objects. However, object state changes may occur in the background without direct user interaction, lacking explicit motion cues and making them difficult to detect. Moreover, no benchmark exists for evaluating this challenging scenario. To address these challenges, we introduce ObjChangeVR-Dataset, specifically for benchmarking the question-answering task of object state change. We also propose ObjChangeVR, a framework that combines viewpoint-aware and temporal-based retrieval to identify relevant frames, along with cross-view reasoning that reconciles inconsistent evidence from multiple viewpoints. Extensive experiments demonstrate that ObjChangeVR significantly outperforms baseline approaches across multiple MLLMs.
Feb 27, 2026

EgoGraph: Temporal Knowledge Graph for Egocentric Video Understanding

Ultra-long egocentric videos spanning multiple days present significant challenges for video understanding. Existing approaches still rely on fragmented local processing and limited temporal modeling, restricting their ability to reason over such extended sequences. To address these limitations, we introduce EgoGraph, a training-free and dynamic knowledge-graph construction framework that explicitly encodes long-term, cross-entity dependencies in egocentric video streams. EgoGraph employs a novel egocentric schema that unifies the extraction and abstraction of core entities, such as people, objects, locations, and events, and structurally reasons about their attributes and interactions, yielding a significantly richer and more coherent semantic representation than traditional clip-based video models. Crucially, we develop a temporal relational modeling strategy that captures temporal dependencies across entities and accumulates stable long-term memory over multiple days, enabling complex temporal reasoning. Extensive experiments on the EgoLifeQA and EgoR1-bench benchmarks demonstrate that EgoGraph achieves state-of-the-art performance on long-term video question answering, validating its effectiveness as a new paradigm for ultra-long egocentric video understanding.
Feb 18, 2026

SAW-Bench: Learning Situated Awareness in the Real World

A core aspect of human perception is situated awareness, the ability to relate ourselves to the surrounding physical environment and reason over possible actions in context. However, most existing benchmarks for multimodal foundation models (MFMs) emphasize environment-centric spatial relations (relations among objects in a scene), while largely overlooking observer-centric relationships that require reasoning relative to agent's viewpoint, pose, and motion. To bridge this gap, we introduce SAW-Bench (Situated Awareness in the Real World), a novel benchmark for evaluating egocentric situated awareness using real-world videos. SAW-Bench comprises 786 self-recorded videos captured with Ray-Ban Meta (Gen 2) smart glasses spanning diverse indoor and outdoor environments, and over 2,071 human-annotated question-answer pairs. It probes a model's observer-centric understanding with six different awareness tasks. Our comprehensive evaluation reveals a human-model performance gap of 37.66%, even with the best-performing MFM, Gemini 3 Flash. Beyond this gap, our in-depth analysis uncovers several notable findings; for example, while models can exploit partial geometric cues in egocentric videos, they often fail to infer a coherent camera geometry, leading to systematic spatial reasoning errors. We position SAW-Bench as a benchmark for situated spatial intelligence, moving beyond passive observation to understanding physically grounded, observer-centric dynamics.
Jan 21, 2026

SpatialMem: Metric-Aligned Long-Horizon Video Memory for Language Grounding and QA

SpatialMem is a memory-based system which integrates 3D geometry, semantics, and language with one another in one combined, queryable representation. Starting with casually recorded egocentric RGB video, SpatialMem recreates metrically scaled interior scenes, recognizes structural 3D anchors (walls, doors, windows) as the first-layer scaffold, and associates open-vocabulary object nodes with evidence patches, visual embeddings, and two-layer descriptions to 3D coordinates, enabling spatial-relation reasoning, language-directed retrieval, and QA without special sensors. We test at scale on public benchmarks. On VSI-Bench (288288 videos, 5,1305{,}130 questions) SpatialMem scores 37.537.5 overall with RGB alone, and its margin is precisely where a metric memory should earn it (room size 41.441.4 vs.\ 24.424.4 with a same-size frame model). On the episodic-memory task of OpenEQA (953953 questions) the memory serialised to text is lower than the blind control, but as evidence-frame retrieval it recovers frame-level accuracy, matching uniform sampling at an equal eight-frame budget and pulling ahead as the budget tightens, with every answer grounded in linked 3D evidence. On 1212 ScanNet scenes evaluated using instance-level official annotations, the anchor-first hierarchy assigns the retrieved object to the proper structural parent where open-vocabulary 3D scene graphs essentially cannot (0.240.24 compared to 0.010.01 with matched input), a capability difference instead of an overall win. The queryable index has a cost of 1414,KB per scene without the linked evidence frames, and we make available the suites, memories and code.