mlsanityData to 14 Oct 2026

De-biasing Skeleton-based Action Recognition with Convex Hull Adaptive Shift

arXiv 2609.32454 ↗First posted 26 Sep 2026cs.CV cs.AI cs.LGcited by 0

Not on the map. Why?

Abstract (arXiv)

Skeleton sequences can represent both individual actions and multi-entity interactions, encompassing human bodies, hands, objects, and robots. Existing approaches to recognize skeleton-based actions and interactions usually adopt a late fusion strategy, which expects individuals are independent and identically distributed to train a robust weight-shared entity encoder. However, observed entity bias in various skeletal data violates this assumption, leading to suboptimal optimization of backbone models that might produce wrong recognition results. This bias arises from the world coordinate system's initial configuration, where the choice of origin often creates bias in representation. To this end, we propose a Convex Hull Adaptive Shift based normalization method to reduce Entity bias (CHASE), improving performance across a variety of skeleton-based action and interaction recognition tasks. To adaptively apply plausible shifts to the input skeletons, we formulate a plug-and-play parameterized network that ensures the relocated world origin lies within the skeleton convex hull, which avoids non-convergence by limiting the search space. To further minimize entity bias, we incorporate an auxiliary objective that leverages pair-wise distribution distances to guide network optimization. To support both single- and multi-entity actions, we propose a sub-entity strategy that offers a consistent formulation for both scenarios. Moreover, CHASE demonstrates compatibility with various intra-skeleton modalities, such as bones and velocities, highlighting its adaptability. Essentially, our method works as a normalization approach to reduce entity bias, enabling subsequent classifiers to achieve improved recognition performance across diverse settings. Extensive experiments on 7 datasets verify our approach by seamlessly integrating with various backbones and significantly boosting their performance.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 85 of its 118 references that are in the map. First posted on arXiv 26 Sep 2026.

Builds on

85 of 118 references.

References · 85

  1. 2015Batch Normalization: Accelerating Deep Network Training by Reducing Internal Covariate Shiftcited by 7,005
  2. 2016Layer Normalizationcited by 5,669
  3. 2017Squeeze-and-Excitation Networkscited by 4,789
  4. 2015Domain-Adversarial Training of Neural Networkscited by 3,044
  5. 2018Group Normalizationcited by 1,524
  6. 2015Learning Transferable Features with Deep Adaptation Networkscited by 1,329
  7. 2018Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognitioncited by 1,209
  8. 2016Instance Normalization: The Missing Ingredient for Fast Stylizationcited by 1,198
  9. 2016NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysiscited by 686
  10. 2019NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understandingcited by 533
  11. 2020Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognitioncited by 343
  12. 2021Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognitioncited by 322
38 more
  1. 2022Assembly101: A Large-Scale Multi-View Video Dataset for Understanding Procedural Activitiescited by 287
  2. 2021H2O: Two Hands Manipulating Objects for First Person Interaction Recognitioncited by 254
  3. 2017First-Person Hand Action Benchmark with RGB-D Videos and 3D Hand Pose Annotationscited by 230
  4. 2024Sapiens: Foundation for Human Vision Modelscited by 229
  5. 2019Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognitioncited by 228
  6. 2023InterGen: Diffusion-based Multi-human Motion Generation under Complex Interactionscited by 206
  7. 2015Training Very Deep Networkscited by 173
  8. 2016Spatio-Temporal LSTM with Trust Gates for 3D Human Action Recognitioncited by 143
  9. 2019H+O: Unified Egocentric Recognition of 3D Hand-Object Poses and Interactionscited by 141
  10. 2024Scaling Up Dynamic Human-Scene Interaction Modelingcited by 137
  11. 2014Cross-view Action Modeling, Learning and Recognitioncited by 134
  12. 2017View Adaptive Recurrent Neural Networks for High Performance Human Action Recognition from Skeleton Datacited by 105
  13. 2023Inter-X: Towards Versatile Human-Human Interaction Analysiscited by 98
  14. 2016Hierarchical Deep Temporal Models for Group Activity Recognitioncited by 89
  15. 2023Hi4D: 4D Instance Segmentation of Close Human Interactioncited by 87
  16. 2022Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognitioncited by 85
  17. 2018View Adaptive Neural Networks for High Performance Skeleton-based Human Action Recognitioncited by 84
  18. 2020Actor-Transformers for Group Activity Recognitioncited by 84
  19. 2023An Outlook into the Future of Egocentric Visioncited by 84
  20. 2019Learning Actor Relation Graphs for Group Activity Recognitioncited by 83
  21. 2022PYSKL: Towards Good Practices for Skeleton Action Recognitioncited by 83
  22. 2021Multi-Person Extreme Motion Predictioncited by 75
  23. 2023AssemblyHands: Towards Egocentric Activity Understanding via 3D Hand Pose Estimationcited by 64
  24. 2016Co-occurrence Feature Learning for Skeleton based Action Recognition using Regularized Deep LSTM Networkscited by 63
  25. 2017Skeleton-Based Human Action Recognition with Global Context-Aware Attention LSTM Networkscited by 62
  26. 2023UniHCP: A Unified Model for Human-Centric Perceptionscited by 59
  27. 2021GroupFormer: Group Activity Recognition with Clustered Spatial-Temporal Transformercited by 54
  28. 2024SkateFormer: Skeletal-Temporal Transformer for Human Action Recognitioncited by 47
  29. 2022Generative Action Description Prompts for Skeleton-based Action Recognitioncited by 43
  30. 2021Spatio-Temporal Dynamic Inference Network for Group Activity Recognitioncited by 42
  31. 2023Masked Motion Predictors are Strong 3D Action Representation Learnerscited by 41
  32. 2023HumanBench: Towards General Human-centric Perception with Projector Assisted Pretrainingcited by 38
  33. 2022Hypergraph Transformer for Skeleton-based Action Recognitioncited by 36
  34. 2022Hierarchical Temporal Transformer for 3D Hand Pose Estimation and Action Recognition from Egocentric RGB Videoscited by 35
  35. 2019Convolutional Relational Machine for Group Activity Recognitioncited by 34
  36. 2023On the Benefits of 3D Pose and Tracking for Human Action Recognitioncited by 32
  37. 2022IGFormer: Interaction Graph Transformer for Skeleton-based Human Interaction Recognitioncited by 31
  38. 2023SpikePoint: An Efficient Point-based Spiking Neural Network for Event Cameras Action Recognitioncited by 30

50 most cited of 85 All 85 (JSON)

Built on by

Not cited yet.