# Improving Skeleton-based Action Recognition with Interactive Object Information

arXiv: https://arxiv.org/abs/2501.05066 · HTML: https://mlsanity.com/paper/2501.05066/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 18 of its 40 references that are in the map.
- First posted on arXiv 9 Jan 2025.

## Builds on (most cited first, 18 of 18)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1611.08050/) (2016)
- [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)
- [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)
- [Cross-view Action Modeling, Learning and Recognition](https://mlsanity.com/paper/1405.2941/) (2014)
- [Skeleton-Based Action Recognition with Multi-Stream Adaptive Graph Convolutional Networks](https://mlsanity.com/paper/1912.06971/) (2019)
- [MMGCN: Multimodal Fusion via Deep Graph Convolution Network for Emotion Recognition in Conversation](https://mlsanity.com/paper/2107.06779/) (2021)
- [UAV-Human: A Large Benchmark for Human Behavior Understanding with Unmanned Aerial Vehicles](https://mlsanity.com/paper/2104.00946/) (2021)
- [PYSKL: Towards Good Practices for Skeleton Action Recognition](https://mlsanity.com/paper/2205.09443/) (2022)
- [Scene Graph Generation: A Comprehensive Survey](https://mlsanity.com/paper/2201.00443/) (2022)
- [Topology-aware Convolutional Neural Network for Efficient Skeleton-based Action Recognition](https://mlsanity.com/paper/2112.04178/) (2021)
- [Joint-bone Fusion Graph Convolutional Network for Semi-supervised Skeleton Action Recognition](https://mlsanity.com/paper/2202.04075/) (2022)
- [Fusion-GCN: Multimodal Action Recognition using Graph Convolutional Networks](https://mlsanity.com/paper/2109.12946/) (2021)
- [Skeleton-based Action Recognition of People Handling Objects](https://mlsanity.com/paper/1901.06882/) (2019)
- [How Object Information Improves Skeleton-based Human Action Recognition in Assembly Tasks](https://mlsanity.com/paper/2306.05844/) (2023)

## 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%.
