# View Adaptive Recurrent Neural Networks for High Performance Human Action Recognition from Skeleton Data

arXiv: https://arxiv.org/abs/1703.08274 · HTML: https://mlsanity.com/paper/1703.08274/

## Key facts

- Cited by 105 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 24 Mar 2017.

## Built on by (most cited first, 30 of 105)

- [3D Human Action Representation Learning via Cross-View Consistency Pursuit](https://mlsanity.com/paper/2104.14466/) (2021)
- [Selective Structured State-Spaces for Long-Form Video Understanding](https://mlsanity.com/paper/2303.14526/) (2023)
- [Skeleton-Contrastive 3D Action Representation Learning](https://mlsanity.com/paper/2108.03656/) (2021)
- [Milestones in Autonomous Driving and Intelligent Vehicles: Survey of Surveys](https://mlsanity.com/paper/2303.17220/) (2023)
- [Multi-Scale Spatial Temporal Graph Convolutional Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2206.13028/) (2022)
- [iMiGUE: An Identity-free Video Dataset for Micro-Gesture Understanding and Emotion Analysis](https://mlsanity.com/paper/2107.00285/) (2021)
- [Skeleton Cloud Colorization for Unsupervised 3D Action Representation Learning](https://mlsanity.com/paper/2108.01959/) (2021)
- [Attention, please! A survey of Neural Attention Models in Deep Learning](https://mlsanity.com/paper/2103.16775/) (2021)
- [SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition](https://mlsanity.com/paper/2403.09508/) (2024)
- [Learning Fine-grained View-Invariant Representations from Unpaired Ego-Exo Videos via Temporal Alignment](https://mlsanity.com/paper/2306.05526/) (2023)
- [Generative Action Description Prompts for Skeleton-based Action Recognition](https://mlsanity.com/paper/2208.05318/) (2022)
- [Hypergraph Transformer for Skeleton-based Action Recognition](https://mlsanity.com/paper/2211.09590/) (2022)
- [VPN++: Rethinking Video-Pose embeddings for understanding Activities of Daily Living](https://mlsanity.com/paper/2105.08141/) (2021)
- [OpenHands: Making Sign Language Recognition Accessible with Pose-based Pretrained Models across Languages](https://mlsanity.com/paper/2110.05877/) (2021)
- [IGFormer: Interaction Graph Transformer for Skeleton-based Human Interaction Recognition](https://mlsanity.com/paper/2207.12100/) (2022)
- [Hierarchically Self-Supervised Transformer for Human Skeleton Representation Learning](https://mlsanity.com/paper/2207.09644/) (2022)
- [Hierarchical Contrast for Unsupervised Skeleton-based Action Representation Learning](https://mlsanity.com/paper/2212.02082/) (2022)
- [Learning Multi-Granular Spatio-Temporal Graph Network for Skeleton-based Action Recognition](https://mlsanity.com/paper/2108.04536/) (2021)
- [Self-supervised Action Representation Learning from Partial Spatio-Temporal Skeleton Sequences](https://mlsanity.com/paper/2302.09018/) (2023)
- [Generative Adversarial Graph Convolutional Networks for Human Action Synthesis](https://mlsanity.com/paper/2110.11191/) (2021)
- [FLAG3D: A 3D Fitness Activity Dataset with Language Instruction](https://mlsanity.com/paper/2212.04638/) (2022)
- [Interactive Spatiotemporal Token Attention Network for Skeleton-based General Interactive Action Recognition](https://mlsanity.com/paper/2307.07469/) (2023)
- [Temporal-Viewpoint Transportation Plan for Skeletal Few-shot Action Recognition](https://mlsanity.com/paper/2210.16820/) (2022)
- [AdaSGN: Adapting Joint Number and Model Size for Efficient Skeleton-Based Action Recognition](https://mlsanity.com/paper/2103.11770/) (2021)
- [Learn to Predict How Humans Manipulate Large-sized Objects from Interactive Motions](https://mlsanity.com/paper/2206.12612/) (2022)
- [Learning Connectivity with Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/2112.03328/) (2021)
- [ViewCLR: Learning Self-supervised Video Representation for Unseen Viewpoints](https://mlsanity.com/paper/2112.03905/) (2021)
- [Focal and Global Spatial-Temporal Transformer for Skeleton-based Action Recognition](https://mlsanity.com/paper/2210.02693/) (2022)
- [Spatiotemporal Decouple-and-Squeeze Contrastive Learning for Semi-Supervised Skeleton-based Action Recognition](https://mlsanity.com/paper/2302.02316/) (2023)
- [Self-Supervised 3D Action Representation Learning with Skeleton Cloud Colorization](https://mlsanity.com/paper/2304.08799/) (2023)

## Abstract (arXiv)

Skeleton-based human action recognition has recently attracted increasing attention due to the popularity of 3D skeleton data. One main challenge lies in the large view variations in captured human actions. We propose a novel view adaptation scheme to automatically regulate observation viewpoints during the occurrence of an action. Rather than re-positioning the skeletons based on a human defined prior criterion, we design a view adaptive recurrent neural network (RNN) with LSTM architecture, which enables the network itself to adapt to the most suitable observation viewpoints from end to end. Extensive experiment analyses show that the proposed view adaptive RNN model strives to (1) transform the skeletons of various views to much more consistent viewpoints and (2) maintain the continuity of the action rather than transforming every frame to the same position with the same body orientation. Our model achieves significant improvement over the state-of-the-art approaches on three benchmark datasets.
