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"I didn't know anything about what other people in the gaming industry were doing"
In December 1996, Sony Computer Entertainment published the video game PaRappa the Rapper in Japan – a groundbreaking title about a paper-thin rapping dog on a quest to win the heart of his beloved (a humanoid flower named Sunny Funny)
Developed by NanaOn-Sha – a game company that was founded several years earlier by the Japanese pop star Masaya Matsuura (of the band Psy•s) – the title went on to become a worldwide sleeper hit and has since acquired a passionate fanbase thanks to its charming visuals (designed by the American artist and graphic designer Rodney Greenblat) and its memorable tunes featuring catchy lyrics about everything from learning karate (“Kick
It's all in the mind”) to needing the restroom
It has also – more importantly – been credited as the title that kickstarted the rhythm game genre, establishing a bunch of design elements that would later appear across various games that followed like Sega’s Samba De Amigo, various “Bemani” projects, and the Rock Band and Guitar Hero franchises
In addition to this, we also got to hear his opinions on how he approached music, spoke to him about why he was initially reluctant to dive headfirst into the making of PaRappa the Rapper 2
and how he hopes the Nintendo Switch 2 is a “mental switch” that turns a new light on for him
Below is our conversation (edited and condensed for clarity)
Time Extension: Before working in video games
you had a successful music career with your band Psy•s
Could you talk us through how you originally became interested in pursuing a music career
so it was natural that I started playing and creating music
Music is often synonymous with and inseparable from a fairly wide range of things that exist in the human world
and some people may think of these as something other than music
but I feel them first and foremost from the perspective of music
Time Extension: Could you elaborate on this
Do you mean like the famous John Cage quote
Matsuura: I don't think I fully understand what John Cage means by this statement
so you mean instances where music is present
So some people may watch a musical or a film and see it as a complete package
but you experience it primarily through music
it is quite difficult to enjoy and evaluate music by separating it from other things
I sometimes try to ignore as many elements as possible that accompany the music and listen to it purely from the sound alone (I call this "Hazushi-giki")
That’s how much I want to concentrate on music on a daily basis
Time Extension: Early on in your musical career
you were introduced to a digital synthesizer called the Fairlight CMI
which was the first machine to coin the term “sampling”
How did the Fairlight CMI broaden your horizons as a musical artist
Matsuura: There's no doubt that digital sampling methods played a big part in the foundation of my early musicality [and I learned a lot from the Fairlight because of how expensive it was...] However
I still continue to think about and [try to] communicate the merits and demerits of various digital audio
which I have been holding for the past three years
the audience listened to my demo of the same sound source
changing it from an ultra-low bitrate state to 96k/24bit
I wanted [to show them] that the recording process is inherently full of latent changes
and how positively you interpret that could have been the driving force behind the creation of a work like The Art Of Noise
I think that my experience in the low-bitrate sound quality era motivated me to think about this issue
Time Extension: Given your background in music – what was your exposure to games prior to working on them
We’ve noticed in previous interviews never hear you speak about your experiences of playing games
It seems like you’re quite unique in that regard as an artist
as your interest in the space seems to be an extension of your fascination with music
not a desire to emulate a particular company’s games (Nintendo
etc) or fit into pre-defined genres or stereotypes
Matsuura: I think your point is correct. I think games naturally overlapped with my musical expression. Most of my experiences with gaming were from the 1980s when I was in my 20s. Pong, Space Invaders, Xevious
Time Extension: Did you ever feel self-conscious about having this different approach to your peers
Or did you see it as a strength to come from this other world
"Entering the gaming world" was a result of the PaRappa the Rapper becoming a hit
I didn't know anything about what other people in the gaming industry were doing at the time
I only know my own music better than others
and I think I lack the generalized musical skills that are useful for a job
Time Extension: Looking online, it seems that the very first titles you are created as working on are the 1993 PC Engine shooter Metamor Jupiter, and the Macintosh game The Seven Colors: Legend of PSY・S City (which served as an interactive accompaniment to your band’s music)
Could you tell us more about what it was like working on those earlier titles
Matsuura: For the former, I only provided music, but it seemed like the production side featured my involvement in the advertising making it look like I was more involved
I think we ended up making something game-like
but we had no active awareness of what category it belonged to
Time Extension: Do you remember how the idea originally came about to create an interactive accompaniment to Psy・S’s music
Matsuura: Music videos were at their peak at the time
and I think there was a desire to do something new to replace them
but I have believed since relatively early on after the advent of personal computers that music should be "the program itself," rather than "data" that records and plays back performances as digitized sound recordings and frequency and time information
I worked on dynamically changing music data using a program
But I have not yet been able to fully realize this mission
The recent AI boom has been met with criticism from people in the music industry
I think AI may be one step closer to my idea that "music should be a program." The reason is that in the past
there was only a one-way world where a program would spit out data and that was the end of it
AI learns from data and produces new results
meaning that a new cycle is created in which the data is again learned by the AI program
This may be one step closer to my idea that "music should be a program."
