mlsanityData to 7 Oct 2026

ViA: View-invariant Skeleton Action Representation Learning via Motion Retargeting

arXiv 2209.00065 ↗First posted 31 Aug 2022cs.CVcited by 22

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Abstract (arXiv)

Current self-supervised approaches for skeleton action representation learning often focus on constrained scenarios, where videos and skeleton data are recorded in laboratory settings. When dealing with estimated skeleton data in real-world videos, such methods perform poorly due to the large variations across subjects and camera viewpoints. To address this issue, we introduce ViA, a novel View-Invariant Autoencoder for self-supervised skeleton action representation learning. ViA leverages motion retargeting between different human performers as a pretext task, in order to disentangle the latent action-specific `Motion' features on top of the visual representation of a 2D or 3D skeleton sequence. Such `Motion' features are invariant to skeleton geometry and camera view and allow ViA to facilitate both, cross-subject and cross-view action classification tasks. We conduct a study focusing on transfer-learning for skeleton-based action recognition with self-supervised pre-training on real-world data (e.g., Posetics). Our results showcase that skeleton representations learned from ViA are generic enough to improve upon state-of-the-art action classification accuracy, not only on 3D laboratory datasets such as NTU-RGB+D 60 and NTU-RGB+D 120, but also on real-world datasets where only 2D data are accurately estimated, e.g., Toyota Smarthome, UAV-Human and Penn Action.

Key facts. Cited by 22 papers in the map (data through 7 Oct 2026). Builds on 56 of its 75 references that are in the map. First posted on arXiv 31 Aug 2022.

Builds on

56 of 75 references.

References · 56

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  2. 2019Momentum Contrast for Unsupervised Visual Representation Learningcited by 7,482
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38 more
  1. 2019Learning Representations by Maximizing Mutual Information Across Viewscited by 733
  2. 2016NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysiscited by 683
  3. 2020X3D: Expanding Architectures for Efficient Video Recognitioncited by 635
  4. 2019NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understandingcited by 530
  5. 2017MoCoGAN: Decomposing Motion and Content for Video Generationcited by 523
  6. 20183D human pose estimation in video with temporal convolutions and semi-supervised trainingcited by 401
  7. 2016Convolutional Two-Stream Network Fusion for Video Action Recognitioncited by 384
  8. 2016RMPE: Regional Multi-person Pose Estimationcited by 340
  9. 2020Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognitioncited by 339
  10. 2021Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognitioncited by 317
  11. 2018Everybody Dance Nowcited by 313
  12. 2021StyleGAN-V: A Continuous Video Generator with the Price, Image Quality and Perks of StyleGAN2cited by 300
  13. 2021Revisiting Skeleton-based Action Recognitioncited by 256
  14. 2019Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognitioncited by 228
  15. 2022Generating Videos with Dynamics-aware Implicit Generative Adversarial Networkscited by 186
  16. 2020TDN: Temporal Difference Networks for Efficient Action Recognitioncited by 183
  17. 2017Learning Spatio-Temporal Features with 3D Residual Networks for Action Recognitioncited by 178
  18. 2022Latent Image Animator: Learning to Animate Images via Latent Space Navigationcited by 172
  19. 2014Cross-view Action Modeling, Learning and Recognitioncited by 134
  20. 20213D Human Action Representation Learning via Cross-View Consistency Pursuitcited by 105
  21. 2021UAV-Human: A Large Benchmark for Human Behavior Understanding with Unmanned Aerial Vehiclescited by 95
  22. 2020Stronger, Faster and More Explainable: A Graph Convolutional Baseline for Skeleton-based Action Recognitioncited by 91
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  24. 2021Contrastive Learning from Extremely Augmented Skeleton Sequences for Self-supervised Action Recognitioncited by 89
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Citing papers per year: 2023: 5; 2024: 4; 2025: 6; 2026: 7.

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  1. 2023Masked Motion Predictors are Strong 3D Action Representation Learnerscited by 41
  2. 2023Self-Supervised 3D Action Representation Learning with Skeleton Cloud Colorizationcited by 16
  3. 2023LAC: Latent Action Composition for Skeleton-based Action Segmentationcited by 15
  4. 2024USDRL: Unified Skeleton-Based Dense Representation Learning with Multi-Grained Feature Decorrelationcited by 15
  5. 2023Self-Supervised Video Representation Learning via Latent Time Navigationcited by 11
  6. 2025Foundation Model for Skeleton-Based Human Action Understandingcited by 11
  7. 2024Identity-free Artificial Emotional Intelligence via Micro-Gesture Understandingcited by 8
  8. 2024Self-Supervised Skeleton-Based Action Representation Learning: A Benchmark and Beyondcited by 5
  9. 2025Conditional Representation Learning for Customized Taskscited by 5
  10. 2024Are Visual-Language Models Effective in Action Recognition? A Comparative Studycited by 4
  11. 2025Towards Efficient General Feature Prediction in Masked Skeleton Modelingcited by 3
  12. 2025Boosting Skeleton-based Zero-Shot Action Recognition with Training-Free Test-Time Adaptationcited by 3
10 more
  1. 2023Attack-Augmentation Mixing-Contrastive Skeletal Representation Learningcited by 1
  2. 2025Hierarchical Relation-augmented Representation Generalization for Few-shot Action Recognitioncited by 0
  3. 2025DoGCLR: Dominance-Game Contrastive Learning Network for Skeleton-Based Action Recognitioncited by 0
  4. 2026Recognition of Daily Activities through Multi-Modal Deep Learning: A Video, Pose, and Object-Aware Approach for Ambient Assisted Livingcited by 0
  5. 2026Skeleton-to-Image Encoding: Enabling Skeleton Representation Learning via Vision-Pretrained Modelscited by 0
  6. 2026M3GCLR: Multi-View Mini-Max Infinite Skeleton-Data Game Contrastive Learning For Skeleton-Based Action Recognitioncited by 0
  7. 2026Cross-Domain Human Action Recognition from Multiview Motion and Textual Descriptionscited by 0
  8. 2026T-MOR: Learning Motion-Aware Skeleton Representations for Human Action Recognitioncited by 0
  9. 2026From General Actions to Domain-Specific Monitoring: Prior-Adaptive Transfer for Skeleton-Based Action Recognitioncited by 0
  10. 2026De-biasing Skeleton-based Action Recognition with Convex Hull Adaptive Shiftcited by 0