Skeleton.Events.forEach(function(type) {
    kinect.on(type, function(id) {
      var isPresence, skeleton;

      // Limit the number of skeletons to one.
      if (id !== 1) {
        return;
      }

      console.log("%s (%d)", type, id);

      isPresence = ["newuser", "lostuser"].some(function(val) {
        return val === type;
      });

      if (isPresence) {
        skeleton = Skeletons[id];

        if (!skeleton) {
          skeleton = Skeletons[id] = new Skeleton();
        }

        skeleton.inFrame = type === "newuser" ?
          true : false;

        console.log(status[skeleton.inFrame]);
      }
    });
  });
  Skeleton.Joints.forEach(function(joint) {
    // When joint data is received, update the
    // associated Skeleton's joints array
    // with data for the given joint.
    kinect.on(joint, function(id, x, y, z) {
      var skeleton, vector;

      skeleton = Skeletons[id];

      if (skeleton) {
        vector = skeleton.joints[joint];

        if (vector) {
          vector.x = x;
          vector.y = y;
          vector.z = z;
        }
      }
    });
  });