Time Extension: How successful was The Seven Colors in your opinion
but I don't think it was a success in terms of business
the sales rep complained to me that they had a hard time getting it into [game stores]
Time Extension: So they could only get Seven Colors into music stores
Matsuura: [It was slightly more complex than that]
it couldn't be distributed through music distribution
it was a mystery as to whether it was a game or not
so it couldn't be distributed through game stores either
there were shops that sold CD-ROMs for Apple Macs
Time Extension: We’d also love to ask you some questions about Tunin’ Glue - NanaOn-Sha’s first game
which was released for Macintosh computers in 1996
how did that project initially come about following Seven Colors
so I had some interaction with the Apple people
so this time my involvement with Pippin came through the Apple people
It was a project full of various discoveries
the hardware environment was close to the minimum required for it to run
so the app had to save memory to the extreme
just as the launch of the hardware (which I thought was complete) was drawing near
they decided to add copy protection encryption to the software
Time Extension: Was there anyone who worked on Seven Colors with you who went on to work at NanaOn-Sha on Tunin’ Glue
Matsuura: Yes, there was. Ohmori-san
We worked together almost until he retired from Sony Music Entertainment
I think he played a role similar to that of Roger Nichols in Steely Dan
What do you think made your collaborations with Ohmori-san work so well
Did you both come from the same kind of musical background or share the same ideas about music
I think we were both people who thought in a scientific way
he participated as a recording engineer for Sony Music
and I think I was very grateful that he was sympathetic to others' lack of understanding and misunderstanding about making music with an unknown monster like the Fairlight
Time Extension: PaRappa the Rapper obviously came out on the Sony PlayStation in 1996
how did you first become aware of the PlayStation
What were your first impressions of the console
Matsuura: I first met Kutaragi-san's team when they were still developing the Nintendo sound chip
I went to the first presentation that gathered licensees
in which he described the project as "our undertaking," or in Japanese
Time Extension: Were you aware of Sony’s other experiments in the realm of music video games? There was an interesting title called Fluid (released as “Depth” in Japan in 1996)
which was part underwater exploration game
It lets users create their own tracks from a bunch of unlockable samples
Did you ever meet anyone working on that game
Fujisawa-san is one of the producers of PaRappa the Rapper
He is also known as the composer of the PlayStation boot sounds
I imagine this title probably started from a similar starting point as PaRappa the Rapper - the market just recognized one as a game and the other not
Time Extension: You’ve mentioned before in interviews that Sony was initially unsure of how to market PaRappa the Rapper after it was finished
Did that shake your confidence at all in what you had created
I always have a strong feeling and conviction for what I want to create
but I can only have it because it is a unique expression
so it is usually difficult for people to understand such things
Time Extension: How long did it take before you realised the project was a success
Matsuura: I think it was about a year. Sony Computer Entertainment's promotion was very smart. Hayashi-san from the promotion planning department ran advertisements and other things
Time Extension: Rodney Greenblat has previously said you avoided doing a typical sequel straight away, as it wasn’t your style. He said you always wanted “to turn everything upside down and do it backwards” and stated that if it was up to him
he would probably have done a sequel to PaRappa straight away
why did the idea of Um Jammer Lammy excite you more than PaRappa 2 at the time
I didn't think a sequel to PaRappa the Rapper would be made
Matsuura: PaRappa the Rapper 1 depicted the highlight of a once-in-a-lifetime
important youthful period of a sensitive boy
I never felt like making music or gameplay that was linked to it
that idea is the opposite of what I thought it would be
my brain was empty and I was in a daze for a long time
PaRappa the Rapper 1 depicted the highlight of a once-in-a-lifetime
Time Extension: What changed to make you want to work on PaRappa The Rapper 2
Matsuura: It was because there was a strong request from fans and Sony
I was able to revive the circuits and emotions in my head
That allowed me to reassemble PaRappa the Rapper again
Time Extension: Following PaRappa the Rapper
I believe I first encountered the game through a promotional demo disc released alongside Official PlayStation Magazine
It really surprised me with just how different it looked to everything else on the console
What was the development of that game like in comparison to PaRappa
Time Extension: I guess to narrow things down then
You mentioned PaRappa the Rapper “depicted the highlight of a once-in-a-lifetime
important youthful period of a sensitive boy.” In comparison
what were you hoping to convey with Vibri and their journey
Matsuura: There's almost no story in Vib-Ribbon
I think this was a measure to avoid intruding too much on the player's existing memories and impressions
Time Extension: When you were testing Vib-Ribbon
were there any CDs/artists in particular whose music you found yourself generating levels with
Matsuura: I was looking for Brian Eno or classical music or whatever sound source that would not create many obstacles
there were cases where not a single obstacle would appear throughout the entire disc
you revisited the concept a few times on successors like Mojib-Ribbon and Vib-Ripple
But one other game you worked on in this style that rarely gets brought up is Rhyme Rider Kerorican for the WonderSwan Color
Time Extension: Can you elaborate on what made the project fun or interesting for you
We’ve heard Vib-Ribbon took you many years of work and had you overcome a bunch of challenges
what was making Rhyme Rider Kerorican like in comparison
Matsuura: Even if there are a lot of hard things at the time
you may be able to look back and think it was fun
This is generally the case with creative work
you can talk about the hardships in a humorous way
but there are also cases where this is not the case
This is a simple answer that contains complex feelings
Was there ever any conversation about doing more with the game
In terms of bringing it to other more handheld platforms
publisher Bandai had not yet decided to supply titles to the Nintendo platform
Time Extension: Would you ever consider rereleasing it
Time Extension: Do you like revisiting your past work in general
Or are you someone who prefers to look forward
Matsuura: It depends on the subject and the situation
no matter how many times you perform your own composition in front of an audience
it will never be the same; it is a new experience each time
Whereas in the old days of physical packages for games
only passive changes would occur unless a sequel was made
So someone who played PaRappa the Rapper as a child may have a different emotional reaction to it as an adult
They might find themselves relating to the situations the character finds himself in a little more or becoming nostalgic about that period of their own life
but I don't have a strong motivation [to revisit my past games]
it seems like the majority of the games you’ve created in the past fit the same basic theme of bringing people brand-new ways to experience music
It would be interesting to hear if you have your own “Mount Rushmore” of rhythm games
What are the rhythm games that you personally feel do the best job of achieving this goal
Matsuura: "Bringing new ways to experience music" - that's true
I'm sorry to be talking about a very narrow range of games I've played
but I've never been passionate about other rhythm games
I've thought that maybe it's because I don't feel like the same musician is designing both the gameplay experience itself and the music
Matsuura: Music has an aspect where similar things can coexist with different people
the strength of the connection between a person and their musical expression is very important
I think that when a musician composes a rhythm game
I think that even if the gameplay is similar to others
you seem to be mostly focused on your music career again
is there any chance of you returning to games in the near future
Time Extension: Are you not tempted at all by the arrival of the Nintendo Switch 2
It’s been a while since you released a game on a Nintendo platform
I believe ‘Major Minor's Majestic March’ was the last project
Matsuura: I'm not interested in a "switch" itself
I am interested in the darkness that is illuminated by the light that it turns on
Time Extension: So you’re more interested in the act of creation rather than the tools themselves
but creation without tools is almost impossible
I want a mental switch that will turn on a new light inside me
Time Extension: Thank you for again your time Matsuura-san! (To our readers, if you want to find out more about Matsuura-san’s work, you can follow him on Facebook and Instagram
He's also told us his latest live show is scheduled to be released on Amazon Japan soon.)
