06/08/2016 Click - Short Edition


06/08/2016

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Now on BBC News, it's time for Click.

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This week: 3-D printed legs.

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Careless cash machines.

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And aliens.

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Lots and lots of aliens.

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I've always wanted to go into space.

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Hey, I'm a future boy, always have been.

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And I'm lucky to be living in a time when the beauty of the universe

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is being brought to life.

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From earth you can now photograph amazing skies, if you know

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what you are doing.

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Which the entrants for this years Insight Astronomy Photographer

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of the Year Awards clearly do.

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Actually going into space though is still a pipe dream for me.

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Unless you count shoddy TV effects like this.

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Oh, and videogames of course.

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If you count video games I have already been across the galaxy.

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There are a number of games around now you see which let you go

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absolutely anywhere.

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The question is, would you want to?

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Marc Cieslak has been to meet the makers of what is quite possibly

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the most universal game yet.

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I grew up reading sci-fi books, looking at the covers,

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when I close my eyes and think of science-fiction I think of that.

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I think of a lone astronaut stood on a desolate planet with a couple

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of other huge planets hanging in the horizon and these kind

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of wild and crazy worlds.

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No Man's Sky is a space exploration game.

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It encourages the player to discover strange new worlds and lifeforms.

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There is trading and commerce.

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As well as allowing people to blow stuff up.

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All in a playable universe which is so big the games

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own designers predict most players won't even experience one percent

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of the worlds the game has to offer.

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It might be a game with a gigantic exotic alien universe to explore

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but it has been created in these tiny offices beneath a taxi

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company in Guildford.

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Indie games company Hello Games consists of just 11 people.

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The team's previous credits include fun stunt riding game Joe Danger.

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No Man's Sky is the brainchild of Sean Murray, who,

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along with this tiny team, has found a clever way to fashion

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this gigantic game and it's all thanks to maths.

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We are trying to build an entire universe and we can't build that

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by hand, normally when you make a game it's a series of levels

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and some artist or designer has built every one of those

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levels piece by piece, arranged all the furniture

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and everything like that.

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But we want to build something of a huge, huge scale.

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We just can't do that on our own, we're this tiny indie team,

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so what we do is we use the computer to build it.

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We create a bunch of rules, a set of maths and the computer runs that,

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we effectively teach the computer the rules that we think we need

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to build a universe.

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The computer goes off and generates it, builds it for you.

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This process is called procedural generation and it is how everything

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in the game is made.

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From the planets to the aliens to the ships to the smallest

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blade of grass.

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It's not random, those rules are there for a reason.

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What we are trying to do is create a set of rules and formula

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that we feel creates a nice looking universe.

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The size of the universe is incredibly big.

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There are a lot of planets, if you were to visit them

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all there would be 18 Quintilian which is this huge number,

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it's like 2 to the power of 64.

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It's a hard number to comprehend.

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The way I normally say it is like if you were to discover

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a planet or a planet was to be discovered in No Man's Sky every

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second it would take about 500 billion years for them

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all to be discovered.

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With its first reveal back at E3 in 2014 this game generated

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a considerable amount of anticipation as well as

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hype amongst gamers.

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I'm feeling a lot of emotions right now.

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However some of this attention hasn't all been positive.

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One gamer claims to have purchased a copy of the game ahead

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of release for ?1200 via eBay.

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After posting clips online he claimed it's possible to reach

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the centre of the game's universe in just 30 hours.

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This is a task developers have suggested would actually take

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about 100 hours of playtime.

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Sean Murray has implored fans to avoid these online spoilers.

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There is a big update coming on the first day of the game's

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release but I got a chance to play No Man's Sky for a couple of hours.

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Okay, I have woken up on a planet with a damaged spacecraft,

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I had to repair that ship by finding various minerals or mining minerals

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and finding the parts and making the parts required to take

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the ship off.

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It's the introduction to a lot of the game's exploration mechanic.

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So I have already met some unusual alien species.

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And all of the aliens in the game are generated,

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as everything else is, procedurally.

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So this is where the game starts in earnest.

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Explore an entire universe.

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I do want to go?

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Well, second star on the right and straight on till morning.

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There is a risk that people might find it boring,

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I think it will appeal to a certain type of gamer that likes the grind,

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the repetitive actions of going around and mining

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and getting resources in order to travel around.

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But I think once you've got past that initial

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maybe a couple of hours, you are going to find there

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is a massive universe to explore.

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When it is released next week fans will be able to decide

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for themselves if the wait for No Man's Sky has been worth it.

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It certainly looks really nice doesn't it?

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Yeah it is really pretty, when I was chatting to the game's

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lead designer, Sean Murray, he said there was a definite

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aesthetic they wanted to give the game.

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A lot of contemporary sci-fi games look really sort of gritty and dirty

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and he wanted this to be quite optimistic and bright and sunny.

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It does, to my mind it looks a bit like a 70s

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prog rock album cover.

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It does, is it any good?

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That is a difficult thing to say because I have

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played it for a few hours.

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It's so big, there is so much in there that you cannot really make

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that judgement unless you have committed lots, lots more hours.

