mlsanityData to 7 Oct 2026

Improving Skeleton-based Action Recognition with Interactive Object Information

arXiv 2501.05066 ↗First posted 9 Jan 2025cs.CV cs.AIcited by 0

Not on the map. Why?

Abstract (arXiv)

Human skeleton information is important in skeleton-based action recognition, which provides a simple and efficient way to describe human pose. However, existing skeleton-based methods focus more on the skeleton, ignoring the objects interacting with humans, resulting in poor performance in recognizing actions that involve object interactions. We propose a new action recognition framework introducing object nodes to supplement absent interactive object information. We also propose Spatial Temporal Variable Graph Convolutional Networks (ST-VGCN) to effectively model the Variable Graph (VG) containing object nodes. Specifically, in order to validate the role of interactive object information, by leveraging a simple self-training approach, we establish a new dataset, JXGC 24, and an extended dataset, NTU RGB+D+Object 60, including more than 2 million additional object nodes. At the same time, we designe the Variable Graph construction method to accommodate a variable number of nodes for graph structure. Additionally, we are the first to explore the overfitting issue introduced by incorporating additional object information, and we propose a VG-based data augmentation method to address this issue, called Random Node Attack. Finally, regarding the network structure, we introduce two fusion modules, CAF and WNPool, along with a novel Node Balance Loss, to enhance the comprehensive performance by effectively fusing and balancing skeleton and object node information. Our method surpasses the previous state-of-the-art on multiple skeleton-based action recognition benchmarks. The accuracy of our method on NTU RGB+D 60 cross-subject split is 96.7%, and on cross-view split, it is 99.2%.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 18 of its 40 references that are in the map. First posted on arXiv 9 Jan 2025.

Builds on

18 of 40 references.

References · 18

  1. 2021Learning Transferable Visual Models From Natural Language Supervisioncited by 33,456
  2. 2018Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognitioncited by 1,199
  3. 2016Realtime Multi-Person 2D Pose Estimation using Part Affinity Fieldscited by 1,061
  4. 2016NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysiscited by 683
  5. 2019NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understandingcited by 530
  6. 2021Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognitioncited by 317
  7. 2021Revisiting Skeleton-based Action Recognitioncited by 256
  8. 2014Cross-view Action Modeling, Learning and Recognitioncited by 134
  9. 2019Skeleton-Based Action Recognition with Multi-Stream Adaptive Graph Convolutional Networkscited by 103
  10. 2021MMGCN: Multimodal Fusion via Deep Graph Convolution Network for Emotion Recognition in Conversationcited by 99
  11. 2021UAV-Human: A Large Benchmark for Human Behavior Understanding with Unmanned Aerial Vehiclescited by 95
  12. 2022PYSKL: Towards Good Practices for Skeleton Action Recognitioncited by 83
6 more
  1. 2022Scene Graph Generation: A Comprehensive Surveycited by 73
  2. 2021Topology-aware Convolutional Neural Network for Efficient Skeleton-based Action Recognitioncited by 29
  3. 2022Joint-bone Fusion Graph Convolutional Network for Semi-supervised Skeleton Action Recognitioncited by 24
  4. 2021Fusion-GCN: Multimodal Action Recognition using Graph Convolutional Networkscited by 15
  5. 2019Skeleton-based Action Recognition of People Handling Objectscited by 7
  6. 2023How Object Information Improves Skeleton-based Human Action Recognition in Assembly Taskscited by 6

Built on by

Not cited yet.