UPDATE: We now have more details on the ultra rare machine
The game sadly never reached North America
"The deepest crunch development I've ever done"
Prev
Next
Jack has a particular fondness for point-and-click adventure games
he’s written about lost games from studios like Sony Manchester
and has made a habit of debunking video game rumours
who was never very good at it but thinks it has done a world of good for games as a medium
I loved reading Matsuura's perspectives
We should all be so curious about our craft and how we can push it further
(I'm gonna politely disagree with him on the potential of AI
I'd have liked him to open up a little more
I was shocked to see my old tweet of a print ad for Seven Colors half way down the page
So Masaya thinks music should be distributed as a fluid program
mostly because it's nothing new and it had already been done years before his first game
I recently stumbled across such alternative distribution back in 1989
where some music was distributed as MIDI files on a CD so that the listener could adjust the playback to their taste
I even found recording of one of the albums
https://twitter.com/gingerbeardman/status/1908277494400040990
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Volume 7 - 2013 | https://doi.org/10.3389/fnhum.2013.00221
Impaired self-monitoring and abnormalities of cognitive bias have been implicated as cognitive mechanisms of hallucination; regions fundamental to these processes including inferior frontal gyrus (IFG) and superior temporal gyrus (STG) are abnormally activated in individuals that hallucinate
A recent study showed activation in IFG-STG to be modulated by auditory attractiveness
but no study has investigated whether these IFG-STG activations are impaired in schizophrenia
We aimed to clarify the cerebral function underlying the perception of auditory attractiveness in schizophrenia patients
Cerebral activation was examined in 18 schizophrenia patients and 18 controls when performing Favorability Judgment Task (FJT) and Gender Differentiation Task (GDT) for pairs of greetings using event-related functional MRI
A full-factorial analysis revealed that the main effect of task was associated with activation of left IFG and STG
The main effect of Group revealed less activation of left STG in schizophrenia compared with controls
whereas significantly greater activation in schizophrenia than in controls was revealed at the left middle frontal gyrus (MFG)
A significant positive correlation was observed at the right TPJ and right MFG between cerebral activation under FJT minus GDT contrast and the score of hallucinatory behavior on the Positive and Negative Symptom Scale
Findings of hypo-activation in the left STG could designate brain dysfunction in accessing vocal attractiveness in schizophrenia
whereas hyper-activation in the right TPJ and MFG may reflect the process of mentalizing other person's behavior by auditory hallucination by abnormality of cognitive bias
Auditory hallucinations and thought disorder are the main symptoms of schizophrenia, and these symptoms profoundly affect the neural basis of social communications as well as behavior (Brune et al., 2008; Bucci et al., 2008; Wible et al., 2009; Kumari et al., 2010; Granholm et al., 2012; Waters et al., 2012)
In order to understand these psychiatric symptoms in schizophrenia
it is important to verify the pathophysiology of cerebral function in auditory communications
If patients with schizophrenia mistake unfavorable greetings through their distorted thinking while listening to favorable greetings
social isolation and emotional withdrawal could be produced
if schizophrenia patients have auditory hallucination
misjudgment of favorable/unfavorable greeting may be induced by abnormality of cognitive bias
it is unclear whether schizophrenia patients with auditory hallucinations have impaired abilities to differentiate between favorable and unfavorable greetings
this right-lateralized pattern was even more pronounced
These findings indicate that cerebral laterality for emotional prosody in schizophrenia patients could be shifted in comparison to the typical right-lateralized activation in normal control subjects
no study has ever investigated the cerebral response to auditory attractiveness in schizophrenia
The aim of our research is to clarify cerebral response to auditory attractiveness when patients with schizophrenia are listening to greetings. Greeting conversations are crucial to maintaining social interactions. An fMRI study of social perception indicated that the left prefrontal and left IFG were activated when the subjects judged whether two people were friends or enemies (Farrow et al., 2011)
Since the recognition of friendliness and favorability is essential for greeting conversations
the patients with schizophrenia could change cerebral function due to psychiatric symptoms such as auditory hallucinations
we compared cerebral activation when the subjects judged favorability (recognition of auditory attractiveness) and cerebral activation when the subjects judged gender (recognition of non-auditory attractiveness)
we hypothesized that cerebral functions underlying the perception of auditory attractiveness could be impaired in STG and IFG by occurring auditory hallucination
Mean (± SD) EHI in right-handed 14 patients was 90.4 ± 13.0
The EHI score of the 4 left-handed patients was −85
and mean (± SD) EHI was 96.1 ± 4.7
As a sample for clarifying emotional response in voice recognition
Japanese greetings were recorded from 6 native speakers (3 males
Ten greetings were recorded: Ohayo (Good Morning)
These 10 greetings were recorded expressing favorable emotion (positive greeting)
The voice was recorded using an IC recorder (Voice-Trek DS-71
In both the preliminary experiment and the fMRI experiment
all speakers were unknown to all participants
we asked 32 different control volunteers (16 males and 16 females) to judge the favorability of all 180 greetings (60 favorable
and 60 neutral greetings) using a questionnaire with a 10-point scale
We defined “favorable” if the scale approached 10
whereas “unfavorable” if the scale approached 0
greetings were considered positive if their average score was higher than 6.5
Neutral greetings were defined as being located within the average score range of 4.5–5.5
each speaker's greeting was evenly selected for the favorable
Stimuli were presented by the use of Media Studio Pro (version 6.0 Ulead Systems
Subjects listened to the sound stimuli through headphones attached to an air conductance sound delivery system (Commancer X6
The average sound pressure of stimulus amplitude was kept at 80 dB
Experimental design of fMRI Part A is Favorability Judgment Task (FJT)
