# IGFormer: Interaction Graph Transformer for Skeleton-based Human Interaction Recognition

arXiv: https://arxiv.org/abs/2207.12100 · HTML: https://mlsanity.com/paper/2207.12100/

## Key facts

- Cited by 31 papers in the map (data through 14 Oct 2026).
- Builds on 25 of its 36 references that are in the map.
- First posted on arXiv 25 Jul 2022.

## Builds on (most cited first, 25 of 25)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [BERT: Pre-training of Deep Bidirectional Transformers for Language Understanding](https://mlsanity.com/paper/1810.04805/) (2018)
- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [Deformable DETR: Deformable Transformers for End-to-End Object Detection](https://mlsanity.com/paper/2010.04159/) (2020)
- [ViViT: A Video Vision Transformer](https://mlsanity.com/paper/2103.15691/) (2021)
- [Rethinking Semantic Segmentation from a Sequence-to-Sequence Perspective with Transformers](https://mlsanity.com/paper/2012.15840/) (2020)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysis](https://mlsanity.com/paper/1604.02808/) (2016)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2003.14111/) (2020)
- [Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2107.12213/) (2021)
- [Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1904.12659/) (2019)
- [Spatio-Temporal LSTM with Trust Gates for 3D Human Action Recognition](https://mlsanity.com/paper/1607.07043/) (2016)
- [Independently Recurrent Neural Network (IndRNN): Building A Longer and Deeper RNN](https://mlsanity.com/paper/1803.04831/) (2018)
- [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)
- [Skeleton-based Action Recognition via Spatial and Temporal Transformer Networks](https://mlsanity.com/paper/2008.07404/) (2020)
- [Interpretable 3D Human Action Analysis with Temporal Convolutional Networks](https://mlsanity.com/paper/1704.04516/) (2017)
- [Co-occurrence Feature Learning for Skeleton based Action Recognition using Regularized Deep LSTM Networks](https://mlsanity.com/paper/1603.07772/) (2016)
- [Skeleton-Based Human Action Recognition with Global Context-Aware Attention LSTM Networks](https://mlsanity.com/paper/1707.05740/) (2017)
- [Interaction Relational Network for Mutual Action Recognition](https://mlsanity.com/paper/1910.04963/) (2019)
- [Skeleton based action recognition using translation-scale invariant image mapping and multi-scale deep cnn](https://mlsanity.com/paper/1704.05645/) (2017)
- [Two-Stream 3D Convolutional Neural Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1705.08106/) (2017)
- [Skeleton-Based Online Action Prediction Using Scale Selection Network](https://mlsanity.com/paper/1902.03084/) (2019)

