private boolean evaluateNShape() {
		float angleL = PVector.angleBetween(skeleton.getLeftUpperArmLCS(),skeleton.getLeftLowerArmLCS());
		float angleR = PVector.angleBetween(skeleton.getRightUpperArmLCS(),skeleton.getRightLowerArmLCS());
		float angleNShape = PVector.angleBetween(skeleton.getLeftUpperArmLCS(), skeleton.getRightUpperArmLCS());
		float angleToBodyY = PVector.angleBetween(skeleton.getLeftLowerArmLCS(),skeleton.getOrientationY());
		if (SkeletonMath.isValueBetween(angleL,PApplet.radians(85)-postureAngleTolerance,PApplet.radians(95)+postureAngleTolerance) && SkeletonMath.isValueBetween(angleR,PApplet.radians(85)-postureAngleTolerance,PApplet.radians(95)+postureAngleTolerance)) { // arms angle ~90 degree
			if (SkeletonMath.isValueBetween(angleNShape,PApplet.radians(170)-postureAngleTolerance,PApplet.radians(180))) { // upper arms form a straight line
				if (SkeletonMath.isValueBetween(angleToBodyY,PApplet.radians(165)-postureAngleTolerance,PApplet.radians(180))) {// arms downwards 
					return true;
				}
			}
		}
		return false;
	}