Part B is Gender Discrimination Task (GDT)
The images were acquired with a 1.5 Tesla Signa system (General Electric
Functional images of 264 volumes were acquired with T2*-weighted gradient echo planar imaging sequences sensitive to blood oxygenation level dependent (BOLD) contrast
Each volume consisted of 20 transaxial contiguous slices with a slice thickness of 6 mm to cover almost the whole brain (flip angle
Favorability was rated by 32 different control volunteers using a scale of 1–10. Figure 2 shows the distribution of the rating of favorability
Based on the definition of favorability (Materials and Methods: Preliminary Examination)
30 favorable vocalizations (rating average more than 6.5; 12 males and 9 females)
60 neutral vocalizations (rating average between 4.5 and 5.5; 17 males and 18 females)
30 unfavorable vocalizations (rating average less than 3.5; 7 males and 13 females) were selected
The mean ratings (± SD) of favorability were 2.3 ± 0.6 (unfavorable)
Analysis of variance (One-Way ANOVA) was significantly different [F(2
Multiple comparisons were also significant (unfavorable vs
The figure shows the distribution (mean ± SD) of rating favorability for portraying favorable
and unfavorable greetings in preliminary experiment
The vertical axis represents the rating score of favorability (1–10)
*Indicates that multiple comparison was significant
and judgment of same gender and different gender (FAV controls: 93.5 ± 7.6%; FAV patients: 94.1 ± 6.2%; NFV controls: 94.7 ± 6.1%; NFV patients: 90.0 ± 6.0%; SAM controls: 98.3 ± 2.4%; SAM patients: 95.7 ± 5.6%; DIF controls: 97.2 ± 3.8%; DIF patients: 95.0 ± 4.2%)
No significant difference was observed between controls and patients [FAV: t(34) = −0.24
Three-Way ANOVA was calculated for the effect of Group
Task effect was significantly observed [F(1
whereas Group effect and Within-task effect were not observed [Group: F(1
Interaction effect was not observed in the effect of Group × Task [F(1
p > 0.05] and the effect of Group × Within-task [F(1
The figure shows the error bar (mean ± SD) of the accuracy in the fMRI experiment
The vertical axis represents the accuracy of the experiment
Shows the mean ± SD of accuracy and response time in fMRI experiments
and judgment of same gender and different gender [FAV controls: 2.41 ± 0.78 s; FAV patients: 2.17 ± 0.17 s; NFV controls: 2.01 ± 0.13 s; NFV patients: 1.89 ± 0.15 s; SAM controls: 2.15 ± 0.78 s; SAM patients: 1.93 ± 0.14 s; DIF controls: 1.99 ± 0.53 s; DIF patients: 2.07 ± 0.13 s]
Significant difference between controls and patients was observed in NFV and DIF [NFV: t(18.4) = 3.49
p > 0.05; DIF: t(22.8) = −2.31
whereas no significant difference was observed in FAV and SAM [FAV: t(18.6) = 1.29
Interaction effect was significantly observed in the effect of Group × Task [F(1
whereas interaction effect was not significantly observed in the effect of Group × Within-task [F(1
FMRI data was analysed based on the 2 × 2 × 2 full factorial model with the three factors: Group (control subjects/schizophrenia patients)
GDT: SAM/DIF) (FDR-corrected voxel-level threshold of P < 0.05)
Two-Way ANOVA was calculated by main effect of Group and Within-task
the strength of BOLD signal (beta estimates) in patients under the FAV and NFV conditions was significantly greater than that in controls [L MFG: F(1
whereas that in bilateral STG was significantly greater in controls than in patients [L STG: F(1
BOLD signals of patients under SAM and DIF conditions were significantly greater than in controls [L MFG: F(1
Significant difference of LI was observed in the amygdala and occipital lobe under SAM and DIF conditions [amygdala LI: F(1
whereas significant difference in the other regions was not observed (p > 0.05)
The figure demonstrates the results of main effect of Group (controls/patients) in analysis of 2 × 2 × 2 full factorial design
Upper pictures show cerebral activation on main effect of Group (p < 0.05
Gray bars in the upper row represent the distribution of beta values (mean ± SE) in controls (dark gray color) and patients (light gray color)
**Indicates p < 0.05/5 (Bonferroni correction by 5 ROIs)
Color bars in the middle row represent the distribution of beta values (mean ± SE) on 5 ROIs and contralateral symmetrical 5 ROIs under FAV (red)
Color bars at the bottom represent the distribution of laterality index (mean ± SE) on the 5 ROIs
z) and their z-values of cerebral activation by full factorial design analysis with Group effect (controls and patients)
Main effect of Task (FJT/GDT) was significantly observed in the left precentral gyrus (PrCG), left MFG, left IFG, right insula, bilateral STG, left claustrum, and left cerebellum (p < 0.05, FDR-corrected, Figure 5 and Table 3). Cerebral activation in the left IFG and bilateral STG was significantly greater in FJT than in GDT [Figure 5; L IFG: t(70) = 3.92
Interaction effect between Group and Task was not significantly observed at a threshold of p < 0.05
The figure represents cerebral activation on main effect of task [(FJT/GDT): p < 0.05
Color bars show the distribution of beta values (mean ± SD) under FJT (red) and GDT (gray)
z) and their z-values of cerebral activation by full factorial design analysis with task effect (controls and patients)
Positive correlation between psychiatric symptom and cerebral activation under FJT > GDT contrast (univariate analysis)
Positive correlation between PANSS and cerebral activation under FJT minus GDT
p < 0.0001 uncorrected (p < 0.25
Positive correlation between severity of hallucinatory behavior and cerebral activation under FJT > GDT contrast
Positive correlation between the severity of hallucinatory behavior and cerebral activation under FJT minus GDT
We examined the correlation between handedness and cerebral activation. The beta value of ROI analysis in main effect of Group was used in this analysis. Cerebral activations in most ROIs were not correlated with the handedness score, but activation in STG was significantly negatively correlated with the handedness score (Figure 8)
differences in LI between 18 controls and 14 patients were analysed after removing 4 left-handed patients
significant difference in the LI was not observed
The figure shows the distribution of correlations between activation in STG (in main effect of Group) and handedness score (EHI) in all participants
and the horizontal axis shows EHI score (−100 represents extremely left-handed; 100 represents extremely right-handed)
In the ROIs of main effect of Group, correlation was analysed between the beta value of FJT at left STG and accuracy. A significantly positive correlation was observed (r = 0.346, p < 0.05, Figure 10)
