# SHREC 2022 Track on Online Detection of Heterogeneous Gestures

arXiv: https://arxiv.org/abs/2207.06706 · HTML: https://mlsanity.com/paper/2207.06706/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 5 of its 16 references that are in the map.
- First posted on arXiv 14 Jul 2022.

## Builds on (most cited first, 5 of 5)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [An Empirical Evaluation of Generic Convolutional and Recurrent Networks for Sequence Modeling](https://mlsanity.com/paper/1803.01271/) (2018)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [First-Person Hand Action Benchmark with RGB-D Videos and 3D Hand Pose Annotations](https://mlsanity.com/paper/1704.02463/) (2017)
- [Make Skeleton-based Action Recognition Model Smaller, Faster and Better](https://mlsanity.com/paper/1907.09658/) (2019)

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

- [OO-dMVMT: A Deep Multi-view Multi-task Classification Framework for Real-time 3D Hand Gesture Classification and Segmentation](https://mlsanity.com/paper/2304.05956/) (2023)
- [OMG-Bench: A New Challenging Benchmark for Skeleton-based Online Micro Hand Gesture Recognition](https://mlsanity.com/paper/2512.16727/) (2025)

## Abstract (arXiv)

This paper presents the outcomes of a contest organized to evaluate methods for the online recognition of heterogeneous gestures from sequences of 3D hand poses. The task is the detection of gestures belonging to a dictionary of 16 classes characterized by different pose and motion features. The dataset features continuous sequences of hand tracking data where the gestures are interleaved with non-significant motions. The data have been captured using the Hololens 2 finger tracking system in a realistic use-case of mixed reality interaction. The evaluation is based not only on the detection performances but also on the latency and the false positives, making it possible to understand the feasibility of practical interaction tools based on the algorithms proposed. The outcomes of the contest's evaluation demonstrate the necessity of further research to reduce recognition errors, while the computational cost of the algorithms proposed is sufficiently low.
