# Revisiting Skeleton-based Action Recognition

arXiv: https://arxiv.org/abs/2104.13586 · HTML: https://mlsanity.com/paper/2104.13586/

## Key facts

- Cited by 257 papers in the map (data through 14 Oct 2026).
- Builds on 47 of its 77 references that are in the map.
- First posted on arXiv 28 Apr 2021.

## Builds on (most cited first, 30 of 47)

- [Microsoft COCO: Common Objects in Context](https://mlsanity.com/paper/1405.0312/) (2014)
- [Faster R-CNN: Towards Real-Time Object Detection with Region Proposal Networks](https://mlsanity.com/paper/1506.01497/) (2015)
- [MobileNets: Efficient Convolutional Neural Networks for Mobile Vision Applications](https://mlsanity.com/paper/1704.04861/) (2017)
- [Quo Vadis, Action Recognition? A New Model and the Kinetics Dataset](https://mlsanity.com/paper/1705.07750/) (2017)
- [SlowFast Networks for Video Recognition](https://mlsanity.com/paper/1812.03982/) (2018)
- [Deep High-Resolution Representation Learning for Human Pose Estimation](https://mlsanity.com/paper/1902.09212/) (2019)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1812.08008/) (2018)
- [A Closer Look at Spatiotemporal Convolutions for Action Recognition](https://mlsanity.com/paper/1711.11248/) (2017)
- [Two-Stream Convolutional Networks for Action Recognition in Videos](https://mlsanity.com/paper/1406.2199/) (2014)
- [Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1611.08050/) (2016)
- [Stacked Hourglass Networks for Human Pose Estimation](https://mlsanity.com/paper/1603.06937/) (2016)
- [Temporal Segment Networks: Towards Good Practices for Deep Action Recognition](https://mlsanity.com/paper/1608.00859/) (2016)
- [NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysis](https://mlsanity.com/paper/1604.02808/) (2016)
- [X3D: Expanding Architectures for Efficient Video Recognition](https://mlsanity.com/paper/2004.04730/) (2020)
- [VIBE: Video Inference for Human Body Pose and Shape Estimation](https://mlsanity.com/paper/1912.05656/) (2019)
- [Can Spatiotemporal 3D CNNs Retrace the History of 2D CNNs and ImageNet?](https://mlsanity.com/paper/1711.09577/) (2017)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [Simple Baselines for Human Pose Estimation and Tracking](https://mlsanity.com/paper/1804.06208/) (2018)
- [3D human pose estimation in video with temporal convolutions and semi-supervised training](https://mlsanity.com/paper/1811.11742/) (2018)
- [A simple yet effective baseline for 3d human pose estimation](https://mlsanity.com/paper/1705.03098/) (2017)
- [Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2003.14111/) (2020)
- [Video Classification with Channel-Separated Convolutional Networks](https://mlsanity.com/paper/1904.02811/) (2019)
- [HigherHRNet: Scale-Aware Representation Learning for Bottom-Up Human Pose Estimation](https://mlsanity.com/paper/1908.10357/) (2019)
- [FineGym: A Hierarchical Video Dataset for Fine-grained Action Understanding](https://mlsanity.com/paper/2004.06704/) (2020)
- [Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1904.12659/) (2019)
- [Associative Embedding: End-to-End Learning for Joint Detection and Grouping](https://mlsanity.com/paper/1611.05424/) (2016)
- [Audiovisual SlowFast Networks for Video Recognition](https://mlsanity.com/paper/2001.08740/) (2020)
- [MMTM: Multimodal Transfer Module for CNN Fusion](https://mlsanity.com/paper/1911.08670/) (2019)
- [A New Representation of Skeleton Sequences for 3D Action Recognition](https://mlsanity.com/paper/1703.03492/) (2017)

