# HFGCN:Hypergraph Fusion Graph Convolutional Networks for Skeleton-Based Action Recognition

arXiv: https://arxiv.org/abs/2501.11007 · HTML: https://mlsanity.com/paper/2501.11007/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 26 of its 58 references that are in the map.
- First posted on arXiv 19 Jan 2025.

## Builds on (most cited first, 26 of 26)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [Rethinking the Inception Architecture for Computer Vision](https://mlsanity.com/paper/1512.00567/) (2015)
- [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)
- [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)
- [Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2107.12213/) (2021)
- [Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1904.12659/) (2019)
- [Cross-view Action Modeling, Learning and Recognition](https://mlsanity.com/paper/1405.2941/) (2014)
- [Stronger, Faster and More Explainable: A Graph Convolutional Baseline for Skeleton-based Action Recognition](https://mlsanity.com/paper/2010.09978/) (2020)
- [Constructing Stronger and Faster Baselines for Skeleton-based Action Recognition](https://mlsanity.com/paper/2106.15125/) (2021)
- [Dynamic GCN: Context-enriched Topology Learning for Skeleton-based Action Recognition](https://mlsanity.com/paper/2007.14690/) (2020)
- [Multi-Scale Spatial Temporal Graph Convolutional Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2206.13028/) (2022)
- [Learning Discriminative Representations for Skeleton Based Action Recognition](https://mlsanity.com/paper/2303.03729/) (2023)
- [Modeling Temporal Dynamics and Spatial Configurations of Actions Using Two-Stream Recurrent Neural Networks](https://mlsanity.com/paper/1704.02581/) (2017)
- [A Survey on 3D Skeleton-Based Action Recognition Using Learning Method](https://mlsanity.com/paper/2002.05907/) (2020)
- [Hypergraph Transformer for Skeleton-based Action Recognition](https://mlsanity.com/paper/2211.09590/) (2022)
- [A Survey on Video Action Recognition in Sports: Datasets, Methods and Applications](https://mlsanity.com/paper/2206.01038/) (2022)
- [Learning Multi-Granular Spatio-Temporal Graph Network for Skeleton-based Action Recognition](https://mlsanity.com/paper/2108.04536/) (2021)
- [Feedback Graph Convolutional Network for Skeleton-based Action Recognition](https://mlsanity.com/paper/2003.07564/) (2020)
- [Part-based Graph Convolutional Network for Action Recognition](https://mlsanity.com/paper/1809.04983/) (2018)
- [A Central Difference Graph Convolutional Operator for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2111.06995/) (2021)
- [Dynamic Spatial-temporal Hypergraph Convolutional Network for Skeleton-based Action Recognition](https://mlsanity.com/paper/2302.08689/) (2023)

## Abstract (arXiv)

In recent years, action recognition has received much attention and wide application due to its important role in video understanding. Most of the researches on action recognition methods focused on improving the performance via various deep learning methods rather than the classification of skeleton points. The topological modeling between skeleton points and body parts was seldom considered. Although some studies have used a data-driven approach to classify the topology of the skeleton point, the nature of the skeleton point in terms of kinematics has not been taken into consideration. Therefore, in this paper, we draw on the theory of kinematics to adapt the topological relations of the skeleton point and propose a topological relation classification based on body parts and distance from core of body. To synthesize these topological relations for action recognition, we propose a novel Hypergraph Fusion Graph Convolutional Network (HFGCN). In particular, the proposed model is able to focus on the human skeleton points and the different body parts simultaneously, and thus construct the topology, which improves the recognition accuracy obviously. We use a hypergraph to represent the categorical relationships of these skeleton points and incorporate the hypergraph into a graph convolution network to model the higher-order relationships among the skeleton points and enhance the feature representation of the network. In addition, our proposed hypergraph attention module and hypergraph graph convolution module optimize topology modeling in temporal and channel dimensions, respectively, to further enhance the feature representation of the network. We conducted extensive experiments on three widely used datasets.The results validate that our proposed method can achieve the best performance when compared with the state-of-the-art skeleton-based methods.
