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

arXiv: https://arxiv.org/abs/2609.32454 · HTML: https://mlsanity.com/paper/2609.32454/

## 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 (most cited first, 30 of 85)

- [Batch Normalization: Accelerating Deep Network Training by Reducing Internal Covariate Shift](https://mlsanity.com/paper/1502.03167/) (2015)
- [Layer Normalization](https://mlsanity.com/paper/1607.06450/) (2016)
- [Squeeze-and-Excitation Networks](https://mlsanity.com/paper/1709.01507/) (2017)
- [Domain-Adversarial Training of Neural Networks](https://mlsanity.com/paper/1505.07818/) (2015)
- [Group Normalization](https://mlsanity.com/paper/1803.08494/) (2018)
- [Learning Transferable Features with Deep Adaptation Networks](https://mlsanity.com/paper/1502.02791/) (2015)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [Instance Normalization: The Missing Ingredient for Fast Stylization](https://mlsanity.com/paper/1607.08022/) (2016)
- [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)
- [Assembly101: A Large-Scale Multi-View Video Dataset for Understanding Procedural Activities](https://mlsanity.com/paper/2203.14712/) (2022)
- [H2O: Two Hands Manipulating Objects for First Person Interaction Recognition](https://mlsanity.com/paper/2104.11181/) (2021)
- [First-Person Hand Action Benchmark with RGB-D Videos and 3D Hand Pose Annotations](https://mlsanity.com/paper/1704.02463/) (2017)
- [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)
- [Training Very Deep Networks](https://mlsanity.com/paper/1507.06228/) (2015)
- [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)
- [Hierarchical Deep Temporal Models for Group Activity Recognition](https://mlsanity.com/paper/1607.02643/) (2016)
- [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)
- [Actor-Transformers for Group Activity Recognition](https://mlsanity.com/paper/2003.12737/) (2020)

## 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.