## Built on by (most cited first, 30 of 257)

- [MotionBERT: A Unified Perspective on Learning Human Motion Representations](https://mlsanity.com/paper/2210.06551/) (2022)
- [Two-Stream Network for Sign Language Recognition and Translation](https://mlsanity.com/paper/2211.01367/) (2022)
- [PYSKL: Towards Good Practices for Skeleton Action Recognition](https://mlsanity.com/paper/2205.09443/) (2022)
- [Learning Discriminative Representations for Skeleton Based Action Recognition](https://mlsanity.com/paper/2303.03729/) (2023)
- [GFPose: Learning 3D Human Pose Prior with Gradient Fields](https://mlsanity.com/paper/2212.08641/) (2022)
- [SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition](https://mlsanity.com/paper/2403.09508/) (2024)
- [Natural Language-Assisted Sign Language Recognition](https://mlsanity.com/paper/2303.12080/) (2023)
- [STAR-Transformer: A Spatio-temporal Cross Attention Transformer for Human Action Recognition](https://mlsanity.com/paper/2210.07503/) (2022)
- [SkeletonMAE: Graph-based Masked Autoencoder for Skeleton Sequence Pre-training](https://mlsanity.com/paper/2307.08476/) (2023)
- [Masked Motion Predictors are Strong 3D Action Representation Learners](https://mlsanity.com/paper/2308.07092/) (2023)
- [3Mformer: Multi-order Multi-mode Transformer for Skeletal Action Recognition](https://mlsanity.com/paper/2303.14474/) (2023)
- [Hierarchical Semantic Contrast for Scene-aware Video Anomaly Detection](https://mlsanity.com/paper/2303.13051/) (2023)
- [LLMs are Good Action Recognizers](https://mlsanity.com/paper/2404.00532/) (2024)
- [Revealing Key Details to See Differences: A Novel Prototypical Perspective for Skeleton-based Action Recognition](https://mlsanity.com/paper/2411.18941/) (2024)
- [A Survey on Video Action Recognition in Sports: Datasets, Methods and Applications](https://mlsanity.com/paper/2206.01038/) (2022)
- [Motion Question Answering via Modular Motion Programs](https://mlsanity.com/paper/2305.08953/) (2023)
- [DG-STGCN: Dynamic Spatial-Temporal Modeling for Skeleton-based Action Recognition](https://mlsanity.com/paper/2210.05895/) (2022)
- [Vision Transformers for Action Recognition: A Survey](https://mlsanity.com/paper/2209.05700/) (2022)
- [HaLP: Hallucinating Latent Positives for Skeleton-based Self-Supervised Learning of Actions](https://mlsanity.com/paper/2304.00387/) (2023)
- [Joint Skeletal and Semantic Embedding Loss for Micro-gesture Classification](https://mlsanity.com/paper/2307.10624/) (2023)
- [OCSampler: Compressing Videos to One Clip with Single-step Sampling](https://mlsanity.com/paper/2201.04388/) (2022)
- [FLAG3D: A 3D Fitness Activity Dataset with Language Instruction](https://mlsanity.com/paper/2212.04638/) (2022)
- [Part-aware Unified Representation of Language and Skeleton for Zero-shot Action Recognition](https://mlsanity.com/paper/2406.13327/) (2024)
- [ViA: View-invariant Skeleton Action Representation Learning via Motion Retargeting](https://mlsanity.com/paper/2209.00065/) (2022)
- [Hulk: A Universal Knowledge Translator for Human-Centric Tasks](https://mlsanity.com/paper/2312.01697/) (2023)
- [Prompt-Guided Zero-Shot Anomaly Action Recognition using Pretrained Deep Skeleton Features](https://mlsanity.com/paper/2303.15167/) (2023)
- [Cross-Modal Learning with 3D Deformable Attention for Action Recognition](https://mlsanity.com/paper/2212.05638/) (2022)
- [Vision-Based Human Pose Estimation via Deep Learning: A Survey](https://mlsanity.com/paper/2308.13872/) (2023)
- [Unified Keypoint-based Action Recognition Framework via Structured Keypoint Pooling](https://mlsanity.com/paper/2303.15270/) (2023)
- [Just Add π! Pose Induced Video Transformers for Understanding Activities of Daily Living](https://mlsanity.com/paper/2311.18840/) (2023)

## Abstract (arXiv)

Human skeleton, as a compact representation of human action, has received increasing attention in recent years. Many skeleton-based action recognition methods adopt graph convolutional networks (GCN) to extract features on top of human skeletons. Despite the positive results shown in previous works, GCN-based methods are subject to limitations in robustness, interoperability, and scalability. In this work, we propose PoseC3D, a new approach to skeleton-based action recognition, which relies on a 3D heatmap stack instead of a graph sequence as the base representation of human skeletons. Compared to GCN-based methods, PoseC3D is more effective in learning spatiotemporal features, more robust against pose estimation noises, and generalizes better in cross-dataset settings. Also, PoseC3D can handle multiple-person scenarios without additional computation cost, and its features can be easily integrated with other modalities at early fusion stages, which provides a great design space to further boost the performance. On four challenging datasets, PoseC3D consistently obtains superior performance, when used alone on skeletons and in combination with the RGB modality.
