# STAR: Skeletal Token Alignment and Rearrangement for Interaction Recognition

arXiv: https://arxiv.org/abs/2607.17342 · HTML: https://mlsanity.com/paper/2607.17342/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 79 of its 120 references that are in the map.
- First posted on arXiv 19 Jul 2026.

## Builds on (most cited first, 30 of 79)

- [DINOv2: Learning Robust Visual Features without Supervision](https://mlsanity.com/paper/2304.07193/) (2023)
- [mixup: Beyond Empirical Risk Minimization](https://mlsanity.com/paper/1710.09412/) (2017)
- [Grounding DINO: Marrying DINO with Grounded Pre-Training for Open-Set Object Detection](https://mlsanity.com/paper/2303.05499/) (2023)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysis](https://mlsanity.com/paper/1604.02808/) (2016)
- [Deep Graph Contrastive Representation Learning](https://mlsanity.com/paper/2006.04131/) (2020)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [VideoMAE V2: Scaling Video Masked Autoencoders with Dual Masking](https://mlsanity.com/paper/2303.16727/) (2023)
- [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)
- [Assembly101: A Large-Scale Multi-View Video Dataset for Understanding Procedural Activities](https://mlsanity.com/paper/2203.14712/) (2022)
- [Revisiting Skeleton-based Action Recognition](https://mlsanity.com/paper/2104.13586/) (2021)
- [H2O: Two Hands Manipulating Objects for First Person Interaction Recognition](https://mlsanity.com/paper/2104.11181/) (2021)
- [Sapiens: Foundation for Human Vision Models](https://mlsanity.com/paper/2408.12569/) (2024)
- [Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1904.12659/) (2019)
- [InterGen: Diffusion-based Multi-human Motion Generation under Complex Interactions](https://mlsanity.com/paper/2304.05684/) (2023)
- [MotionBERT: A Unified Perspective on Learning Human Motion Representations](https://mlsanity.com/paper/2210.06551/) (2022)
- [Spatio-Temporal LSTM with Trust Gates for 3D Human Action Recognition](https://mlsanity.com/paper/1607.07043/) (2016)
- [H+O: Unified Egocentric Recognition of 3D Hand-Object Poses and Interactions](https://mlsanity.com/paper/1904.05349/) (2019)
- [Scaling Up Dynamic Human-Scene Interaction Modeling](https://mlsanity.com/paper/2403.08629/) (2024)
- [Cross-view Action Modeling, Learning and Recognition](https://mlsanity.com/paper/1405.2941/) (2014)
- [View Adaptive Recurrent Neural Networks for High Performance Human Action Recognition from Skeleton Data](https://mlsanity.com/paper/1703.08274/) (2017)
- [Inter-X: Towards Versatile Human-Human Interaction Analysis](https://mlsanity.com/paper/2312.16051/) (2023)
- [Beyond Appearance: a Semantic Controllable Self-Supervised Learning Framework for Human-Centric Visual Tasks](https://mlsanity.com/paper/2303.17602/) (2023)
- [Hi4D: 4D Instance Segmentation of Close Human Interaction](https://mlsanity.com/paper/2303.15380/) (2023)
- [Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2208.10741/) (2022)
- [View Adaptive Neural Networks for High Performance Skeleton-based Human Action Recognition](https://mlsanity.com/paper/1804.07453/) (2018)
- [An Outlook into the Future of Egocentric Vision](https://mlsanity.com/paper/2308.07123/) (2023)
- [PYSKL: Towards Good Practices for Skeleton Action Recognition](https://mlsanity.com/paper/2205.09443/) (2022)
- [You2Me: Inferring Body Pose in Egocentric Video via First and Second Person Interactions](https://mlsanity.com/paper/1904.09882/) (2019)

## Abstract (arXiv)

Understanding physical human-robot and human-human interactions is a challenging yet emerging topic in 3D vision. While most existing methods rely on skeleton sequences--effective in low-light and privacy-sensitive environment--they face two major challenges: 1) learning and effectively exploiting interaction cues from skeletal data, and 2) compensating for the lack of visual information absent in skeletons alone. To address these challenges, we propose skeletal token alignment and rearrangement (STAR) for human-robot and human-human interaction recognition. It learns interaction-specific skeleton features and enriches them using visual cues by aligning skeleton and RGB video representations in a shared latent space. Specifically, STAR consists of three key components. First, we design a skeleton encoder that captures fine-grained interdependencies using Entity Rearrangement (ER) and Interactive Spatiotemporal Tokens (ISTs). Second, we present Visual Interaction Encoding that introduces a Focus on Interactions (FoI) strategy to attend to spatiotemporal regions relevant to interactions in RGB videos. Finally, these representations are aligned via a contrastive learning objective, with a refinement head further refines predictions. During training, STAR leverages both skeleton and RGB video data to learn robust, discriminative interaction representations. At inference time, it operates on skeletons alone, retaining visual-informed benefits while preserving skeleton-only efficiency. Extensive experiments on Chico, HARPER, NTU Mutual 11 and 26 datasets consistently validate our approach by demonstrating superior performance over state-of-the-art methods. Our code is publicly available at https://github.com/Necolizer/STAR.
