# REGINA - Reasoning Graph Convolutional Networks in Human Action Recognition

arXiv: https://arxiv.org/abs/2105.06711 · HTML: https://mlsanity.com/paper/2105.06711/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 27 of its 46 references that are in the map.
- First posted on arXiv 14 May 2021.

## Builds on (most cited first, 27 of 27)

- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [The Kinetics Human Action Video Dataset](https://mlsanity.com/paper/1705.06950/) (2017)
- [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)
- [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)
- [DensePose: Dense Human Pose Estimation In The Wild](https://mlsanity.com/paper/1802.00434/) (2018)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [Rethinking Spatiotemporal Feature Learning: Speed-Accuracy Trade-offs in Video Classification](https://mlsanity.com/paper/1712.04851/) (2017)
- [Learning Spatio-Temporal Representation with Pseudo-3D Residual Networks](https://mlsanity.com/paper/1711.10305/) (2017)
- [Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2003.14111/) (2020)
- [Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1904.12659/) (2019)
- [An Attention Enhanced Graph Convolutional LSTM Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1902.09130/) (2019)
- [Spatio-Temporal LSTM with Trust Gates for 3D Human Action Recognition](https://mlsanity.com/paper/1607.07043/) (2016)
- [Semantics-Guided Neural Networks for Efficient Skeleton-Based Human Action Recognition](https://mlsanity.com/paper/1904.01189/) (2019)
- [An End-to-End Spatio-Temporal Attention Model for Human Action Recognition from Skeleton Data](https://mlsanity.com/paper/1611.06067/) (2016)
- [A New Representation of Skeleton Sequences for 3D Action Recognition](https://mlsanity.com/paper/1703.03492/) (2017)
- [View Adaptive Recurrent Neural Networks for High Performance Human Action Recognition from Skeleton Data](https://mlsanity.com/paper/1703.08274/) (2017)
- [Interpretable 3D Human Action Analysis with Temporal Convolutional Networks](https://mlsanity.com/paper/1704.04516/) (2017)
- [Pose Flow: Efficient Online Pose Tracking](https://mlsanity.com/paper/1802.00977/) (2018)
- [Action Recognition with Trajectory-Pooled Deep-Convolutional Descriptors](https://mlsanity.com/paper/1505.04868/) (2015)
- [Real-time Action Recognition with Enhanced Motion Vector CNNs](https://mlsanity.com/paper/1604.07669/) (2016)
- [Collaborative Spatio-temporal Feature Learning for Video Action Recognition](https://mlsanity.com/paper/1903.01197/) (2019)
- [Two-Stream 3D Convolutional Neural Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1705.08106/) (2017)

## Built on by (most cited first, 2 of 2)

- [A Non-Anatomical Graph Structure for isolated hand gesture separation in continuous gesture sequences](https://mlsanity.com/paper/2207.07619/) (2022)
- [FADE: A Dataset for Detecting Falling Objects around Buildings in Video](https://mlsanity.com/paper/2408.05750/) (2024)

## Abstract (arXiv)

It is known that the kinematics of the human body skeleton reveals valuable information in action recognition. Recently, modeling skeletons as spatio-temporal graphs with Graph Convolutional Networks (GCNs) has been reported to solidly advance the state-of-the-art performance. However, GCN-based approaches exclusively learn from raw skeleton data, and are expected to extract the inherent structural information on their own. This paper describes REGINA, introducing a novel way to REasoning Graph convolutional networks IN Human Action recognition. The rationale is to provide to the GCNs additional knowledge about the skeleton data, obtained by handcrafted features, in order to facilitate the learning process, while guaranteeing that it remains fully trainable in an end-to-end manner. The challenge is to capture complementary information over the dynamics between consecutive frames, which is the key information extracted by state-of-the-art GCN techniques. Moreover, the proposed strategy can be easily integrated in the existing GCN-based methods, which we also regard positively. Our experiments were carried out in well known action recognition datasets and enabled to conclude that REGINA contributes for solid improvements in performance when incorporated to other GCN-based approaches, without any other adjustment regarding the original method. For reproducibility, the REGINA code and all the experiments carried out will be publicly available at https://github.com/DegardinBruno.
