You can get a position relative to the screen resolution, then it's just a matter of tweaking the values to find what works. From <http://kinectxna.blogspot.ie/2012/02/tutorial-5-skeletal-tracking.html> : foreach (Joint joint in skeleton.Joints) { Vector2 position = new Vector2((((0.5f * joint.Position.X) + 0.5f) * (resolution.X)), (((-0.5f * joint.Position.Y) + 0.5f) * (resolution.Y))); spriteBatch.Draw(img, new Rectangle(Convert.ToInt32(position.X), Convert.ToInt32(position.Y), 10, 10), Color.White); } Instead of drawing to this position you could use it in your update logic. The values aren't perfect but they should get you on the right track.