Topic:Skeleton Based Action Recognition
What is Skeleton Based Action Recognition? Skeleton-based Action Recognition is a computer-vision task that involves recognizing human actions from a sequence of 3D skeletal joint data captured from sensors such as Microsoft Kinect, Intel RealSense, and wearable devices. The goal of skeleton-based action recognition is to develop algorithms that can understand and classify human actions from skeleton data, which can be used in various applications such as human-computer interaction, sports analysis, and surveillance.
Papers and Code
Apr 16, 2025
Abstract:While current skeleton action recognition models demonstrate impressive performance on large-scale datasets, their adaptation to new application scenarios remains challenging. These challenges are particularly pronounced when facing new action categories, diverse performers, and varied skeleton layouts, leading to significant performance degeneration. Additionally, the high cost and difficulty of collecting skeleton data make large-scale data collection impractical. This paper studies one-shot and limited-scale learning settings to enable efficient adaptation with minimal data. Existing approaches often overlook the rich mutual information between labeled samples, resulting in sub-optimal performance in low-data scenarios. To boost the utility of labeled data, we identify the variability among performers and the commonality within each action as two key attributes. We present SkeletonX, a lightweight training pipeline that integrates seamlessly with existing GCN-based skeleton action recognizers, promoting effective training under limited labeled data. First, we propose a tailored sample pair construction strategy on two key attributes to form and aggregate sample pairs. Next, we develop a concise and effective feature aggregation module to process these pairs. Extensive experiments are conducted on NTU RGB+D, NTU RGB+D 120, and PKU-MMD with various GCN backbones, demonstrating that the pipeline effectively improves performance when trained from scratch with limited data. Moreover, it surpasses previous state-of-the-art methods in the one-shot setting, with only 1/10 of the parameters and much fewer FLOPs. The code and data are available at: https://github.com/zzysteve/SkeletonX
* Accepted by IEEE Transactions on Multimedia (TMM). 13 pages, 7
figures, 11 tables
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Apr 17, 2025
Abstract:Human action recognition (HAR) has achieved impressive results with deep learning models, but their decision-making process remains opaque due to their black-box nature. Ensuring interpretability is crucial, especially for real-world applications requiring transparency and accountability. Existing video XAI methods primarily rely on feature attribution or static textual concepts, both of which struggle to capture motion dynamics and temporal dependencies essential for action understanding. To address these challenges, we propose Pose Concept Bottleneck for Explainable Action Recognition (PCBEAR), a novel concept bottleneck framework that introduces human pose sequences as motion-aware, structured concepts for video action recognition. Unlike methods based on pixel-level features or static textual descriptions, PCBEAR leverages human skeleton poses, which focus solely on body movements, providing robust and interpretable explanations of motion dynamics. We define two types of pose-based concepts: static pose concepts for spatial configurations at individual frames, and dynamic pose concepts for motion patterns across multiple frames. To construct these concepts, PCBEAR applies clustering to video pose sequences, allowing for automatic discovery of meaningful concepts without manual annotation. We validate PCBEAR on KTH, Penn-Action, and HAA500, showing that it achieves high classification performance while offering interpretable, motion-driven explanations. Our method provides both strong predictive performance and human-understandable insights into the model's reasoning process, enabling test-time interventions for debugging and improving model behavior.
* This paper is accepted by CVPRW 2025
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Mar 26, 2025
Abstract:Sign language recognition (SLR) refers to interpreting sign language glosses from given videos automatically. This research area presents a complex challenge in computer vision because of the rapid and intricate movements inherent in sign languages, which encompass hand gestures, body postures, and even facial expressions. Recently, skeleton-based action recognition has attracted increasing attention due to its ability to handle variations in subjects and backgrounds independently. However, current skeleton-based SLR methods exhibit three limitations: 1) they often neglect the importance of realistic hand poses, where most studies train SLR models on non-realistic skeletal representations; 2) they tend to assume complete data availability in both training or inference phases, and capture intricate relationships among different body parts collectively; 3) these methods treat all sign glosses uniformly, failing to account for differences in complexity levels regarding skeletal representations. To enhance the realism of hand skeletal representations, we present a kinematic hand pose rectification method for enforcing constraints. Mitigating the impact of missing data, we propose a feature-isolated mechanism to focus on capturing local spatial-temporal context. This method captures the context concurrently and independently from individual features, thus enhancing the robustness of the SLR model. Additionally, to adapt to varying complexity levels of sign glosses, we develop an input-adaptive inference approach to optimise computational efficiency and accuracy. Experimental results demonstrate the effectiveness of our approach, as evidenced by achieving a new state-of-the-art (SOTA) performance on WLASL100 and LSA64. For WLASL100, we achieve a top-1 accuracy of 86.50\%, marking a relative improvement of 2.39% over the previous SOTA. For LSA64, we achieve a top-1 accuracy of 99.84%.
