mlsanityData to 7 Oct 2026

Two-person Graph Convolutional Network for Skeleton-based Human Interaction Recognition

arXiv 2208.06174 ↗First posted 12 Aug 2022cs.CV cs.AIcited by 7

Not on the map. Why?

Abstract (arXiv)

Graph convolutional networks (GCNs) have been the predominant methods in skeleton-based human action recognition, including human-human interaction recognition. However, when dealing with interaction sequences, current GCN-based methods simply split the two-person skeleton into two discrete graphs and perform graph convolution separately as done for single-person action classification. Such operations ignore rich interactive information and hinder effective spatial inter-body relationship modeling. To overcome the above shortcoming, we introduce a novel unified two-person graph to represent inter-body and intra-body correlations between joints. Experiments show accuracy improvements in recognizing both interactions and individual actions when utilizing the proposed two-person graph topology. In addition, We design several graph labeling strategies to supervise the model to learn discriminant spatial-temporal interactive features. Finally, we propose a two-person graph convolutional network (2P-GCN). Our model achieves state-of-the-art results on four benchmarks of three interaction datasets: SBU, interaction subsets of NTU-RGB+D and NTU-RGB+D 120.

Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). Builds on 23 of its 45 references that are in the map. First posted on arXiv 12 Aug 2022.

Builds on

23 of 45 references.

References · 23

  1. 2015Deep Residual Learning for Image Recognitioncited by 51,809
  2. 2016Semi-Supervised Classification with Graph Convolutional Networkscited by 11,282
  3. 2017The Kinetics Human Action Video Datasetcited by 1,894
  4. 2019Deep High-Resolution Representation Learning for Human Pose Estimationcited by 1,339
  5. 2018Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognitioncited by 1,199
  6. 2018OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fieldscited by 1,161
  7. 2016NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysiscited by 683
  8. 2019NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understandingcited by 530
  9. 2014Long-term Recurrent Convolutional Networks for Visual Recognition and Descriptioncited by 483
  10. 2020Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognitioncited by 339
  11. 2021Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognitioncited by 317
  12. 2019Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognitioncited by 228
11 more
  1. 2018Co-occurrence Feature Learning from Skeleton Data for Action Recognition and Detection with Hierarchical Aggregationcited by 106
  2. 2019Skeleton-Based Action Recognition with Multi-Stream Adaptive Graph Convolutional Networkscited by 103
  3. 2020Stronger, Faster and More Explainable: A Graph Convolutional Baseline for Skeleton-based Action Recognitioncited by 91
  4. 2021Constructing Stronger and Faster Baselines for Skeleton-based Action Recognitioncited by 87
  5. 2018View Adaptive Neural Networks for High Performance Skeleton-based Human Action Recognitioncited by 84
  6. 2017Skeleton-Based Human Action Recognition with Global Context-Aware Attention LSTM Networkscited by 62
  7. 2017Skeleton-Based Action Recognition Using Spatio-Temporal LSTM Network with Trust Gatescited by 54
  8. 2017Encouraging LSTMs to Anticipate Actions Very Earlycited by 37
  9. 2020Richly Activated Graph Convolutional Network for Robust Skeleton-based Action Recognitioncited by 36
  10. 2019Interaction Relational Network for Mutual Action Recognitioncited by 27
  11. 2021GeomNet: A Neural Network Based on Riemannian Geometries of SPD Matrix Space and Cholesky Space for 3D Skeleton-Based Interaction Recognitioncited by 27

Built on by

Cited by year

Citing papers per year: 2024: 4; 2025: 3.

7 papers.