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
Jun 08, 2025
Abstract:Data augmentation is a crucial technique in deep learning, particularly for tasks with limited dataset diversity, such as skeleton-based datasets. This paper proposes a comprehensive data augmentation framework that integrates geometric transformations, random cropping, rotation, zooming and intensity-based transformations, brightness and contrast adjustments to simulate real-world variations. Random cropping ensures the preservation of spatio-temporal integrity while addressing challenges such as viewpoint bias and occlusions. The augmentation pipeline generates three augmented versions for each sample in addition to the data set sample, thus quadrupling the data set size and enriching the diversity of gesture representations. The proposed augmentation strategy is evaluated on three models: multi-stream e2eET, FPPR point cloud-based hand gesture recognition (HGR), and DD-Network. Experiments are conducted on benchmark datasets including DHG14/28, SHREC'17, and JHMDB. The e2eET model, recognized as the state-of-the-art for hand gesture recognition on DHG14/28 and SHREC'17. The FPPR-PCD model, the second-best performing model on SHREC'17, excels in point cloud-based gesture recognition. DD-Net, a lightweight and efficient architecture for skeleton-based action recognition, is evaluated on SHREC'17 and the Human Motion Data Base (JHMDB). The results underline the effectiveness and versatility of the proposed augmentation strategy, significantly improving model generalization and robustness across diverse datasets and architectures. This framework not only establishes state-of-the-art results on all three evaluated models but also offers a scalable solution to advance HGR and action recognition applications in real-world scenarios. The framework is available at https://github.com/NadaAbodeshish/Random-Cropping-augmentation-HGR
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May 29, 2025
Abstract:Traditional approaches in unsupervised or self supervised learning for skeleton-based action classification have concentrated predominantly on the dynamic aspects of skeletal sequences. Yet, the intricate interaction between the moving and static elements of the skeleton presents a rarely tapped discriminative potential for action classification. This paper introduces a novel measurement, referred to as spatial-temporal joint density (STJD), to quantify such interaction. Tracking the evolution of this density throughout an action can effectively identify a subset of discriminative moving and/or static joints termed "prime joints" to steer self-supervised learning. A new contrastive learning strategy named STJD-CL is proposed to align the representation of a skeleton sequence with that of its prime joints while simultaneously contrasting the representations of prime and nonprime joints. In addition, a method called STJD-MP is developed by integrating it with a reconstruction-based framework for more effective learning. Experimental evaluations on the NTU RGB+D 60, NTU RGB+D 120, and PKUMMD datasets in various downstream tasks demonstrate that the proposed STJD-CL and STJD-MP improved performance, particularly by 3.5 and 3.6 percentage points over the state-of-the-art contrastive methods on the NTU RGB+D 120 dataset using X-sub and X-set evaluations, respectively.
* IEEE Transactions on Biometrics, Behavior, and Identity Science
(2025)
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May 15, 2025
Abstract:Spatial-temporal graph convolutional networks (ST-GCNs) showcase impressive performance in skeleton-based human action recognition (HAR). However, despite the development of numerous models, their recognition performance does not differ significantly after aligning the input settings. With this observation, we hypothesize that ST-GCNs are over-parameterized for HAR, a conjecture subsequently confirmed through experiments employing the lottery ticket hypothesis. Additionally, a novel sparse ST-GCNs generator is proposed, which trains a sparse architecture from a randomly initialized dense network while maintaining comparable performance levels to the dense components. Moreover, we generate multi-level sparsity ST-GCNs by integrating sparse structures at various sparsity levels and demonstrate that the assembled model yields a significant enhancement in HAR performance. Thorough experiments on four datasets, including NTU-RGB+D 60(120), Kinetics-400, and FineGYM, demonstrate that the proposed sparse ST-GCNs can achieve comparable performance to their dense components. Even with 95% fewer parameters, the sparse ST-GCNs exhibit a degradation of <1% in top-1 accuracy. Meanwhile, the multi-level sparsity ST-GCNs, which require only 66% of the parameters of the dense ST-GCNs, demonstrate an improvement of >1% in top-1 accuracy. The code is available at https://github.com/davelailai/Sparse-ST-GCN.
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Apr 30, 2025
Abstract:In action recognition tasks, feature diversity is essential for enhancing model generalization and performance. Existing methods typically promote feature diversity by expanding the training data in the sample space, which often leads to inefficiencies and semantic inconsistencies. To overcome these problems, we propose a novel Coarse-fine text co-guidance Diffusion model (CoCoDiff). CoCoDiff generates diverse yet semantically consistent features in the latent space by leveraging diffusion and multi-granularity textual guidance. Specifically, our approach feeds spatio-temporal features extracted from skeleton sequences into a latent diffusion model to generate diverse action representations. Meanwhile, we introduce a coarse-fine text co-guided strategy that leverages textual information from large language models (LLMs) to ensure semantic consistency between the generated features and the original inputs. It is noted that CoCoDiff operates as a plug-and-play auxiliary module during training, incurring no additional inference cost. Extensive experiments demonstrate that CoCoDiff achieves SOTA performance on skeleton-based action recognition benchmarks, including NTU RGB+D, NTU RGB+D 120 and Kinetics-Skeleton.
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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 23, 2025
Abstract:Human pose estimation and action recognition have received attention due to their critical roles in healthcare monitoring, rehabilitation, and assistive technologies. In this study, we proposed a novel architecture named Transformer based Encoder Decoder Network (TED Net) designed for estimating human skeleton poses from WiFi Channel State Information (CSI). TED Net integrates convolutional encoders with transformer based attention mechanisms to capture spatiotemporal features from CSI signals. The estimated skeleton poses were used as input to a customized Directed Graph Neural Network (DGNN) for action recognition. We validated our model on two datasets: a publicly available multi modal dataset for assessing general pose estimation, and a newly collected dataset focused on fall related scenarios involving 20 participants. Experimental results demonstrated that TED Net outperformed existing approaches in pose estimation, and that the DGNN achieves reliable action classification using CSI based skeletons, with performance comparable to RGB based systems. Notably, TED Net maintains robust performance across both fall and non fall cases. These findings highlight the potential of CSI driven human skeleton estimation for effective action recognition, particularly in home environments such as elderly fall detection. In such settings, WiFi signals are often readily available, offering a privacy preserving alternative to vision based methods, which may raise concerns about continuous camera monitoring.
* 8 pages, 4 figures
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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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