* 10 pages, ACM Multimedia
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Mar 19, 2025
Abstract:Skeleton-based Human Action Recognition (HAR) is a vital technology in robotics and human-robot interaction. However, most existing methods concentrate primarily on full-body movements and often overlook subtle hand motions that are critical for distinguishing fine-grained actions. Recent work leverages a unified graph representation that combines body, hand, and foot keypoints to capture detailed body dynamics. Yet, these models often blur fine hand details due to the disparity between body and hand action characteristics and the loss of subtle features during the spatial-pooling. In this paper, we propose BHaRNet (Body-Hand action Recognition Network), a novel framework that augments a typical body-expert model with a hand-expert model. Our model jointly trains both streams with an ensemble loss that fosters cooperative specialization, functioning in a manner reminiscent of a Mixture-of-Experts (MoE). Moreover, cross-attention is employed via an expertized branch method and a pooling-attention module to enable feature-level interactions and selectively fuse complementary information. Inspired by MMNet, we also demonstrate the applicability of our approach to multi-modal tasks by leveraging RGB information, where body features guide RGB learning to capture richer contextual cues. Experiments on large-scale benchmarks (NTU RGB+D 60, NTU RGB+D 120, PKU-MMD, and Northwestern-UCLA) demonstrate that BHaRNet achieves SOTA accuracies -- improving from 86.4\% to 93.0\% in hand-intensive actions -- while maintaining fewer GFLOPs and parameters than the relevant unified methods.
* 7 figures, 8 pages
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Feb 28, 2025
Abstract:Badminton, known for having the fastest ball speeds among all sports, presents significant challenges to the field of computer vision, including player identification, court line detection, shuttlecock trajectory tracking, and player stroke-type classification. In this paper, we introduce a novel video segmentation strategy to extract frames of each player's racket swing in a badminton broadcast match. These segmented frames are then processed by two existing models: one for Human Pose Estimation to obtain player skeletal joints, and the other for shuttlecock trajectory detection to extract shuttlecock trajectories. Leveraging these joints, trajectories, and player positions as inputs, we propose Badminton Stroke-type Transformer (BST) to classify player stroke-types in singles. To the best of our knowledge, experimental results demonstrate that our method outperforms the previous state-of-the-art on the largest publicly available badminton video dataset, ShuttleSet, which shows that effectively leveraging ball trajectory is likely to be a trend for racket sports action recognition.
* 8 pages (excluding references). The code will be released in a few
months
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Feb 19, 2025
Abstract:Multimodal human action recognition based on RGB and skeleton data fusion, while effective, is constrained by significant limitations such as high computational complexity, excessive memory consumption, and substantial energy demands, particularly when implemented with Artificial Neural Networks (ANN). These limitations restrict its applicability in resource-constrained scenarios. To address these challenges, we propose a novel Spiking Neural Network (SNN)-driven framework for multimodal human action recognition, utilizing event camera and skeleton data. Our framework is centered on two key innovations: (1) a novel multimodal SNN architecture that employs distinct backbone networks for each modality-an SNN-based Mamba for event camera data and a Spiking Graph Convolutional Network (SGN) for skeleton data-combined with a spiking semantic extraction module to capture deep semantic representations; and (2) a pioneering SNN-based discretized information bottleneck mechanism for modality fusion, which effectively balances the preservation of modality-specific semantics with efficient information compression. To validate our approach, we propose a novel method for constructing a multimodal dataset that integrates event camera and skeleton data, enabling comprehensive evaluation. Extensive experiments demonstrate that our method achieves superior performance in both recognition accuracy and energy efficiency, offering a promising solution for practical applications.