The other areas were not significantly correlated with accuracy
These findings suggest that the less the accuracy is
the less the beta value of FJT at left STG is
Summary of cerebral response to auditory attractiveness and psychiatric symptom in schizophrenia: red circle shows the area of positive correlation between cerebral activation and total PANSS score; red dashed line shows the area of positive correlation between cerebral activation and hallucinatory behavior; light blue area represents greater activation in patients than in controls; pink area represents less activation in patients than in controls
Correlation between beta value of FJT at left STG and accuracy
The rectangles show schizophrenia patients
our results showed left STG-IFG activation in the recognition of auditory attractiveness including social communications
These reports indicate that prefrontal regions are associated with the judgment of favorability and friendliness
hyper-frontality and hypo-temporality in schizophrenia patients could designate the dysfunction of left STG-IFG when they judged favorability
less activation in schizophrenia could represent impairment of favorability judgment in auditory processing
whereas greater activation in schizophrenia may reflect disturbance of attention bias toward internally generated information by the appearance of auditory hallucination
These previous findings support that the right MFG/IFG-IPL region associates with the recognition of social communications such as judgment of favorability
These activations could be attributed to representing the dysfunction of the fronto-parietal region in the processing of social communications by auditory hallucinations
when cerebral function in auditory attractiveness including social conversations was investigated
cerebral activation was revealed in the left STG and left IFG
less activation was observed at the left STG compared with control subjects
greater activation in schizophrenia was confirmed in the right fronto-parietal region
cerebral response in this region was correlated with the severity of auditory hallucinations
These findings suggest that dysfunction in the left fronto-temporal regions is related to the ability to appropriately assess the attractiveness of vocal communications in schizophrenia
The right fronto-parietal region could offset cerebral dysfunction to auditory attractiveness including social communications
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest
We gratefully acknowledge the staff of Asai Hospital and Nippon Medical School Hospital; Section of Biofunctional Informatics
Tokyo Medical and Dental University; and Voice Neurocognition Laboratory
This work was supported by a Health and Labor Sciences Research Grant for Research on Psychiatric and Neurological Diseases and Mental Health (H22-seishin-ippan-002) from the Japanese Ministry of Health
Misattribution of external speech in patients with hallucinations and delusions
Pubmed Abstract | Pubmed Full Text
A fast diffeomorphic image registration algorithm
Pubmed Abstract | Pubmed Full Text | CrossRef Full Text
Altered lateralisation of emotional prosody processing in schizophrenia
Pubmed Abstract | Pubmed Full Text | CrossRef Full Text
Examining the effectiveness of an outpatient clinic-based social skills group for high-functioning children with autism
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Implicitly perceived vocal attractiveness modulates prefrontal cortex activity
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Asai K and Okubo Y (2013) Cerebral responses to vocal attractiveness and auditory hallucinations in schizophrenia: a functional MRI study
Received: 18 February 2013; Accepted: 08 May 2013; Published online: 24 May 2013
Copyright © 2013 Koeda, Takahashi, Matsuura, Asai and Okubo. This is an open-access article distributed under the terms of the Creative Commons Attribution License
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*Correspondence: Michihiko Koeda, Department of Neuropsychiatry, Nippon Medical School, 1-1-5 Sendagi, Bunkyo-ku, Tokyo 113-8603, Japan. e-mail:bWtvZWRhQG5tcy5hYy5qcA==
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Nagasaki Prefecture—This city in northwestern Kyushu represents another municipality that saved itself from possible oblivion by promoting a local specialty dish
has recast itself as a gastronomical “pilgrimage site” using a common meal eaten everywhere in Japan
the “Home of Aji Fry” (deep-fried horse mackerel)
city officials and chefs have tweaked the usual recipe
The result has been a sharp increase in tourist numbers and rising donations received under the central government’s “hometown tax” program
“Home of Aji Fry” banners flutter around this quiet seaside city
less than a two hours’ drive from downtown Fukuoka
40 to 50 horse mackerel were swimming in a fish tank
used a net to scoop up some fish and quickly prepared and deep-fried them
The aji fry were ready to serve in just five minutes
Matsuura was once a prosperous coal-mining city with a population of 60,000 in 1960
including towns that have since been merged into Matsuura
That figure dropped to 20,000 by the latest count
But Matsuura has continued to boast Japan’s largest hauls of horse mackerel
Yoshiyasu Tomoda won the Matsuura mayoral election in 2018 with a pledge to make the city the Home of Aji Fry
City authorities made the declaration in 2019
A passage in the “Matsuura Aji Fry Charter” says signatories will serve aji that have never been frozen after being caught or have been frozen only once after being covered with bread crumbs
That is because repeated freezing may generate a bad smell or spoil the flavor
the city has differentiated Matsuura’s aji fry from others around Japan by using fish of sashimi-grade freshness
The campaign’s achievements are visible numerically
The city has 37 “partner restaurants” that abide by the charter
Cars with license plates from other prefectures are seen parked outside some of those restaurants
Lines of customers form outside them on weekends
According to Nagasaki prefectural government figures
1.16 million tourists visited Matsuura in 2023
up about 300,000 from the pre-declaration level in 2018
The amount of tourism-related spending was 13.4 billion yen ($87 million)
City authorities assessed the economic ripple effect from the Home of Aji Fry project at 3.065 billion yen in 2023
and estimated that about 60 percent of visitors had come to the city for the aji fry
to the quality of our aji fry,” said Toshiyuki Kihara
who was a city government section chief in charge of the Home of Aji Fry campaign when it began
“The sashimi-grade freshness made an impression on those who ate them.”
