Improving Skeleton-based Action Recognition with Interactive Object Information
Hao Wen, Ziqian Lu, Fengli Shen, Zhe-Ming Lu, Jialin Cui
TL;DR
This paper tackles the limitation of skeleton-only action recognition in scenarios involving object interactions by introducing interactive object nodes and a Spatial Temporal Variable Graph Convolutional Network (ST-VGCN). It presents a variable-graph framework that unifies skeleton joints and object nodes, powered by modules such as Class Attribute Fusion, Weighted Node Pooling, and Node Balance Loss, plus a data-augmentation strategy called Random Node Attack to combat overfitting. The authors create two datasets, NTU RGB+D+Object 60 and JXGC 24, adding millions of object nodes and enabling self-training-based object discovery, with CLIP-based object attributes to enhance representation. Experimental results across NTU RGB+D 60, NTU RGB+D 120, and JXGC 24 demonstrate state-of-the-art performance, especially on actions with human-object interactions, and ablations validate the contribution of each component, signaling strong practical impact for industrial and real-world action recognition tasks.
Abstract
Human skeleton information is important in skeleton-based action recognition, which provides a simple and efficient way to describe human pose. However, existing skeleton-based methods focus more on the skeleton, ignoring the objects interacting with humans, resulting in poor performance in recognizing actions that involve object interactions. We propose a new action recognition framework introducing object nodes to supplement absent interactive object information. We also propose Spatial Temporal Variable Graph Convolutional Networks (ST-VGCN) to effectively model the Variable Graph (VG) containing object nodes. Specifically, in order to validate the role of interactive object information, by leveraging a simple self-training approach, we establish a new dataset, JXGC 24, and an extended dataset, NTU RGB+D+Object 60, including more than 2 million additional object nodes. At the same time, we designe the Variable Graph construction method to accommodate a variable number of nodes for graph structure. Additionally, we are the first to explore the overfitting issue introduced by incorporating additional object information, and we propose a VG-based data augmentation method to address this issue, called Random Node Attack. Finally, regarding the network structure, we introduce two fusion modules, CAF and WNPool, along with a novel Node Balance Loss, to enhance the comprehensive performance by effectively fusing and balancing skeleton and object node information. Our method surpasses the previous state-of-the-art on multiple skeleton-based action recognition benchmarks. The accuracy of our method on NTU RGB+D 60 cross-subject split is 96.7\%, and on cross-view split, it is 99.2\%.