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That's the thing, it's so big because the computers are designing

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everything, the planets and lifeforms, it's not

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as if some human has had to go and design everything meticulously.

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The beef I have with these procedural games,

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like Elite Dangerous which you know I play, is that although you can go

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anywhere and technically see anything the computers cannot

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generate storylines which are compelling so you find

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there is not actually much to do.

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It's quite an unforgiving universe, an unforgiving galaxy in these

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games, the player is just dumped into the game and told go ahead

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and make your own fun.

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It's a bit like going on holiday with your mum and dad

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when you are nine, you go to the beach and they are like,

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make your own fun.

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This is very similar to that.

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If people are expecting a single player game

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where they are led by the hand this is not that kind of experience,

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this is find stuff for yourself.

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OK Marc, see you in the sky.

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Medical treatment can be costly even in the rich parts of the world

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but in the developing parts of the world it can be prohibitive

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but there is a Silicon Valley start-up called D-Rev

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that is trying to address this healthcare gap

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by developing affordable technologies.

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Its first product was designed to treat jaundice which affects more

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than half of all newborns and its second effort

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was designed to help amputees who have lost a leg.

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Sumi Das has been finding out how these devices are helping

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the world's poorest patients.

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Their offices are modest but this team of engineers and designers

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in San Francisco is working on a bold goal.

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D-Rev exists to design and deliver quality healthcare products

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for underserved populations.

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Brilliance Pro is D-Rev's $400 phototherapy device.

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First launched in India it is an alternative

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to the $3000 units used to treat newborns with jaundice.

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You would see babies being treated under devices

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which have burned out bulbs, but also you would see

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multiple babies in one device which is not ideal

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to because you want to have the children

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separated for sterilisation.

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For affordability and durability D-Rev chose LEDs over

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compact fluorescents.

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They also ran optical modelling simulations.

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One of the things we have been able to use is use less LEDs,

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tightly control the wavelength and there are new lenses out

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so we can actually have a very even spread of light.

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If you are a doctor or nurse you might need to move this panel

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as you are caring for the infant.

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Of course that changes the intensity of the light

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but they accounted for that.

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They added accelerometers which detect the position

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of the LEDs so that each one automatically adjusts

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and the distribution of light is even across the baby's body.

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As with medicine it is crucial infants get the right dose of light

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therapy so a light meter was added.

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To date over 117,000 babies have been treated with Brilliance units.

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99,000 of those would not have retrieved any treatment at all.

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D-Rev's latest product is a knee joint.

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The ReMotion knee is a polycentric knee for above knee amputees.

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It's like a four bar mechanism which mimics your

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natural human gait.

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The previous option a single axis knee swings much like a door

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hinge and is less stable.

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The polycentric knee the centre of rotation moves so this man can

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continue working as a contractor and supporting his family.

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And this Indian teenager can keep up with his friends.

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In the US polycentric knees start at around $400.

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ReMotion sells for $80.

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Philanthropic grants help keep prices low.

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But D-Rev also credits it start-up tendency of working efficiently.

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Bug fixes included sharp corners and edges which didn't look

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natural underneath clothing and a distracting clicking sound.

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Fabric can fall smoothly over it and it has a rubber bumpers so it

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doesn't make as loud a noise.

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ReMotion has limitations, it is best suited for younger

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amputees since it's not as stable as other knees and the maximum

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weight for users is about 80 kilos.

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Still it's a good fit for many patients in Asia and Africa.

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It has a wide range in motion, much wider than most of the knees

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on the market especially in Western societies and the reason

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is that we saw with our users that they were squatting more

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or bending in prayer or kneeling.

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Many people need to ride a bike to get to and from work.

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Since the knee launched in December 2015 200 amputees have

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been fitted with them, that is 200 people who can go

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on working, learning, living - one step at a time.

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Hello and welcome to The Week in Tech.

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It was the week that the giant Chinese bus which drives

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over traffic went from concept to prototype.

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Moon Express became the first private company to get permission

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to land on the moon from the US government, whilst virgin

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Galactic SpaceShip Two received permission to take

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tourists into space.

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Instagram released its stories which look a lot like Snapchat

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stories, and Samsung showed off its Galaxy Note 7 fablet

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which includes an iris scanner so you can unlock it with your eyes.

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It was also the week we saw a video from MIT that you can

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reach out and touch.

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Which scientists said could have applications

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for games like Pokemon Go.

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The concept is called interactive dynamic video and uses cameras

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and algorithms to track almost invisible vibrations of objects

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to let them be interacted with.

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This augmented reality is getting pretty good.

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Speaking of Pokemon Go the game hit 100 million downloads this week

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and was also hit with the trespassing lawsuit

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from a man in New Jersey.

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He said at least five trainers had knocked on his door looking to catch

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pocket monsters in his garden.

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And finally if you ever wondered what a robot with a neural

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network would sing like, I know I have.

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Meet Alter, the latest humanoid robot from Japan has 42 pneumatic

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actuators and a central pattern generator which replicates

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neurons at Alter create its own patterns and react

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to its environment and sing.

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Now, every year in the middle of a desert thousands of hackers

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and security experts meet to talk shop.

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