\section{Introduction} \label{sec:intro} Person identification has become a valuable asset, whether for means of authentication, personalization, or other applications. Previous work revolves around either physiological biometrics, such as face recognition, or behavioral biometrics such as gait recognition. In this paper, we propose using skeletal measurements as a new physiological biometric for recognition. In recent years, advances in range cameras have given us access to increasingly accurate real-time depth imaging. Furthermore, the low-cost and widely available Kinect~\cite{kinect} has brought range imaging to the masses. In parallel, the automatic detection of body parts from depth images has led to real-time skeleton mapping. As the resolution and accuracy of range cameras improve, so will the accuracy and precision of skeleton mapping algorithms. In this paper we show that skeleton mapping is accurate and unique enough in individuals to be used for person recognition. We make the following two contributions. First, we show that ground truth skeleton measurements can uniquely identify a person. We model how the accuracy of skeleton recognition decreases as simulated error increases, and find it is still possible to use for recognition. Second, we evaluate our hypothesis using real-world data collected with the Kinect. Our results show that skeleton recognition performs well, particularly in situations where face recognition cannot be performed. Much of the prior work in person recognition focuses on data gathered from other sensors, such as face recognition with color cameras and voice recognition with microphones. In the realm of depth imaging, most of the work surrounds behavioral recognition, continuing work in gait recognition. The Xbox 360~\cite{} does use the height inferred from the Kinect as part of its user identification algorithm, albeit in addition to other attributes including face recognition. The paper is organized as follows. First we discuss prior methods of person identification, in addition to the advances in the technologies pertaining to skeleton mapping (Section~\ref{sec:related}). Next we use a dataset of actual skeletal measurements to show that identification by skeleton is feasible, even when we simulate the error of measuring skeletons with a Kinect (Section~\ref{sec:}). Finally, we Lastly, we collect skeleton data with a Kinect in an uncontrolled setting and we apply preprocessing and classification algorithms to this dataset (Section~\ref{sec:}). We evaluate the performance of skeleton recognition with varying group size and compare it to face recognition. We conclude by discussing challenges working with the Kinect and future work (Section~\ref{sec:conclusion}).