# Expressive Keypoints for Skeleton-based Action Recognition via Skeleton Transformation

arXiv: https://arxiv.org/abs/2406.18011 · HTML: https://mlsanity.com/paper/2406.18011/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 36 of its 52 references that are in the map.
- First posted on arXiv 26 Jun 2024.

## Builds on (most cited first, 30 of 36)

- [Microsoft COCO: Common Objects in Context](https://mlsanity.com/paper/1405.0312/) (2014)
- [PointNet++: Deep Hierarchical Feature Learning on Point Sets in a Metric Space](https://mlsanity.com/paper/1706.02413/) (2017)
- [Quo Vadis, Action Recognition? A New Model and the Kinetics Dataset](https://mlsanity.com/paper/1705.07750/) (2017)
- [Fast R-CNN](https://mlsanity.com/paper/1504.08083/) (2015)
- [The Kinetics Human Action Video Dataset](https://mlsanity.com/paper/1705.06950/) (2017)
- [SlowFast Networks for Video Recognition](https://mlsanity.com/paper/1812.03982/) (2018)
- [Deep High-Resolution Representation Learning for Human Pose Estimation](https://mlsanity.com/paper/1902.09212/) (2019)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [Two-Stream Convolutional Networks for Action Recognition in Videos](https://mlsanity.com/paper/1406.2199/) (2014)
- [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)
- [Real-world Anomaly Detection in Surveillance Videos](https://mlsanity.com/paper/1801.04264/) (2018)
- [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)
- [Revisiting Skeleton-based Action Recognition](https://mlsanity.com/paper/2104.13586/) (2021)
- [Whole-Body Human Pose Estimation in the Wild](https://mlsanity.com/paper/2007.11858/) (2020)
- [Cross-view Action Modeling, Learning and Recognition](https://mlsanity.com/paper/1405.2941/) (2014)
- [Co-occurrence Feature Learning from Skeleton Data for Action Recognition and Detection with Hierarchical Aggregation](https://mlsanity.com/paper/1804.06055/) (2018)
- [Skeleton-Based Action Recognition with Multi-Stream Adaptive Graph Convolutional Networks](https://mlsanity.com/paper/1912.06971/) (2019)
- [PKU-MMD: A Large Scale Benchmark for Continuous Multi-Modal Human Action Understanding](https://mlsanity.com/paper/1703.07475/) (2017)
- [Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2208.10741/) (2022)
- [PYSKL: Towards Good Practices for Skeleton Action Recognition](https://mlsanity.com/paper/2205.09443/) (2022)
- [Skeleton-Contrastive 3D Action Representation Learning](https://mlsanity.com/paper/2108.03656/) (2021)
- [PSTNet: Point Spatio-Temporal Convolution on Point Cloud Sequences](https://mlsanity.com/paper/2205.13713/) (2022)
- [A Survey on 3D Skeleton-Based Action Recognition Using Learning Method](https://mlsanity.com/paper/2002.05907/) (2020)
- [SkeleMotion: A New Representation of Skeleton Joint Sequences Based on Motion Information for 3D Action Recognition](https://mlsanity.com/paper/1907.13025/) (2019)
- [STAR-Transformer: A Spatio-temporal Cross Attention Transformer for Human Action Recognition](https://mlsanity.com/paper/2210.07503/) (2022)
- [VPN++: Rethinking Video-Pose embeddings for understanding Activities of Daily Living](https://mlsanity.com/paper/2105.08141/) (2021)
- [Glimpse Clouds: Human Activity Recognition from Unstructured Feature Points](https://mlsanity.com/paper/1802.07898/) (2018)

## Built on by (most cited first, 6 of 6)

- [Body-Hand Modality Expertized Networks with Cross-attention for Fine-grained Skeleton Action Recognition](https://mlsanity.com/paper/2503.14960/) (2025)
- [Evolving Skeletons: Motion Dynamics in Action Recognition](https://mlsanity.com/paper/2501.02593/) (2025)
- [AI-Based Stroke Rehabilitation Domiciliary Assessment System with ST_GCN Attention](https://mlsanity.com/paper/2510.00049/) (2025)
- [Label-Efficient Skeleton-based Recognition with Stable-Invertible Graph Convolutional Networks](https://mlsanity.com/paper/2511.17345/) (2025)
- [Active Learning for GCN-based Action Recognition](https://mlsanity.com/paper/2511.21625/) (2025)
- [BHaRNet: Reliability-Aware Body-Hand Modality Expertized Networks for Fine-grained Skeleton Action Recognition](https://mlsanity.com/paper/2601.00369/) (2026)

## Abstract (arXiv)

In the realm of skeleton-based action recognition, the traditional methods which rely on coarse body keypoints fall short of capturing subtle human actions. In this work, we propose Expressive Keypoints that incorporates hand and foot details to form a fine-grained skeletal representation, improving the discriminative ability for existing models in discerning intricate actions. To efficiently model Expressive Keypoints, the Skeleton Transformation strategy is presented to gradually downsample the keypoints and prioritize prominent joints by allocating the importance weights. Additionally, a plug-and-play Instance Pooling module is exploited to extend our approach to multi-person scenarios without surging computation costs. Extensive experimental results over seven datasets present the superiority of our method compared to the state-of-the-art for skeleton-based human action recognition. Code is available at https://github.com/YijieYang23/SkeleT-GCN.
