# A Two-stream Hybrid CNN-Transformer Network for Skeleton-based Human Interaction Recognition

arXiv: https://arxiv.org/abs/2401.00409 · HTML: https://mlsanity.com/paper/2401.00409/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 25 of its 41 references that are in the map.
- First posted on arXiv 31 Dec 2023.

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

- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (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)
- [CoAtNet: Marrying Convolution and Attention for All Data Sizes](https://mlsanity.com/paper/2106.04803/) (2021)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [Bottleneck Transformers for Visual Recognition](https://mlsanity.com/paper/2101.11605/) (2021)
- [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)
- [H2O: Two Hands Manipulating Objects for First Person Interaction Recognition](https://mlsanity.com/paper/2104.11181/) (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)
- [H+O: Unified Egocentric Recognition of 3D Hand-Object Poses and Interactions](https://mlsanity.com/paper/1904.05349/) (2019)
- [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)
- [Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2208.10741/) (2022)
- [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)
- [Skeleton-based Action Recognition with Convolutional Neural Networks](https://mlsanity.com/paper/1704.07595/) (2017)
- [IGFormer: Interaction Graph Transformer for Skeleton-based Human Interaction Recognition](https://mlsanity.com/paper/2207.12100/) (2022)
- [Interaction Relational Network for Mutual Action Recognition](https://mlsanity.com/paper/1910.04963/) (2019)
- [Interactive Spatiotemporal Token Attention Network for Skeleton-based General Interactive Action Recognition](https://mlsanity.com/paper/2307.07469/) (2023)
- [Let's Play for Action: Recognizing Activities of Daily Living by Learning from Life Simulation Video Games](https://mlsanity.com/paper/2107.05617/) (2021)
- [Skeleton-based Action Recognition via Temporal-Channel Aggregation](https://mlsanity.com/paper/2205.15936/) (2022)
- [Robust Event Detection based on Spatio-Temporal Latent Action Unit using Skeletal Information](https://mlsanity.com/paper/2109.02376/) (2021)
- [Non-local Graph Convolutional Network for joint Activity Recognition and Motion Prediction](https://mlsanity.com/paper/2108.01518/) (2021)

## Built on by (most cited first, 3 of 3)

- [RNNs, CNNs and Transformers in Human Action Recognition: A Survey and a Hybrid Model](https://mlsanity.com/paper/2407.06162/) (2024)
- [Real-Time Hand Gesture Recognition: Integrating Skeleton-Based Data Fusion and Multi-Stream CNN](https://mlsanity.com/paper/2406.15003/) (2024)
- [OV-HHIR: Open Vocabulary Human Interaction Recognition Using Cross-modal Integration of Large Language Models](https://mlsanity.com/paper/2501.00432/) (2024)

## Abstract (arXiv)

Human Interaction Recognition is the process of identifying interactive actions between multiple participants in a specific situation. The aim is to recognise the action interactions between multiple entities and their meaning. Many single Convolutional Neural Network has issues, such as the inability to capture global instance interaction features or difficulty in training, leading to ambiguity in action semantics. In addition, the computational complexity of the Transformer cannot be ignored, and its ability to capture local information and motion features in the image is poor. In this work, we propose a Two-stream Hybrid CNN-Transformer Network (THCT-Net), which exploits the local specificity of CNN and models global dependencies through the Transformer. CNN and Transformer simultaneously model the entity, time and space relationships between interactive entities respectively. Specifically, Transformer-based stream integrates 3D convolutions with multi-head self-attention to learn inter-token correlations; We propose a new multi-branch CNN framework for CNN-based streams that automatically learns joint spatio-temporal features from skeleton sequences. The convolutional layer independently learns the local features of each joint neighborhood and aggregates the features of all joints. And the raw skeleton coordinates as well as their temporal difference are integrated with a dual-branch paradigm to fuse the motion features of the skeleton. Besides, a residual structure is added to speed up training convergence. Finally, the recognition results of the two branches are fused using parallel splicing. Experimental results on diverse and challenging datasets, demonstrate that the proposed method can better comprehend and infer the meaning and context of various actions, outperforming state-of-the-art methods.
