private boolean evaluateVShape() {
		float angleL = PVector.angleBetween(skeleton.getLeftUpperArmLCS(),skeleton.getLeftLowerArmLCS());
		float angleR = PVector.angleBetween(skeleton.getRightUpperArmLCS(),skeleton.getRightLowerArmLCS());
		float angleVShape = PVector.angleBetween(skeleton.getLeftUpperArmLCS(), skeleton.getRightUpperArmLCS());
		float angleToBody = PVector.angleBetween(PVector.add(skeleton.getLeftUpperArmLCS(),skeleton.getRightUpperArmLCS()),skeleton.getOrientationY());
		if (SkeletonMath.isValueBetween(angleL,0,PApplet.radians(10)+postureAngleTolerance) && SkeletonMath.isValueBetween(angleR,0,PApplet.radians(10)+postureAngleTolerance)) { // arms form a straight line
			if (SkeletonMath.isValueBetween(angleVShape,PApplet.radians(85)-postureAngleTolerance,PApplet.radians(95)+postureAngleTolerance)) { // arms angle ~90 degree
				if (SkeletonMath.isValueBetween(angleToBody,0,PApplet.radians(15)+postureAngleTolerance)) { // sum of upper arms parallel to body y axis
					return true;
				}
			}
		}
		return false;
	}