said many residents of the main island of Honshu have visited Matsuura during tours across Nagasaki Prefecture
The Matsuura Aji Fry is now venturing out of its “home” with help from Sanyo Co.
a Fukuoka-based fisheries company that markets frozen aji fry prepared at a dedicated plant near Matsuura Port
The company opened an outlet of its Sanyo Shokudo restaurant chain
in Fukuoka three years ago and another one near Tokyo Station last summer
The Matsuura government is offering frozen aji fry as an optional gift in exchange for “hometown tax” donations
The city received more than 200 million yen in similar donations in 2023
Although happy that Matsuura’s aji fry are eaten across Japan
city officials are slightly concerned that people could stop coming to Matsuura if the dish is served closer to them
“We hope to further liven up our campaign so people will say that aji fry tastes best in their homeland,” said Daisuke Kimura
a 42-year-old official in the city government’s culture and tourism division
is another example of a successful local delicacy promotion campaign
Local restaurants that specialize in “karaage” deep-fried chicken united to declare the city the “holy place” of the dish in 2010
Some of the restaurants have now aggressively expanded outside Nakatsu’s borders
Local governments have tried to draw on local delicacies to revitalize their communities
but many have failed to win broad public recognition
a University of Nagano professor of public policy who is well-versed in food-themed local revitalization efforts
said success or failure of these campaigns hinges on whether the food is loved in the local community
He cited as examples of successful local delicacies the Utsunomiya Gyoza from the capital of Tochigi Prefecture
and Fujinomiya Yakisoba (fried noodles) from the eponymous city in Shizuoka Prefecture
“Things that local people eat appear delicious to outsiders as well,” Tamura said
things that locals don’t eat will not be eaten by tourists
It is essential to work persistently without trying to do more than what could be done.”
GOHAN LAB/ Spicy and sweet horse mackerel: Refreshing dish will help you make it through the hot summer
GOHAN LAB/ Horse mackerel marinated in vinegar: Stocking up just in case
Recipe to get you through the darkest days
Hiroshima’s savoury pancake wins new fan in Britain’s Sunak
TASTE OF LIFE/ Croquette in bacalhau style: Get a feel for Portugal with popular fish finger food dish
TASTE OF LIFE/ Acqua pazza of dried fish: Aha
Flash of intuition led to restaurant-style home cooking
Information on the latest cherry blossom conditions
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A series based on diplomatic documents declassified by Japan’s Foreign Ministry
Here is a collection of first-hand accounts by “hibakusha” atomic bomb survivors
chefs and others involved in the field of food introduce their special recipes intertwined with their paths in life
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Clinical Trial Registration:UMIN Clinical Trials Registry, identifier UMIN000036667.
Volume 8 - 2021 | https://doi.org/10.3389/frobt.2021.633076
This article is part of the Research TopicInteraction in Robot-Assistive Elderly CareView all 9 articles
Social interaction might prevent or delay dementia
but little is known about the specific effects of various social activity interventions on cognition
This study conducted a single-site randomized controlled trial (RCT) of Photo-Integrated Conversation Moderated by Robots (PICMOR)
a group conversation intervention program for resilience against cognitive decline and dementia
PICMOR was compared to an unstructured group conversation condition
Sixty-five community-living older adults participated in this study
The intervention was provided once a week for 12 weeks
Primary outcome measures were the cognitive functions; process outcome measures included the linguistic characteristics of speech to estimate interaction quality
Baseline and post-intervention data were collected
PICMOR contains two key features: 1) photos taken by the participants are displayed and discussed sequentially; and 2) a robotic moderator manages turn-taking to make sure that participants are allocated the same amount of time
one of the subcategories of cognitive functions
verbal fluency significantly improved in the intervention group
a part of the subcategories of linguistic characteristics of speech
the amount of speech and richness of words
and answers in total utterances were larger for the intervention group
This study demonstrated for the first time the positive effects of a robotic social activity intervention on cognitive function in healthy older adults via RCT
The group conversation generated by PICMOR may improve participants’ verbal fluency since participants have more opportunity to provide their own topics
asking and answering questions which results in exploring larger vocabularies
PICMOR is available and accessible to community-living older adults
Clinical Trial Registration:UMIN Clinical Trials Registry
determining the effectiveness of social activity intervention on cognitive health is necessary
Cognitive changes in older adults are highly variable from person to person
which may also lead to diversity in the level and manner of participation in a group conversation and of outcomes
If there is enough of an imbalance in the amount of speech for the participants
the participants may end up participating in functionally different cognitive tasks
no study so far has measured the manner of participation in a group conversation
or its differential effects on cognition in healthy older adults
the number of spoken words contributed by the participant or interviewer serves as a metric to improve the standardization of the individual interviewers' interview skills
the number of words spoken by each participant during conversation sessions has not been reported
which are oriented to eliminate older adults’ communication difficulties with healthcare professionals
but they are applicable to the communication among older adults as well
Specific recommendations are the use of photos as supports
giving each participant equal opportunity to talk
and verifying comprehension through question and answer sessions
The design of the robot-guided intervention proposed here—specifically
the control on the amount of speech from each participant—is based on the recommendation that each participant has equal opportunity to talk
We assume that the amount of speech or the number of words in each conversation intervention is a fundamental variable representing intensity
which is equivalent to the amount of weight in resistance training
This paper addresses the lack of quantification of conversation intervention in the existing studies
The objectives here are to propose PICMOR as a protocol designed to guarantee the intensity of conversation intervention and then to discuss the effect on cognition in the light of linguistic characteristics
