# Skarimva: Skeleton-based Action Recognition is a Multi-view Application

arXiv: https://arxiv.org/abs/2602.23231 · HTML: https://mlsanity.com/paper/2602.23231/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 27 of its 39 references that are in the map.
- First posted on arXiv 26 Feb 2026.

## Builds on (most cited first, 27 of 27)

- [Microsoft COCO: Common Objects in Context](https://mlsanity.com/paper/1405.0312/) (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)
- [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)
- [Revisiting Skeleton-based Action Recognition](https://mlsanity.com/paper/2104.13586/) (2021)
- [MotionBERT: A Unified Perspective on Learning Human Motion Representations](https://mlsanity.com/paper/2210.06551/) (2022)
- [Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2208.10741/) (2022)
- [PYSKL: Towards Good Practices for Skeleton Action Recognition](https://mlsanity.com/paper/2205.09443/) (2022)
- [SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition](https://mlsanity.com/paper/2403.09508/) (2024)
- [3Mformer: Multi-order Multi-mode Transformer for Skeletal Action Recognition](https://mlsanity.com/paper/2303.14474/) (2023)
- [LLMs are Good Action Recognizers](https://mlsanity.com/paper/2404.00532/) (2024)
- [Revealing Key Details to See Differences: A Novel Prototypical Perspective for Skeleton-based Action Recognition](https://mlsanity.com/paper/2411.18941/) (2024)
- [Language Knowledge-Assisted Representation Learning for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2305.12398/) (2023)
- [DG-STGCN: Dynamic Spatial-Temporal Modeling for Skeleton-based Action Recognition](https://mlsanity.com/paper/2210.05895/) (2022)
- [Skeleton-DML: Deep Metric Learning for Skeleton-Based One-Shot Action Recognition](https://mlsanity.com/paper/2012.13823/) (2020)
- [Hulk: A Universal Knowledge Translator for Human-Centric Tasks](https://mlsanity.com/paper/2312.01697/) (2023)
- [SL-DML: Signal Level Deep Metric Learning for Multimodal One-Shot Action Recognition](https://mlsanity.com/paper/2004.11085/) (2020)
- [One-shot action recognition in challenging therapy scenarios](https://mlsanity.com/paper/2102.08997/) (2021)
- [One-Shot Action Recognition via Multi-Scale Spatial-Temporal Skeleton Matching](https://mlsanity.com/paper/2307.07286/) (2023)
- [NTU-X: An Enhanced Large-scale Dataset for Improving Pose-based Recognition of Subtle Human Actions](https://mlsanity.com/paper/2101.11529/) (2021)
- [Adaptive Hyper-Graph Convolution Network for Skeleton-based Human Action Recognition with Virtual Connections](https://mlsanity.com/paper/2411.14796/) (2024)
- [Shap-Mix: Shapley Value Guided Mixing for Long-Tailed Skeleton Based Action Recognition](https://mlsanity.com/paper/2407.12312/) (2024)
- [VoxelKeypointFusion: Generalizable Multi-View Multi-Person Pose Estimation](https://mlsanity.com/paper/2410.18723/) (2024)
- [SkeletonX: Data-Efficient Skeleton-based Action Recognition via Cross-sample Feature Aggregation](https://mlsanity.com/paper/2504.11749/) (2025)
- [RapidPoseTriangulation: Multi-view Multi-person Whole-body Human Pose Triangulation in a Millisecond](https://mlsanity.com/paper/2503.21692/) (2025)
- [SkeletonAgent: An Agentic Interaction Framework for Skeleton-based Action Recognition](https://mlsanity.com/paper/2511.22433/) (2025)

## Abstract (arXiv)

Human action recognition plays an important role when developing intelligent interactions between humans and machines. While there is a lot of active research on improving the machine learning algorithms for skeleton-based action recognition, not much attention has been given to the quality of the input skeleton data itself. This work demonstrates that by making use of multiple camera views to triangulate more accurate 3D~skeletons, the performance of state-of-the-art action recognition models can be improved significantly. This suggests that the quality of the input data is currently a limiting factor for the performance of these models. Based on these results, it is argued that the cost-benefit ratio of using multiple cameras is very favorable in most practical use-cases, therefore future research in skeleton-based action recognition should consider multi-view applications as the standard setup.
