# SHREC 2021: Track on Skeleton-based Hand Gesture Recognition in the Wild

arXiv: https://arxiv.org/abs/2106.10980 · HTML: https://mlsanity.com/paper/2106.10980/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 10 of its 23 references that are in the map.
- First posted on arXiv 21 Jun 2021.

## Builds on (most cited first, 10 of 10)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Batch Normalization: Accelerating Deep Network Training by Reducing Internal Covariate Shift](https://mlsanity.com/paper/1502.03167/) (2015)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [TSM: Temporal Shift Module for Efficient Video Understanding](https://mlsanity.com/paper/1811.08383/) (2018)
- [Can Spatiotemporal 3D CNNs Retrace the History of 2D CNNs and ImageNet?](https://mlsanity.com/paper/1711.09577/) (2017)
- [fastai: A Layered API for Deep Learning](https://mlsanity.com/paper/2002.04688/) (2020)
- [MediaPipe Hands: On-device Real-time Hand Tracking](https://mlsanity.com/paper/2006.10214/) (2020)
- [HoloLens 2 Research Mode as a Tool for Computer Vision Research](https://mlsanity.com/paper/2008.11239/) (2020)
- [Make Skeleton-based Action Recognition Model Smaller, Faster and Better](https://mlsanity.com/paper/1907.09658/) (2019)

## Abstract (arXiv)

Gesture recognition is a fundamental tool to enable novel interaction paradigms in a variety of application scenarios like Mixed Reality environments, touchless public kiosks, entertainment systems, and more. Recognition of hand gestures can be nowadays performed directly from the stream of hand skeletons estimated by software provided by low-cost trackers (Ultraleap) and MR headsets (Hololens, Oculus Quest) or by video processing software modules (e.g. Google Mediapipe). Despite the recent advancements in gesture and action recognition from skeletons, it is unclear how well the current state-of-the-art techniques can perform in a real-world scenario for the recognition of a wide set of heterogeneous gestures, as many benchmarks do not test online recognition and use limited dictionaries. This motivated the proposal of the SHREC 2021: Track on Skeleton-based Hand Gesture Recognition in the Wild. For this contest, we created a novel dataset with heterogeneous gestures featuring different types and duration. These gestures have to be found inside sequences in an online recognition scenario. This paper presents the result of the contest, showing the performances of the techniques proposed by four research groups on the challenging task compared with a simple baseline method.