This study’s purpose was to gather evidence of the effects of PICMOR on cognition in healthy older adults
and to validate PICMOR using a randomized controlled trial (RCT)
We will discuss the effects and their possible sources
Group conversation without guidance or feedback was used in the control group; conversation was encouraged in both groups (instead of using a control group with less conversation) to allow variation in speech amounts among participants to emerge and examine the possibility that balanced speech may have positive effects on the cognition of older adults
This paper first focuses on the primary and secondary outcome measures of the trial
we explore process outcome measures: linguistic characteristics of speeches in both groups to compare interaction quality
and the number of photos taken and memory recall scores of the intervention to estimate engagement
Our hypothesis is that participants who complete the PICMOR intervention will show subsequent improvement on certain subcategories of cognitive functions and quality of life from baseline to post-treatment compared to participants in the active control program
There were no drop-outs to follow-up during the intervention
The assessors were not involved in the intervention delivery
Intervention group participants received weekly 30 min intervention sessions
each followed by 30 min of explanation about the intervention
The active control sessions in the control group involved 30 min of weekly unstructured conversation among the group and 30 min of health education about successful aging
The common instruction to both groups is “Please talk as usual as possible although you do not know each other in the beginning.” Each group was divided into four-person subgroups with both men and women
formed on the basis of participants’ availability
The Institutional Review Board approved this study
All participants provided written informed consent
This study was registered after the onset of participant enrollment
The participants were community-living healthy adults aged over 65 years
recruited from the Silver Human Resources Center
The exclusion criteria were as follows: dementia; neurological impairment; any disease or medication known to affect the central nervous system; MMSE-J score less than 24
PICMOR is an integrative intervention program supporting the preparation of conversation topics, time management, and turn-taking in conversations, and reflection on the topics. The PICMOR program consists of three phases: preparation, conversation, and recall (see Figure 2). A block diagram of RCT based on the PICMOR program is shown in Figure 3
In order to make participants well-prepared and focused during the conversation
preparation and recall phases precede and follow the conversation
Experimental setup for Photo-Integrated Conversation Moderated by Robots (PICMOR)
A block diagram of the RCT based on the PICMOR program
24 photos were used for each participant during the 12 weeks of intervention
The photos were used rather than video clips or sounds because participants can talk while the photos are displayed during the moderated conversation phase
it’s time to start a conversation session.” is given in the beginning of the first round
“Thank you very much for active conversation to you all.” is given at the end of the second round
The instruction named “x” is given occasionally when the imbalance of the amount of speech among participants is observed
A block diagram of the moderated conversation phase in the PICMOR program
Each participant wore a headset-microphone that recorded his/her voice to measure each participant’s speech precisely
This audio data was transmitted in real-time from the microphones to a computer via cables to precisely measure and balance the amounts of speech and to transcribe the speech for linguistic analysis
we also recorded videos to capture the details of each conversation
Participants were filmed from behind to protect their privacy
The primary outcome measures in the present study were cognitive performance measures evaluated by standardized neuropsychological tests conducted by well-trained examiners. The following tests were selected hypothesizing that the conversational intervention would lead to improving memory, attention, executive function since conversations are reported to require these functions (Ybarra et al., 2008; Ybarra and Winkielman, 2012)
and Digit Symbol Coding tests were also used
Digit Span Forward assesses simple memory span
and Digit Span Backward assesses working memory capacity
The Digit Symbol Coding test assesses the process speed and memory in digit symbol coding performance
which requires the subject to write down each corresponding symbol as fast as possible
letter fluency was evaluated to measure verbal function; specifically
participants were asked to pronounce as many words as possible starting with the Japanese character “ka” in 1 min
and then the total number of words was counted
The secondary outcome measures covered subjective physical and mental status and quality of life. The Tokyo Metropolitan Institute of Gerontology-Index of Competence (TMIG-IC) (Koyano et al., 1991), the Japanese version of the Geriatric Depression Scale short form (GDS-15-J) (Sugishita et al., 2017), and the WHO Quality of Life questionnaire 26 (WHO QOL 26) (Tazaki and Nakane, 1997) were used
Welch’s t-test was used to compare the means of continuous variables (Age
and TMIC-IC) and Fisher’s exact test was used to compare frequency distributions of categorical variables (Gender and Education) between groups
To estimate the intervention effects on the aforementioned outcome measures, linear mixed models with random-effect intercepts for participants were performed for all outcome measures using the “lmer” function in the R package, “lme4” (Bates et al., 2015)
we quantified the conversational characteristics for each participant as a simple index based on the number of unique words
the speech contains much more information in terms of the number of vocabulary items
We also assigned tags indicating the defining characteristics of the Coimagination method to each utterance
we checked the data for any correlations between each participant’s total number of utterances and their percentages of tags to ascertain whether those who tended to provide their own topics also had a higher total number of utterances
In addition to this analysis at the individual level
we also conducted a similar analysis at the aggregate level; that is
according to the total number of utterances (hereafter referred to as the “Higher” and “Lower” subgroups
We did this with the data for both the intervention and control groups
pooled participant’s data within them
and then analyzed the differences in the proportions of the tags between the subgroups
we were able to examine the extent to which speech characteristics differ according to the total number of utterances and the conditions (i.e.
