Imtiaz Ul Hassan, Tasweer Ahmad, Nik Bessis +1cs.CV
Fine-grained human action recognition (FHAR) must distinguish visually similar actions that differ mainly in body configuration, timing, or local appearance. RGB representations retain visual context but often suppress joint-level geometry, whereas skeleton representations encode kinematics but discard dense spatial detail. We introduce FineX, which factorizes fine-grained cues into RGB appearance, pose heatmap geometry, and skeletal-graph topology. Pairwise cross-attention enables symmetric, stream-preserving information exchange, followed by a streamwise latent sparse Mixture-of-Experts that routes each representation to a content-dependent subset of shared experts, regularized by a load-balancing objective. FineX achieves state-of-the-art results on Gym99, Gym288, and Diving48. On the long-tailed Gym288, it raises mean class accuracy from 68.6% to 76.2% (+7.6 points) without textual supervision or large-scale vision-language pre-training, demonstrating the benefit of structured visual-pose-graph fusion and conditional expert refinement for FHAR.
Zero-shot Skeleton Action Recognition (ZSAR) remains ambiguous when unseen actions share similar skeleton joint dynamics but differ in objects or scene context. RGB provides these missing cues, yet existing multimodal methods typically maintain independent skeleton and RGB scoring branches and fuse their outputs. Without using unlabeled test data for adaptation or fusion calibration, a fixed fusion weight cannot capture class-pair-dependent modality reliability, while an adaptive rule lacks target-side feedback for deciding which branch should dominate. We bypass this weight-selection problem via the classify-by-generation paradigm, where each class is scored by how accurately a text-conditioned denoiser predicts the noise added to the skeleton feature. This formulation separates the progressively corrupted skeleton from fixed conditioning, allowing RGB and text to jointly condition a single class-scoring function rather than produce independent scores. We instantiate this idea as Multimodal Triplet Diffusion for Skeleton-Text Matching (TDSM-MM), augmenting a text-conditioned denoising Transformer with a non-diffused RGB condition token that serves as a stable visual anchor during skeleton data reconstruction. Our proposed TDSM-MM has been ablated via extensive experiments and achieved the best inductive accuracy on three of four NTU-60/120 splits and surpasses the transductive state-of-the-art on NTU-120 96/24 (i.e., 71.3% vs. 69.1%), without test-time adaptation, suggesting that diffusion-based methods can be a promising direction for zero-shot learning.
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.
Skeleton-based emotion recognition from body motion remains challenging because emotional expressions are often characterized by subtle dynamic and relational motion cues, and hard labels may not fully capture ambiguity among related emotion categories. For the DIEM-A task in the MMAC ACII 2026 Challenge, we propose a multi-branch skeleton-based emotion recognition framework that combines a 6D rotation-based branch, a part-aware kinetic multi-stream branch, and a metadata-conditioned weak label distribution learning (LDL) branch. The branches are trained independently and fused by a probability-level ensemble at inference time. In 10-fold leave-performer-out cross-validation, the proposed framework improves Accuracy from 0.271 to 0.366 and Macro-F1 from 0.252 to 0.353 over the rotation-based baseline. Explainability ablations show that velocity and bone streams, as well as arm and leg regions, provide important cues for recognizing emotional body motion.