\section{Related Work} \label{sec:related} %The related work for this paper is divided into two main sections: using %biometrics for identification and advances in skeleton mapping. % %\paragraph{Biometrics} %One way to view different biometrics are how intrusive they are. More %intrusive biometrics include fingerprints, irises, and DNA; less intrusive are %faces, speech, and gait~\cite{phillips98}. Generally, there is a tradeoff %between the level of user cooperation required and the accuracy that can be %attained~\cite{liu01,bio-survey}. A biometric is a distinguishable trait that can be measured and used for identification. There are many different possible biometrics. Biometrics can be divided into physiological and behavioral traits. Physiological traits include faces, fingerprints, and irises; speech and gait are behavioral. Faces and gait are the most relevant biometrics for this paper as they both can be collected passively and involve image processing. Approaches to gait recognition typicaly fall into two categories: silhouette-based and model-based. Silhouette-based techniques recognize gaits from a binary representation of the silhouette as extracted from each image, while model-based techniques fit a 3-D model to the silhouette to better track motion~\cite{gait-survey}. Some model-based techniques use features of the generated model to aid in gait recognition, but they are severely limited by the difficulty in generating a 3-D model from a 2-D image~\cite{gait-body1,gait-body2}. Furthermore, behavioral traits typically are more characteristic as opposed to unique, and are subject to change with time and based on the observed activity~\cite{gait-survey2}. Face recognition, as a physiological biometric, is a more static feature. Face recognition can be broken down into three parts: face detection, feature extraction, and classification; these three parts are studied both individually and combined~\cite{face-survey}. The Xbox 360 uses face recognition with the Kinect as part of its user recognition algorithm, in addition to the height inferred from the Kinect~\cite{kinect-identity}. In this paper, we propose using skeleton measurements as a biometric separate from face and gait biometrics. According to Jain~\etal{}~\cite{bio-survey}, a proper biometric has the following characteristics: \first \emph{universality}, everyone has it, \second \emph{uniqueness}, it should be different between any two people, \third \emph{permanence}, it does not vary with time, and \fourth \emph{collectability}, it is measurable. Universality, permanence, and collectability are easily met with skeletons (skeletal changes that occur with age happen gradually). We discuss how uniqueness is met in detail in \xref{sec:uniqueness}. By using skeleton as a biometric for recognition, we can formulate skeleton recognition in a similar way as we can face recognition. The equivalent parts would be figure detection, skeleton fitting, and classification. Figure detection and skeleton fitting respectively map to silhouette extraction and model fitting in gait detection, but as previously noted, they are severely limited. However, Zhao~\etal~\cite{zhao20063d} perform gait recognition in 3-D using multiple cameras. By moving to 3-D, many of the problems related to silhouette extraction and model fitting are removed. Additionally we can take advantage of the wealth of research relating to 3-D motion capture~\cite{mocap-survey}. %Specifically, range cameras offer real-time depth %imaging, and The Kinect~\cite{kinect} is a widely available 3-D sensor (also known as a range camera) with a low price point, that has been leveraged to improve gait recognition~\cite{munsell:eccv12,hoffman:btas12}. Figure detection and skeleton fitting have also been studied in motion capture, mapping to region of interest detectors and human body part identification or pose estimation respectively in this context~\cite{plagemann:icra10,ganapathi:cvpr10,shotton:cvpr11}. Furthermore, OpenNI~\cite{openni} and the Kinect for Windows SDK~\cite{kinect-sdk} are two systems that perform figure detection and skeleton fitting for the Kinect. Given the maturity of the solutions, we will use existing implementations of figure detection and skeleton fitting. Therefore this paper will focus primarily on the classification part of skeleton recognition. %a person from an image to measure gait, but can also be measured from floor %sensors or wearable sensors~\cite{gait-survey}. % %Face recognition can be broken %down into three parts: face detection, feature extraction, and identification; %these three parts are studied both individually and together~\cite{face-survey}. %We will compare skeleton recognition to face recognition in this paper for the %following two reasons. %First, behavioral traits typically are more %characteristic as opposed to unique for identification beyond a certain %scale~\cite{seven-issues}, %and second, face recognition is more widely studied %and accepted as a means of accurate identification~\cite{face-survey}. % %\paragraph{Skeleton mapping} % %but algorithms similar to gait %recognition have been developed for range cameras as well~\cite{gomez:hgbu11}. % %also including at least one example incorporating %a range camera~\cite{gordon91}.