# A Comparative Review of Recent Kinect-based Action Recognition Algorithms

arXiv: https://arxiv.org/abs/1906.09955 · HTML: https://mlsanity.com/paper/1906.09955/

## Key facts

- Cited by 29 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 24 Jun 2019.

## Built on by (most cited first, 29 of 29)

- [Advancing Video Anomaly Detection: A Concise Review and a New Dataset](https://mlsanity.com/paper/2402.04857/) (2024)
- [SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition](https://mlsanity.com/paper/2403.09508/) (2024)
- [3Mformer: Multi-order Multi-mode Transformer for Skeletal Action Recognition](https://mlsanity.com/paper/2303.14474/) (2023)
- [Fusing Higher-order Features in Graph Neural Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/2105.01563/) (2021)
- [Temporal-Viewpoint Transportation Plan for Skeletal Few-shot Action Recognition](https://mlsanity.com/paper/2210.16820/) (2022)
- [Uncertainty-DTW for Time Series and Sequences](https://mlsanity.com/paper/2211.00005/) (2022)
- [Ancilia: Scalable Intelligent Video Surveillance for the Artificial Intelligence of Things](https://mlsanity.com/paper/2301.03561/) (2023)
- [High-order Tensor Pooling with Attention for Action Recognition](https://mlsanity.com/paper/2110.05216/) (2021)
- [Do Language Models Understand Time?](https://mlsanity.com/paper/2412.13845/) (2024)
- [Flow Dynamics Correction for Action Recognition](https://mlsanity.com/paper/2310.10059/) (2023)
- [Logsig-RNN: a novel network for robust and efficient skeleton-based action recognition](https://mlsanity.com/paper/2110.13008/) (2021)
- [Dynamic Dense Graph Convolutional Network for Skeleton-based Human Motion Prediction](https://mlsanity.com/paper/2311.17408/) (2023)
- [3D Skeleton-based Few-shot Action Recognition with JEANIE is not so Na"ive](https://mlsanity.com/paper/2112.12668/) (2021)
- [Meet JEANIE: a Similarity Measure for 3D Skeleton Sequences via Temporal-Viewpoint Alignment](https://mlsanity.com/paper/2402.04599/) (2024)
- [Bridging the Skeleton-Text Modality Gap: Diffusion-Powered Modality Alignment for Zero-shot Skeleton-based Action Recognition](https://mlsanity.com/paper/2411.10745/) (2024)
- [OpenKD: Opening Prompt Diversity for Zero- and Few-shot Keypoint Detection](https://mlsanity.com/paper/2409.19899/) (2024)
- [DMMG: Dual Min-Max Games for Self-Supervised Skeleton-Based Action Recognition](https://mlsanity.com/paper/2302.12007/) (2023)
- [Deep Learning Approaches for Seizure Video Analysis: A Review](https://mlsanity.com/paper/2312.10930/) (2023)
- [Decoupling Fine Detail and Global Geometry for Compressed Depth Map Super-Resolution](https://mlsanity.com/paper/2411.03239/) (2024)
- [3D Skeleton-Based Action Recognition: A Review](https://mlsanity.com/paper/2506.00915/) (2025)
- [Autoregressive Adaptive Hypergraph Transformer for Skeleton-based Activity Recognition](https://mlsanity.com/paper/2411.05692/) (2024)
- [Strengthening Skeletal Action Recognizers via Leveraging Temporal Patterns](https://mlsanity.com/paper/2205.14405/) (2022)
- [Transformers in Action Recognition: A Review on Temporal Modeling](https://mlsanity.com/paper/2302.01921/) (2022)
- [Feature Hallucination for Self-supervised Action Recognition](https://mlsanity.com/paper/2506.20342/) (2025)
- [Learning Time in Static Classifiers](https://mlsanity.com/paper/2511.12321/) (2025)
- [PcmNet: Position-Sensitive Context Modeling Network for Temporal Action Localization](https://mlsanity.com/paper/2103.05270/) (2021)
- [Evolving Skeletons: Motion Dynamics in Action Recognition](https://mlsanity.com/paper/2501.02593/) (2025)
- [Invisible-to-Visible: Privacy-Aware Human Instance Segmentation using Airborne Ultrasound via Collaborative Learning Variational Autoencoder](https://mlsanity.com/paper/2204.07280/) (2022)
- [Video Understanding by Design: How Datasets Shape Video Models](https://mlsanity.com/paper/2509.09151/) (2025)

## Abstract (arXiv)

Video-based human action recognition is currently one of the most active research areas in computer vision. Various research studies indicate that the performance of action recognition is highly dependent on the type of features being extracted and how the actions are represented. Since the release of the Kinect camera, a large number of Kinect-based human action recognition techniques have been proposed in the literature. However, there still does not exist a thorough comparison of these Kinect-based techniques under the grouping of feature types, such as handcrafted versus deep learning features and depth-based versus skeleton-based features. In this paper, we analyze and compare ten recent Kinect-based algorithms for both cross-subject action recognition and cross-view action recognition using six benchmark datasets. In addition, we have implemented and improved some of these techniques and included their variants in the comparison. Our experiments show that the majority of methods perform better on cross-subject action recognition than cross-view action recognition, that skeleton-based features are more robust for cross-view recognition than depth-based features, and that deep learning features are suitable for large datasets.
