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Stream/Area:
-
Subject:
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Paper ID:
IJSREM67721
Volume:
10 |
10 |
Oct 2026
Pages:
1-22
Publication Frequency:
Monthly (12 issues per year)
License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.
Department of Computer Science and Engineering
Shriram College of Engineering and Management
Department of Computer Science and Engineering
Shriram College of Engineering and Management
Recognising gestures from human body motion has moved, over roughly a decade, from instrumented gloves and hand-engineered video descriptors to learned mod-els that operate on skeletal keypoints produced by real-time pose estimators. Several surveys already catalogue this progress by architecture or by benchmark. This review organises it around a different question: which methods remain usable when a commodity camera is the only sensor and a CPU or edge device is the only compute? We trace the pipeline from pose-estimation front-ends through recurrent, convolutional, graph-convolutional, and attention-based recognition models, and extend the account to self-supervised representation learning and pose-based sign language recognition. Published results on NTU RGB+D 60 and 120, Kinetics-Skeleton, FineGYM, SHREC’17, WLASL, and video gesture benchmarks are consolidated from the original papers into comparison tables covering work from 2016 to 2025. Two observations recur across these tables. First, accuracy on the most-used benchmark has compressed into a narrow band near 93–94% cross-subject, and the leading figures are usually four- to six-stream ensembles whose inference cost is a multiple of the single-model cost. Second, results depend strongly on the pose estimator that produced the skeletons, so gains attributed to recognition models are partly gains in input quality. We close with design considerations for real-time systems and seven open problems: robustness to keypoint noise, mixed hand-and-body vocabularies, population and viewpoint generalisation, consistent runtime reporting, continuous-stream spotting, data scarcity for new vocabularies, and privacy.
KEYWORDS
Skeleton-based gesture recognition has matured from recurrent networks over flat joint vectors to graph, convolutional and attention-based models that exceed 93% on NTU RGB+D 60 under the cross-subject protocol and approach 95% on SHREC’17, while self-supervised pre-training now produces encoders that rival supervised training once fine-tuned. Pose estimators that feed these models run on commodity hardware and deliver body and hand landmarks from a single RGB camera. The remaining distance to deployed interaction lies less in benchmark accuracy than in conditions benchmarks omit: noisy keypoints, mixed hand-and-body vocabularies, unseen users, honest end-to-end latency, continuous input and privacy. The consolidated results also show that leaderboard gains increasingly come from ensembling and from better input skele-tons. Lightweight single-stream models, explicit handling of missing joints, pre-training for new vocabularies, and evaluation protocols that measure robustness and runtime alongside accuracy are, in our assessment, the most productive directions for real-time gesture interfaces.
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Publication Date
10/7/2026
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
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