# Evolving Skeletons: Motion Dynamics in Action Recognition

arXiv: https://arxiv.org/abs/2501.02593 · HTML: https://mlsanity.com/paper/2501.02593/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 40 of its 100 references that are in the map.
- First posted on arXiv 5 Jan 2025.

## Builds on (most cited first, 30 of 40)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Quo Vadis, Action Recognition? A New Model and the Kinetics Dataset](https://mlsanity.com/paper/1705.07750/) (2017)
- [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)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [Hypergraph Neural Networks](https://mlsanity.com/paper/1809.09401/) (2018)
- [Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2003.14111/) (2020)
- [Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1904.12659/) (2019)
- [An Attention Enhanced Graph Convolutional LSTM Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1902.09130/) (2019)
- [PYSKL: Towards Good Practices for Skeleton Action Recognition](https://mlsanity.com/paper/2205.09443/) (2022)
- [Advancing Video Anomaly Detection: A Concise Review and a New Dataset](https://mlsanity.com/paper/2402.04857/) (2024)
- [A Survey on 3D Skeleton-Based Action Recognition Using Learning Method](https://mlsanity.com/paper/2002.05907/) (2020)
- [3Mformer: Multi-order Multi-mode Transformer for Skeletal Action Recognition](https://mlsanity.com/paper/2303.14474/) (2023)
- [Memory Attention Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1804.08254/) (2018)
- [A Comparative Review of Recent Kinect-based Action Recognition Algorithms](https://mlsanity.com/paper/1906.09955/) (2019)
- [Tensor Representations for Action Recognition](https://mlsanity.com/paper/2012.14371/) (2020)
- [Self-supervising Action Recognition by Statistical Moment and Subspace Descriptors](https://mlsanity.com/paper/2001.04627/) (2020)
- [A Survey on Hypergraph Neural Networks: An In-Depth and Step-By-Step Guide](https://mlsanity.com/paper/2404.01039/) (2024)
- [Learnable Expansion of Graph Operators for Multi-Modal Feature Fusion](https://mlsanity.com/paper/2410.01506/) (2024)
- [Make Skeleton-based Action Recognition Model Smaller, Faster and Better](https://mlsanity.com/paper/1907.09658/) (2019)
- [Uncertainty-DTW for Time Series and Sequences](https://mlsanity.com/paper/2211.00005/) (2022)
- [SATO: Stable Text-to-Motion Framework](https://mlsanity.com/paper/2405.01461/) (2024)
- [Hypergraph-based Multi-View Action Recognition using Event Cameras](https://mlsanity.com/paper/2403.19316/) (2024)
- [Loss Switching Fusion with Similarity Search for Video Classification](https://mlsanity.com/paper/1906.11465/) (2019)
- [Self-Attention Network for Skeleton-based Human Action Recognition](https://mlsanity.com/paper/1912.08435/) (2019)
- [Fusion-GCN: Multimodal Action Recognition using Graph Convolutional Networks](https://mlsanity.com/paper/2109.12946/) (2021)
- [High-order Tensor Pooling with Attention for Action Recognition](https://mlsanity.com/paper/2110.05216/) (2021)
- [Flow Dynamics Correction for Action Recognition](https://mlsanity.com/paper/2310.10059/) (2023)
- [Motion meets Attention: Video Motion Prompts](https://mlsanity.com/paper/2407.03179/) (2024)
- [Multi-Modality Co-Learning for Efficient Skeleton-based Action Recognition](https://mlsanity.com/paper/2407.15706/) (2024)

## Built on by (most cited first, 1 of 1)

- [Video Understanding by Design: How Datasets Shape Video Models](https://mlsanity.com/paper/2509.09151/) (2025)

## Abstract (arXiv)

Skeleton-based action recognition has gained significant attention for its ability to efficiently represent spatiotemporal information in a lightweight format. Most existing approaches use graph-based models to process skeleton sequences, where each pose is represented as a skeletal graph structured around human physical connectivity. Among these, the Spatiotemporal Graph Convolutional Network (ST-GCN) has become a widely used framework. Alternatively, hypergraph-based models, such as the Hyperformer, capture higher-order correlations, offering a more expressive representation of complex joint interactions. A recent advancement, termed Taylor Videos, introduces motion-enhanced skeleton sequences by embedding motion concepts, providing a fresh perspective on interpreting human actions in skeleton-based action recognition. In this paper, we conduct a comprehensive evaluation of both traditional skeleton sequences and Taylor-transformed skeletons using ST-GCN and Hyperformer models on the NTU-60 and NTU-120 datasets. We compare skeletal graph and hypergraph representations, analyzing static poses against motion-injected poses. Our findings highlight the strengths and limitations of Taylor-transformed skeletons, demonstrating their potential to enhance motion dynamics while exposing current challenges in fully using their benefits. This study underscores the need for innovative skeletal modelling techniques to effectively handle motion-rich data and advance the field of action recognition.