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Feb 09, 2025
Abstract:Transformers have demonstrated remarkable performance in skeleton-based human action recognition, yet their quadratic computational complexity remains a bottleneck for real-world applications. To mitigate this, linear attention mechanisms have been explored but struggle to capture the hierarchical structure of skeleton data. Meanwhile, the Poincar\'e model, as a typical hyperbolic geometry, offers a powerful framework for modeling hierarchical structures but lacks well-defined operations for existing mainstream linear attention. In this paper, we propose HyLiFormer, a novel hyperbolic linear attention Transformer tailored for skeleton-based action recognition. Our approach incorporates a Hyperbolic Transformation with Curvatures (HTC) module to map skeleton data into hyperbolic space and a Hyperbolic Linear Attention (HLA) module for efficient long-range dependency modeling. Theoretical analysis and extensive experiments on NTU RGB+D and NTU RGB+D 120 datasets demonstrate that HyLiFormer significantly reduces computational complexity while preserving model accuracy, making it a promising solution for efficiency-critical applications.
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Feb 26, 2025
Abstract:Time series data, defined by equally spaced points over time, is essential in fields like medicine, telecommunications, and energy. Analyzing it involves tasks such as classification, clustering, prototyping, and regression. Classification identifies normal vs. abnormal movements in skeleton-based motion sequences, clustering detects stock market behavior patterns, prototyping expands physical therapy datasets, and regression predicts patient recovery. Deep learning has recently gained traction in time series analysis due to its success in other domains. This thesis leverages deep learning to enhance classification with feature engineering, introduce foundation models, and develop a compact yet state-of-the-art architecture. We also address limited labeled data with self-supervised learning. Our contributions apply to real-world tasks, including human motion analysis for action recognition and rehabilitation. We introduce a generative model for human motion data, valuable for cinematic production and gaming. For prototyping, we propose a shape-based synthetic sample generation method to support regression models when data is scarce. Lastly, we critically evaluate discriminative and generative models, identifying limitations in current methodologies and advocating for a robust, standardized evaluation framework. Our experiments on public datasets provide novel insights and methodologies, advancing time series analysis with practical applications.
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Feb 20, 2025
Abstract:Online continuous action recognition has emerged as a critical research area due to its practical implications in real-world applications, such as human-computer interaction, healthcare, and robotics. Among various modalities, skeleton-based approaches have gained significant popularity, demonstrating their effectiveness in capturing 3D temporal data while ensuring robustness to environmental variations. However, most existing works focus on segment-based recognition, making them unsuitable for real-time, continuous recognition scenarios. In this paper, we propose a novel online recognition system designed for real-time skeleton sequence streaming. Our approach leverages a hybrid architecture combining Spatial Graph Convolutional Networks (S-GCN) for spatial feature extraction and a Transformer-based Graph Encoder (TGE) for capturing temporal dependencies across frames. Additionally, we introduce a continual learning mechanism to enhance model adaptability to evolving data distributions, ensuring robust recognition in dynamic environments. We evaluate our method on the SHREC'21 benchmark dataset, demonstrating its superior performance in online hand gesture recognition. Our approach not only achieves state-of-the-art accuracy but also significantly reduces false positive rates, making it a compelling solution for real-time applications. The proposed system can be seamlessly integrated into various domains, including human-robot collaboration and assistive technologies, where natural and intuitive interaction is crucial.
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Jan 19, 2025
Abstract:In recent years, action recognition has received much attention and wide application due to its important role in video understanding. Most of the researches on action recognition methods focused on improving the performance via various deep learning methods rather than the classification of skeleton points. The topological modeling between skeleton points and body parts was seldom considered. Although some studies have used a data-driven approach to classify the topology of the skeleton point, the nature of the skeleton point in terms of kinematics has not been taken into consideration. Therefore, in this paper, we draw on the theory of kinematics to adapt the topological relations of the skeleton point and propose a topological relation classification based on body parts and distance from core of body. To synthesize these topological relations for action recognition, we propose a novel Hypergraph Fusion Graph Convolutional Network (HFGCN). In particular, the proposed model is able to focus on the human skeleton points and the different body parts simultaneously, and thus construct the topology, which improves the recognition accuracy obviously. We use a hypergraph to represent the categorical relationships of these skeleton points and incorporate the hypergraph into a graph convolution network to model the higher-order relationships among the skeleton points and enhance the feature representation of the network. In addition, our proposed hypergraph attention module and hypergraph graph convolution module optimize topology modeling in temporal and channel dimensions, respectively, to further enhance the feature representation of the network. We conducted extensive experiments on three widely used datasets.The results validate that our proposed method can achieve the best performance when compared with the state-of-the-art skeleton-based methods.
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