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Paper ID:IJSREM67721

Skeleton-Based Real-Time Gesture Recognition: A Review of Methods, Datasets, and Deployment Challenges

Stream/Area:

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Subject:

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Paper ID:

IJSREM67721

Volume:

10 |

10 |

Oct 2026

Pages:

1-22

Publication Frequency:

Monthly (12 issues per year)

DOI
Digital Object Identifier
10.55041/IJSREM67721

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.

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Authors

AS

ANURAG SHARMA

Department of Computer Science and Engineering

Shriram College of Engineering and Management

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Mentors

SB

Shyamol Banerjee

Department of Computer Science and Engineering

Shriram College of Engineering and Management

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Abstract

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

Gesture recognition Skeleton-based action recognition Pose estimation Graph convolutional networks Self-supervised learning Sign language recognition Real-time systems

Cite This Article

ANURAG SHARMA, Shyamol Banerjee, "Skeleton-Based Real-Time Gesture Recognition: A Review of Methods, Datasets, and Deployment Challenges," International Journal of Scientific Research in Engineering and Management, vol. 10, no. 10, pp. 1-22, Oct 2026. https://doi.org/10.55041/IJSREM67721

Full Article/Conclusion

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.

References

[1]                 Mitra, S., Acharya, T.: Gesture recognition: A survey. IEEE Transactions on Systems, Man, and Cybernetics, Part C 37(3), 311–324 (2007) [2]                 Rautaray, S.S., Agrawal, A.: Vision based hand gesture recognition for human computer interaction: A survey. Artificial Intelligence Review 43(1), 1–54 (2015) [3]                 Ren, B., Liu, M., Ding, R., Liu, H.: A survey on 3D skeleton-based action recognition using learning method. Cyborg and Bionic Systems 5, 0100 (2024) https://doi.org/10.34133/cbsystems.0100 [4]                 Meng, X., Li, S., Yuan, M., Wang, W., Zhang, Z., Song, C., Cao, F.: Action recognition based on human skeleton: Review and prospect. Information and Control 54(1), 1–27 (2025) [5]                 Sun, Z., Ke, Q., Rahmani, H., Bennamoun, M., Wang, G., Liu, J.: Human action recognition from various data modalities: A review. IEEE Transactions on Pattern Analysis and Machine Intelligence 45(3), 3200–3225 (2023) [6]                 Foteinos, K., Cani, J., Linardakis, M., Radoglou-Grammatikis, P., Argyriou, V., Sarigiannidis, P., Varlamis, I., Papadopoulos, G.T.: Visual hand gesture recogni-tion with deep learning: A comprehensive review of methods, datasets, challenges and future research directions. arXiv preprint arXiv:2507.04465 (2025) [7]                 Shahroudy, A., Liu, J., Ng, T.-T., Wang, G.: NTU RGB+D: A large scale dataset for 3D human activity analysis. In: IEEE Conference on Computer Vision and Pattern Recognition (CVPR), pp. 1010–1019 (2016) [8]                 Liu, J., Shahroudy, A., Perez, M., Wang, G., Duan, L.-Y., Kot, A.C.: NTU RGB+D 120: A large-scale benchmark for 3D human activity understanding. IEEE Transactions on Pattern Analysis and Machine Intelligence 42(10), 2684–2701 (2020) [9]                 Wang, H., Schmid, C.: Action recognition with improved trajectories. In: IEEE International Conference on Computer Vision (ICCV), pp. 3551–3558 (2013) [10]               Krizhevsky, A., Sutskever, I., Hinton, G.E.: ImageNet classification with deep convolutional neural networks. In: Advances in Neural Information Processing Systems (NeurIPS), vol. 25, pp. 1097–1105 (2012)

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10/7/2026

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