http://stackoverflow.com/questions/12608734/body-joints-angle-using-kinect-checking-time-interval?rq=1
          
        
        
          http://stackoverflow.com/questions/15989322/calculate-kinect-skeleton-knee-and-elbow-angles-using-existing-joint-angles
          
        
        
          http://channel9.msdn.com/coding4fun/kinect/Kinect-Earth-Move
          
        
        
          http://social.msdn.microsoft.com/Forums/en-US/8516bab7-c28b-4834-82c9-b3ef911cd1f7/using-kinect-to-calculate-angles-between-human-body-joints
        
        
        public static double myMethodZY(Joint j1, Joint j2, Joint j3)
    {
        Vector3 a = new Vector3(0, j1.Position.Y- j2.Position.Y, j1.Position.Z- j2.Position.Z);
        Vector3 b = new Vector3(0, j3.Position.Y - j2.Position.Y, j3.Position.Z - j2.Position.Z);
        a.Normalize();
        b.Normalize();
        double dotProduct = Vector3.Dot(a,b);
        double angle= Math.Acos(dotProduct);
        angle =  angle * 180 / Math.PI;
        //angle = 180 - angle;
        return angle;
    }
      
    
    f you are using Kinect SDK to get the skeletal tracking, the you can use this:
      
        
          /// <summary>
        
        
          /// Return the angle between 3 Joints
        
        
          /// Regresa el ángulo interno dadas 3 Joints
        
        
          /// </summary>
        
        
          /// <param name="j1"></param>
        
        
          /// <param name="j2"></param>
        
        
          /// <param name="j3"></param>
        
        
          /// <returns></returns>
        
        
          public
        
        
          static
        
        
          double
        
        
          AngleBetweenJoints
        
        
          (
        
        
          Joint
        
        
           j1
        
        
          ,
        
        
          Joint
        
        
           j2
        
        
          ,
        
        
          Joint
        
        
           j3
        
        
          )
        
        
          {
        
        
          double
        
        
          Angulo
        
        
          =
        
        
          0
        
        
          ;
        
        
          double
        
        
           shrhX 
        
        
          =
        
        
           j1
        
        
          .
        
        
          Position
        
        
          .
        
        
          X 
        
        
          -
        
        
           j2
        
        
          .
        
        
          Position
        
        
          .
        
        
          X
        
        
          ;
        
        
          double
        
        
           shrhY 
        
        
          =
        
        
           j1
        
        
          .
        
        
          Position
        
        
          .
        
        
          Y 
        
        
          -
        
        
           j2
        
        
          .
        
        
          Position
        
        
          .
        
        
          Y
        
        
          ;
        
        
          double
        
        
           shrhZ 
        
        
          =
        
        
           j1
        
        
          .
        
        
          Position
        
        
          .
        
        
          Z 
        
        
          -
        
        
           j2
        
        
          .
        
        
          Position
        
        
          .
        
        
          Z
        
        
          ;
        
        
          double
        
        
           hsl 
        
        
          =
        
        
           vectorNorm
        
        
          (
        
        
          shrhX
        
        
          ,
        
        
           shrhY
        
        
          ,
        
        
           shrhZ
        
        
          );
        
        
          double
        
        
           unrhX 
        
        
          =
        
        
           j3
        
        
          .
        
        
          Position
        
        
          .
        
        
          X 
        
        
          -
        
        
           j2
        
        
          .
        
        
          Position
        
        
          .
        
        
          X
        
        
          ;
        
        
          double
        
        
           unrhY 
        
        
          =
        
        
           j3
        
        
          .
        
        
          Position
        
        
          .
        
        
          Y 
        
        
          -
        
        
           j2
        
        
          .
        
        
          Position
        
        
          .
        
        
          Y
        
        
          ;
        
        
          double
        
        
           unrhZ 
        
        
          =
        
        
          j3
        
        
          .
        
        
          Position
        
        
          .
        
        
          Z 
        
        
          -
        
        
           j2
        
        
          .
        
        
          Position
        
        
          .
        
        
          Z
        
        
          ;
        
        
          double
        
        
           hul 
        
        
          =
        
        
           vectorNorm
        
        
          (
        
        
          unrhX
        
        
          ,
        
        
           unrhY
        
        
          ,
        
        
           unrhZ
        
        
          );
        
        
          double
        
        
           mhshu 
        
        
          =
        
        
           shrhX 
        
        
          *
        
        
           unrhX 
        
        
          +
        
        
           shrhY 
        
        
          *
        
        
           unrhY 
        
        
          +
        
        
           shrhZ 
        
        
          *
        
        
           unrhZ
        
        
          ;
        
        
          double
        
        
           x 
        
        
          =
        
        
           mhshu 
        
        
          /
        
        
          (
        
        
          hul 
        
        
          *
        
        
           hsl
        
        
          );
        
        
          if
        
        
          (
        
        
          x 
        
        
          !=
        
        
          Double
        
        
          .
        
        
          NaN
        
        
          )
        
        
          {
        
        
          if
        
        
          (-
        
        
          1
        
        
          <=
        
        
           x 
        
        
          &&
        
        
           x 
        
        
          <=
        
        
          1
        
        
          )
        
        
          {
        
        
          double
        
        
           angleRad 
        
        
          =
        
        
          Math
        
        
          .
        
        
          Acos
        
        
          (
        
        
          x
        
        
          );
        
        
          Angulo
        
        
          =
        
        
           angleRad 
        
        
          *(
        
        
          180.0
        
        
          /
        
        
          Math
        
        
          .
        
        
          PI
        
        
          );
        
        
          }
        
        
          else
        
        
          Angulo
        
        
          =
        
        
          0
        
        
          ;
        
        
          }
        
        
          else
        
        
          Angulo
        
        
          =
        
        
          0
        
        
          ;
        
        
          return
        
        
          Angulo
        
        
          ;
        
        
          }
        
        
          /// <summary>
        
        
          /// Euclidean norm of 3-component Vector
        
        
          /// </summary>
        
        
          /// <param name="x"></param>
        
        
          /// <param name="y"></param>
        
        
          /// <param name="z"></param>
        
        
          /// <returns></returns>
        
        
          private
        
        
          static
        
        
          double
        
        
           vectorNorm
        
        
          (
        
        
          double
        
        
           x
        
        
          ,
        
        
          double
        
        
           y
        
        
          ,
        
        
          double
        
        
           z
        
        
          )
        
        
          {
        
        
          return
        
        
          Math
        
        
          .
        
        
          Sqrt
        
        
          (
        
        
          Math
        
        
          .
        
        
          Pow
        
        
          (
        
        
          x
        
        
          ,
        
        
          2
        
        
          )
        
        
          +
        
        
          Math
        
        
          .
        
        
          Pow
        
        
          (
        
        
          y
        
        
          ,
        
        
          2
        
        
          )
        
        
          +
        
        
          Math
        
        
          .
        
        
          Pow
        
        
          (
        
        
          z
        
        
          ,
        
        
          2
        
        
          ));
        
        
          }
        
      
    
    This method use 3 joints to get an angle.
       
    


 
					 
					