# Heterogeneous Skeleton-Based Action Representation Learning

arXiv: https://arxiv.org/abs/2506.03481 · HTML: https://mlsanity.com/paper/2506.03481/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 44 of its 52 references that are in the map.
- First posted on arXiv 4 Jun 2025.

## Builds on (most cited first, 30 of 44)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [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)
- [VICReg: Variance-Invariance-Covariance Regularization for Self-Supervised Learning](https://mlsanity.com/paper/2105.04906/) (2021)
- [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)
- [FineGym: A Hierarchical Video Dataset for Fine-grained Action Understanding](https://mlsanity.com/paper/2004.06704/) (2020)
- [MotionBERT: A Unified Perspective on Learning Human Motion Representations](https://mlsanity.com/paper/2210.06551/) (2022)
- [Video Representation Learning by Dense Predictive Coding](https://mlsanity.com/paper/1909.04656/) (2019)
- [3D Human Action Representation Learning via Cross-View Consistency Pursuit](https://mlsanity.com/paper/2104.14466/) (2021)
- [Skeleton-based Action Recognition via Spatial and Temporal Transformer Networks](https://mlsanity.com/paper/2008.07404/) (2020)
- [MS2L: Multi-Task Self-Supervised Learning for Skeleton Based Action Recognition](https://mlsanity.com/paper/2010.05599/) (2020)
- [PREDICT & CLUSTER: Unsupervised Skeleton Based Action Recognition](https://mlsanity.com/paper/1911.12409/) (2019)
- [Contrastive Learning from Extremely Augmented Skeleton Sequences for Self-supervised Action Recognition](https://mlsanity.com/paper/2112.03590/) (2021)
- [Skeleton-Contrastive 3D Action Representation Learning](https://mlsanity.com/paper/2108.03656/) (2021)
- [Self-supervised Video Transformer](https://mlsanity.com/paper/2112.01514/) (2021)
- [Skeleton Cloud Colorization for Unsupervised 3D Action Representation Learning](https://mlsanity.com/paper/2108.01959/) (2021)
- [Modeling Temporal Dynamics and Spatial Configurations of Actions Using Two-Stream Recurrent Neural Networks](https://mlsanity.com/paper/1704.02581/) (2017)
- [Learning the Predictability of the Future](https://mlsanity.com/paper/2101.01600/) (2021)
- [HYperbolic Self-Paced Learning for Self-Supervised Skeleton-based Action Representations](https://mlsanity.com/paper/2303.06242/) (2023)
- [Generative Action Description Prompts for Skeleton-based Action Recognition](https://mlsanity.com/paper/2208.05318/) (2022)
- [Actionlet-Dependent Contrastive Learning for Unsupervised Skeleton-Based Action Recognition](https://mlsanity.com/paper/2303.10904/) (2023)
- [Masked Motion Predictors are Strong 3D Action Representation Learners](https://mlsanity.com/paper/2308.07092/) (2023)
- [CMD: Self-supervised 3D Action Representation Learning with Cross-modal Mutual Distillation](https://mlsanity.com/paper/2208.12448/) (2022)
- [MoLo: Motion-augmented Long-short Contrastive Learning for Few-shot Action Recognition](https://mlsanity.com/paper/2304.00946/) (2023)
- [Hypergraph Transformer for Skeleton-based Action Recognition](https://mlsanity.com/paper/2211.09590/) (2022)
- [Adversarial Self-Supervised Learning for Semi-Supervised 3D Action Recognition](https://mlsanity.com/paper/2007.05934/) (2020)
- [Contrastive Positive Mining for Unsupervised 3D Action Representation Learning](https://mlsanity.com/paper/2208.03497/) (2022)
- [Global-local Motion Transformer for Unsupervised Skeleton-based Action Learning](https://mlsanity.com/paper/2207.06101/) (2022)
- [Unsupervised 3D Human Pose Representation with Viewpoint and Pose Disentanglement](https://mlsanity.com/paper/2007.07053/) (2020)

## Built on by (most cited first, 12 of 12)

- [Foundation Model for Skeleton-Based Human Action Understanding](https://mlsanity.com/paper/2508.12586/) (2025)
- [Universal Skeleton Understanding via Differentiable Rendering and MLLMs](https://mlsanity.com/paper/2603.18003/) (2026)
- [Heatmap Pooling Network for Action Recognition from RGB Videos](https://mlsanity.com/paper/2512.03837/) (2025)
- [MotionRFT: Unified Reinforcement Fine-Tuning for Text-to-Motion Generation](https://mlsanity.com/paper/2603.27185/) (2026)
- [Efficient Diffusion-Based 3D Human Pose Estimation with Hierarchical Temporal Pruning](https://mlsanity.com/paper/2508.21363/) (2025)
- [Skeleton-Snippet Contrastive Learning with Multiscale Feature Fusion for Action Localization](https://mlsanity.com/paper/2512.16504/) (2025)
- [Toward Universal Skeleton-Based Action Recognition across Heterogeneous Skeletons and Open Vocabularies](https://mlsanity.com/paper/2604.17013/) (2026)
- [Beyond Binary Contrast: Modeling Continuous Skeleton Action Spaces with Transitional Anchors](https://mlsanity.com/paper/2604.17914/) (2026)
- [GenPrior: Unleashing Text-to-Motion Generative Priors for Zero-Shot Skeleton-based Action Recognition](https://mlsanity.com/paper/2608.02236/) (2026)
- [Capturing Uncertainty in Human Motion for Representation Learning in Soccer](https://mlsanity.com/paper/2608.11203/) (2026)
- [Zero-Shot Skeleton-Based Action Anticipation](https://mlsanity.com/paper/2608.14243/) (2026)
- [One for All: Generalist Foundation Model for Cross-Sensor Skeleton Representation Learning](https://mlsanity.com/paper/2609.07078/) (2026)

## Abstract (arXiv)

Skeleton-based human action recognition has received widespread attention in recent years due to its diverse range of application scenarios. Due to the different sources of human skeletons, skeleton data naturally exhibit heterogeneity. The previous works, however, overlook the heterogeneity of human skeletons and solely construct models tailored for homogeneous skeletons. This work addresses the challenge of heterogeneous skeleton-based action representation learning, specifically focusing on processing skeleton data that varies in joint dimensions and topological structures. The proposed framework comprises two primary components: heterogeneous skeleton processing and unified representation learning. The former first converts two-dimensional skeleton data into three-dimensional skeleton via an auxiliary network, and then constructs a prompted unified skeleton using skeleton-specific prompts. We also design an additional modality named semantic motion encoding to harness the semantic information within skeletons. The latter module learns a unified action representation using a shared backbone network that processes different heterogeneous skeletons. Extensive experiments on the NTU-60, NTU-120, and PKU-MMD II datasets demonstrate the effectiveness of our method in various tasks of action understanding. Our approach can be applied to action recognition in robots with different humanoid structures.
