Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Multi-omics and spatial transcriptomics decode the ZDHHC9-driven hypoxia-immunosuppressive axis in hepatocellular carcinoma.

Frontiers in oncology·2026
Same author

Accuracy of Two Novel Self-Contained Darkroom Refractive Screeners Compared with Cycloplegic Retinoscopy and a Traditional Autorefractor in Schoolchildren.

Clinical ophthalmology (Auckland, N.Z.)·2026
Same author

Correction to: Integrating transcriptomics, network pharmacology, and GraphBAN neural networks to identify biomarkers and regulatory mechanisms of classical traditional Chinese medicine formulations in ulcerative colitis.

Naunyn-Schmiedeberg's archives of pharmacology·2026
Same author

Identification of efficient multi-epitope combinations against African swine fever virus based on AP205 scaffold-mediated nanodisplay technology.

Journal of nanobiotechnology·2026
Same author

Particulate Hexavalent Chromium Inhibits RAD51 Paralogs Necessary for RAD51 Filament Formation and Stabilization During Homologous Recombination Repair.

Occupational Health·2026
Same author

Research on a financial fraud identification model by fusing a convolutional neural network.

PloS one·2026

Related Experiment Video

Updated: Jul 9, 2025

Estimation of Contact Regions Between Hands and Objects During Human Multi-Digit Grasping
09:41

Estimation of Contact Regions Between Hands and Objects During Human Multi-Digit Grasping

Published on: April 21, 2023

1.6K

DMMG: Dual Min-Max Games for Self-Supervised Skeleton-Based Action Recognition.

Shannan Guan, Xin Yu, Wei Huang

    IEEE Transactions on Image Processing : a Publication of the IEEE Signal Processing Society
    |December 7, 2023
    PubMed
    Summary

    This study introduces a Dual Min-Max Games (DMMG) method for self-supervised skeleton action recognition. DMMG enhances unlabeled data augmentation through adversarial games, improving action feature representation and model transfer capabilities.

    More Related Videos

    Author Spotlight: Addressing Technical and Subjective Challenges in Measuring Classroom Attention
    06:37

    Author Spotlight: Addressing Technical and Subjective Challenges in Measuring Classroom Attention

    Published on: December 15, 2023

    3.8K
    Corticospinal Excitability Modulation During Action Observation
    12:33

    Corticospinal Excitability Modulation During Action Observation

    Published on: December 31, 2013

    8.9K

    Related Experiment Videos

    Last Updated: Jul 9, 2025

    Estimation of Contact Regions Between Hands and Objects During Human Multi-Digit Grasping
    09:41

    Estimation of Contact Regions Between Hands and Objects During Human Multi-Digit Grasping

    Published on: April 21, 2023

    1.6K
    Author Spotlight: Addressing Technical and Subjective Challenges in Measuring Classroom Attention
    06:37

    Author Spotlight: Addressing Technical and Subjective Challenges in Measuring Classroom Attention

    Published on: December 15, 2023

    3.8K
    Corticospinal Excitability Modulation During Action Observation
    12:33

    Corticospinal Excitability Modulation During Action Observation

    Published on: December 31, 2013

    8.9K

    Area of Science:

    • Computer Vision
    • Machine Learning
    • Artificial Intelligence

    Background:

    • Skeleton-based action recognition is crucial for human-computer interaction.
    • Self-supervised learning offers a promising approach to leverage unlabeled skeleton data.
    • Existing methods often struggle with generating diverse and challenging training samples.

    Purpose of the Study:

    • To propose a novel Dual Min-Max Games (DMMG) based self-supervised method for skeleton action recognition.
    • To enhance data augmentation in a contrastive learning framework using adversarial games.
    • To improve the learning of discriminative action features from unlabeled skeleton data.

    Main Methods:

    • Developed a Dual Min-Max Games (DMMG) framework incorporating a viewpoint variation game and an edge perturbation game.
    • Employed adversarial paradigms for data augmentation on skeleton sequences and graph-structured body joints.
    • Generated hard contrastive pairs by varying viewpoints and perturbing connectivity strength among body joints.

    Main Results:

    • The viewpoint variation game creates diverse skeleton sequences from multiple viewpoints.
    • The edge perturbation game generates varied contrastive samples by altering joint connectivity.
    • Achieved superior results on widely-used datasets (NTU-RGB+D, NTU120-RGB+D, PKU-MMD) demonstrating effective action feature representation.

    Conclusions:

    • The proposed DMMG method effectively generates challenging contrastive pairs for self-supervised learning.
    • This approach enables the model to learn representative action features and facilitates transfer to downstream tasks.
    • The method achieves state-of-the-art performance in skeleton action recognition using unlabeled data.