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

arXiv: https://arxiv.org/abs/2209.00065 · HTML: https://mlsanity.com/paper/2209.00065/

## Key facts

- Cited by 22 papers in the map (data through 14 Oct 2026).
- Builds on 56 of its 75 references that are in the map.
- First posted on arXiv 31 Aug 2022.

## Builds on (most cited first, 30 of 56)

- [A Simple Framework for Contrastive Learning of Visual Representations](https://mlsanity.com/paper/2002.05709/) (2020)
- [Momentum Contrast for Unsupervised Visual Representation Learning](https://mlsanity.com/paper/1911.05722/) (2019)
- [Delving Deep into Rectifiers: Surpassing Human-Level Performance on ImageNet Classification](https://mlsanity.com/paper/1502.01852/) (2015)
- [Quo Vadis, Action Recognition? A New Model and the Kinetics Dataset](https://mlsanity.com/paper/1705.07750/) (2017)
- [SlowFast Networks for Video Recognition](https://mlsanity.com/paper/1812.03982/) (2018)
- [Unsupervised Feature Learning via Non-Parametric Instance-level Discrimination](https://mlsanity.com/paper/1805.01978/) (2018)
- [ViViT: A Video Vision Transformer](https://mlsanity.com/paper/2103.15691/) (2021)
- [Contrastive Multiview Coding](https://mlsanity.com/paper/1906.05849/) (2019)
- [Learning deep representations by mutual information estimation and maximization](https://mlsanity.com/paper/1808.06670/) (2018)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1812.08008/) (2018)
- [Two-Stream Convolutional Networks for Action Recognition in Videos](https://mlsanity.com/paper/1406.2199/) (2014)
- [Learning Representations by Maximizing Mutual Information Across Views](https://mlsanity.com/paper/1906.00910/) (2019)
- [NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysis](https://mlsanity.com/paper/1604.02808/) (2016)
- [X3D: Expanding Architectures for Efficient Video Recognition](https://mlsanity.com/paper/2004.04730/) (2020)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [MoCoGAN: Decomposing Motion and Content for Video Generation](https://mlsanity.com/paper/1707.04993/) (2017)
- [3D human pose estimation in video with temporal convolutions and semi-supervised training](https://mlsanity.com/paper/1811.11742/) (2018)
- [Convolutional Two-Stream Network Fusion for Video Action Recognition](https://mlsanity.com/paper/1604.06573/) (2016)
- [Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2003.14111/) (2020)
- [RMPE: Regional Multi-person Pose Estimation](https://mlsanity.com/paper/1612.00137/) (2016)
- [Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2107.12213/) (2021)
- [Everybody Dance Now](https://mlsanity.com/paper/1808.07371/) (2018)
- [StyleGAN-V: A Continuous Video Generator with the Price, Image Quality and Perks of StyleGAN2](https://mlsanity.com/paper/2112.14683/) (2021)
- [Revisiting Skeleton-based Action Recognition](https://mlsanity.com/paper/2104.13586/) (2021)
- [Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1904.12659/) (2019)
- [Generating Videos with Dynamics-aware Implicit Generative Adversarial Networks](https://mlsanity.com/paper/2202.10571/) (2022)
- [TDN: Temporal Difference Networks for Efficient Action Recognition](https://mlsanity.com/paper/2012.10071/) (2020)
- [Learning Spatio-Temporal Features with 3D Residual Networks for Action Recognition](https://mlsanity.com/paper/1708.07632/) (2017)
- [Latent Image Animator: Learning to Animate Images via Latent Space Navigation](https://mlsanity.com/paper/2203.09043/) (2022)

## Built on by (most cited first, 22 of 22)

- [Masked Motion Predictors are Strong 3D Action Representation Learners](https://mlsanity.com/paper/2308.07092/) (2023)
- [Self-Supervised 3D Action Representation Learning with Skeleton Cloud Colorization](https://mlsanity.com/paper/2304.08799/) (2023)
- [USDRL: Unified Skeleton-Based Dense Representation Learning with Multi-Grained Feature Decorrelation](https://mlsanity.com/paper/2412.09220/) (2024)
- [LAC: Latent Action Composition for Skeleton-based Action Segmentation](https://mlsanity.com/paper/2308.14500/) (2023)
- [Self-Supervised Video Representation Learning via Latent Time Navigation](https://mlsanity.com/paper/2305.06437/) (2023)
- [Foundation Model for Skeleton-Based Human Action Understanding](https://mlsanity.com/paper/2508.12586/) (2025)
- [Identity-free Artificial Emotional Intelligence via Micro-Gesture Understanding](https://mlsanity.com/paper/2405.13206/) (2024)
- [Self-Supervised Skeleton-Based Action Representation Learning: A Benchmark and Beyond](https://mlsanity.com/paper/2406.02978/) (2024)
- [Conditional Representation Learning for Customized Tasks](https://mlsanity.com/paper/2510.04564/) (2025)
- [Are Visual-Language Models Effective in Action Recognition? A Comparative Study](https://mlsanity.com/paper/2410.17149/) (2024)
- [Towards Efficient General Feature Prediction in Masked Skeleton Modeling](https://mlsanity.com/paper/2509.03609/) (2025)
- [Boosting Skeleton-based Zero-Shot Action Recognition with Training-Free Test-Time Adaptation](https://mlsanity.com/paper/2512.11458/) (2025)
- [Attack-Augmentation Mixing-Contrastive Skeletal Representation Learning](https://mlsanity.com/paper/2304.04023/) (2023)
- [Hierarchical Relation-augmented Representation Generalization for Few-shot Action Recognition](https://mlsanity.com/paper/2504.10079/) (2025)
- [DoGCLR: Dominance-Game Contrastive Learning Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2511.14179/) (2025)
- [Recognition of Daily Activities through Multi-Modal Deep Learning: A Video, Pose, and Object-Aware Approach for Ambient Assisted Living](https://mlsanity.com/paper/2603.04509/) (2026)
- [Skeleton-to-Image Encoding: Enabling Skeleton Representation Learning via Vision-Pretrained Models](https://mlsanity.com/paper/2603.05963/) (2026)
- [M3GCLR: Multi-View Mini-Max Infinite Skeleton-Data Game Contrastive Learning For Skeleton-Based Action Recognition](https://mlsanity.com/paper/2603.09367/) (2026)
- [Cross-Domain Human Action Recognition from Multiview Motion and Textual Descriptions](https://mlsanity.com/paper/2605.22697/) (2026)
- [T-MOR: Learning Motion-Aware Skeleton Representations for Human Action Recognition](https://mlsanity.com/paper/2606.21607/) (2026)
- [From General Actions to Domain-Specific Monitoring: Prior-Adaptive Transfer for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2607.03327/) (2026)
- [De-biasing Skeleton-based Action Recognition with Convex Hull Adaptive Shift](https://mlsanity.com/paper/2609.32454/) (2026)

## 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.