## Built on by (most cited first, 30 of 31)

- [Inter-X: Towards Versatile Human-Human Interaction Analysis](https://mlsanity.com/paper/2312.16051/) (2023)
- [SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition](https://mlsanity.com/paper/2403.09508/) (2024)
- [SkeletonMAE: Spatial-Temporal Masked Autoencoders for Self-supervised Skeleton Action Recognition](https://mlsanity.com/paper/2209.02399/) (2022)
- [Interactive Spatiotemporal Token Attention Network for Skeleton-based General Interactive Action Recognition](https://mlsanity.com/paper/2307.07469/) (2023)
- [Frequency Guidance Matters: Skeletal Action Recognition by Frequency-Aware Mixed Transformer](https://mlsanity.com/paper/2407.12322/) (2024)
- [InfoGCN++: Learning Representation by Predicting the Future for Online Human Skeleton-based Action Recognition](https://mlsanity.com/paper/2310.10547/) (2023)
- [Adaptive Hyper-Graph Convolution Network for Skeleton-based Human Action Recognition with Virtual Connections](https://mlsanity.com/paper/2411.14796/) (2024)
- [FlowerFormer: Empowering Neural Architecture Encoding using a Flow-aware Graph Transformer](https://mlsanity.com/paper/2403.12821/) (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)
- [Human Pose-based Estimation, Tracking and Action Recognition with Deep Learning: A Survey](https://mlsanity.com/paper/2310.13039/) (2023)
- [3D Skeleton-Based Action Recognition: A Review](https://mlsanity.com/paper/2506.00915/) (2025)
- [Learning Mutual Excitation for Hand-to-Hand and Human-to-Human Interaction Recognition](https://mlsanity.com/paper/2402.02431/) (2024)
- [Autoregressive Adaptive Hypergraph Transformer for Skeleton-based Activity Recognition](https://mlsanity.com/paper/2411.05692/) (2024)
- [Body-Hand Modality Expertized Networks with Cross-attention for Fine-grained Skeleton Action Recognition](https://mlsanity.com/paper/2503.14960/) (2025)
- [A Two-stream Hybrid CNN-Transformer Network for Skeleton-based Human Interaction Recognition](https://mlsanity.com/paper/2401.00409/) (2023)
- [CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition](https://mlsanity.com/paper/2410.07153/) (2024)
- [Frequency-Enhanced Diffusion Models: Curriculum-Guided Semantic Alignment for Zero-Shot Skeleton Action Recognition](https://mlsanity.com/paper/2604.09063/) (2026)
- [Deep Neural Networks in Video Human Action Recognition: A Review](https://mlsanity.com/paper/2305.15692/) (2023)
- [SkeleTR: Towrads Skeleton-based Action Recognition in the Wild](https://mlsanity.com/paper/2309.11445/) (2023)
- [SkelMamba: A State Space Model for Efficient Skeleton Action Recognition of Neurological Disorders](https://mlsanity.com/paper/2411.19544/) (2024)
- [Learning Adaptive Node Selection with External Attention for Human Interaction Recognition](https://mlsanity.com/paper/2507.03936/) (2025)
- [THYME: Temporal Hierarchical-Cyclic Interactivity Modeling for Video Scene Graphs in Aerial Footage](https://mlsanity.com/paper/2507.09200/) (2025)
- [G3CN: Gaussian Topology Refinement Gated Graph Convolutional Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2509.07335/) (2025)
- [TSkel-Mamba: Temporal Dynamic Modeling via State Space Model for Human Skeleton-based Action Recognition](https://mlsanity.com/paper/2512.11503/) (2025)
- [3D Human-Human Interaction Anomaly Detection](https://mlsanity.com/paper/2512.13560/) (2025)
- [BHaRNet: Reliability-Aware Body-Hand Modality Expertized Networks for Fine-grained Skeleton Action Recognition](https://mlsanity.com/paper/2601.00369/) (2026)
- [STAR: Skeletal Token Alignment and Rearrangement for Interaction Recognition](https://mlsanity.com/paper/2607.17342/) (2026)
- [Structure over Depth: A Single-Block Spatio-Temporal Transformer for Multi-Entity Reasoning](https://mlsanity.com/paper/2607.23077/) (2026)
- [Inter-X++: A Comprehensive Benchmark for Multimodal Human-Human Interaction Analysis](https://mlsanity.com/paper/2608.20312/) (2026)
- [One for All: Generalist Foundation Model for Cross-Sensor Skeleton Representation Learning](https://mlsanity.com/paper/2609.07078/) (2026)

## Abstract (arXiv)

Human interaction recognition is very important in many applications. One crucial cue in recognizing an interaction is the interactive body parts. In this work, we propose a novel Interaction Graph Transformer (IGFormer) network for skeleton-based interaction recognition via modeling the interactive body parts as graphs. More specifically, the proposed IGFormer constructs interaction graphs according to the semantic and distance correlations between the interactive body parts, and enhances the representation of each person by aggregating the information of the interactive body parts based on the learned graphs. Furthermore, we propose a Semantic Partition Module to transform each human skeleton sequence into a Body-Part-Time sequence to better capture the spatial and temporal information of the skeleton sequence for learning the graphs. Extensive experiments on three benchmark datasets demonstrate that our model outperforms the state-of-the-art with a significant margin.