We conducted these analyses with R Ver. 3.4.3 (R-Core Team, 2020)
We evaluated participants’ engagement in preparing topics for future conversations based on the number of photos taken per session per participant
under the assumption that more photos indicated more effort to find topics for the next conversation session
We also referred to the participants’ comments on why they took a large or small number of photos
We evaluated the accuracy rates of the photo recall tasks
If the accuracy rate of the immediate recall task was high
we assumed that attention and short-term memory were functioning well
if the accuracy rate of the delayed recall task was high
recent memory was estimated to be well-functioning
Seven participants were excluded at screening because they meet our exclusion criteria. Therefore, a sample of 65 people was divided into intervention and control groups (intervention: n = 32, control: n = 33). Participants in each group were divided into eight subgroups of four to five participants. Basic characteristics of study participants at baseline are presented in Table 3
The only significant difference found between groups was a significantly higher GDS-15 score in the control group
All participants completed the program and post-measurement
Table 4 summarizes cognitive test scores within participants (pre- and post-experiment) and between participants (intervention and control groups)
In Logical Memory I and II and Digit Symbol tests
overall scores significantly improved after the intervention
there was no significant time × group interaction on the scores
neither main effects nor interaction effects were found
a significant time × group interaction was obtained
The regression coefficient of time × group associated with verbal fluency was 2.024 (f2 = 0.017)
meaning the number of generated words between pre- and post-experiment was approximately two words more than in the control group—from 11.8 at pre-experiment to 13.6 at post-experiment—while there was little change in the control group from pre-experiment (11.4) to post-experiment (11.2)
and WHO QOL26—no intervention effects were found
Comparison of Pre/Post cognitive test scores in intervention and control groups
The linear mixed model (random effect of group) suggests that logTTR in the intervention group was larger than in the control group (p = 0.029)
The results demonstrate that the program intervention led the speech to contain more diverse information
robot Bono-05 can promote and suppress speech during the session
The average number of instances of promotion and suppression of speech by the robot during each session per participant was 1.20 (SD = 1.81) and 0.95 (SD = 1.67)
Boxplots for results of conversational analysis
(B) standard deviation (SD) of number of words
***p < 0.001
Supplementary Table S1 presents the total number of utterances per participant and the breakdown of the tags. The percentage-stacked bar plot for the data is shown in Figure 6. In the analysis at the individual level for this data, we found no clear tendency for those who tended not to provide topics to also have a lower total number of utterances. However, suggestive results were revealed at the aggregate level. As shown in Table 5
which gives the proportions of the four types of tags within the intervention and control groups
the intervention group has higher percentages of topic provision
even among the subgroups of participants with the fewer utterances in the intervention and control groups
the differences in the percentages of these tags between the Higher and Lower subgroups is small
the percentage of questions is even higher in the Lower subgroup
We implemented Fisher's exact tests to compare the differences in proportions of the three focal tags (i.e.
and reply) and their complements within the subgroups of intervention and control groups
1) the Higher and Lower subgroups of the control group
2) the Higher and Lower subgroups of the intervention group
3) the Higher subgroups of the control and intervention groups
and 4) the Lower subgroups of the control and intervention groups
All the differences were significant at the 5% level
except for the reply tag in the case of 2)
The percent stacked bar plot for four types of utterances
The horizontal axis stands for the rank order of the total number of utterances (the person on the left has the most utterances and the person on the right has the least) within the control and intervention groups
The numbers and proportions of four types of utterances within the subgroups
All participants in the intervention group successfully used smartphones to take photos
it was their first time using a smartphone
The number of photos per session per participant ranged from 2 to 116 (M = 15.43
Participants who took many photos mentioned that they were interested in or excited about taking photos
while those who took few photos said that they were busy
The total number of photos taken was 5,924
The average scores on immediate and delayed recall tasks were 98.88 and 97.60%
Robots assisting older adults with cognitive impairment or dementia have been studied but they didn’t aim at improving cognitive functions
Two of the common points regarding the conversational protocol of the previous studies as compared to that of the PICMOR program are that 1) topics are set
such as “childhood memories,” “hobbies,” “siblings and parents,” and “movies/books,” and 2) a daily picture prompt is used
The intention in using these topics and prompts was to stimulate the conversation to get spontaneous responses in order to take full advantage of this synthetic aspect of conversation
Differences between the two conversational protocols include the following: 1) the role of participants in the previous studies was that of a speaker (answering the questions asked by interviewers)
while the PICMOR program participants were both speakers and interviewers (alternating between the two); 2) the amount of speech was regulated by the trained human interviewers in the previous studies but by the robot moderator in the PICMOR program; 3) pictures were provided by the researchers in the previous studies
while photos were taken by the participants in the PICMOR program; 4) only the PICMOR program had a recall phase
conversation length was a common factor among all the studies
web-based conversational interventions were more intensive
while the PICMOR program lasted for 12 weeks and were weekly
Considering the common points and differences
verbal fluency improvement may have resulted from spontaneous speaking
where the amount of such speech was regulated by the protocol
Even though the PICMOR program was less intensive
the preparation of topics and taking photos beforehand and the asking questions and recalling the photos while conversing may have increased concentration and engagement so as to amplify the intervention effect
Further investigation into the essential parts of the protocol is needed
which declines significantly at the onset of dementia
may gain some time to go below the level of dementia in later life
this intervention may increase verbal fluency
our analysis at the aggregate level found that the intervention group had higher percentages of utterances relevant to the Coimagination method (characterized as topic provision
with a smaller total number of utterances in the intervention group
No clear correlations were found at the individual level
These results suggest that the intervention created an environment in which even those who speak less can talk relatively more about relevant things
The results also provide the following possible explanation of the mechanism of improvement of verbal fluency through our intervention program
by talking about their own topics (providing topic tags)
participants retrieved vocabulary they had already had
by actively listening to and asking questions about topics provided by other participants (question tag)
the vocabulary triggered by other participants’ utterances was retrieved
by actively listening to and answering questions about their own topics (reply tag)
the vocabulary that they had had was further retrieved
The scores of both groups improved significantly after the Logical Memory I and II and Digit Symbol tests
The major reason may be that both intervention and control conditions included active group conversation
Another reason may be that the tests had learning effects
The trial will be conducted with a less active control condition
to clarify the main reason for these improvements
The interesting point is that both groups engaged in conversations
but the manner of participation was different
This might have led to the difference in verbal fluency
which was reported to improve in previous conversational intervention studies
The implication here is that the manner of participation in conversations is a key to the gaining of cognitive benefits from them
that the lack of conversation intervention quantification in the existing studies is a problem
and that controlling the amount of speech for intensity management is effective
PICMOR is applicable to practice and measurement support using methods with group sessions
such as cognitive stimulation therapy and group reminiscence therapy
Methods with group sessions generally require at least one trained facilitator per group
leading to increased training and hiring costs
PICMOR may increase scalability by obviating the need for human facilitator per group
A human instructor can remain to support participants who have special needs
several group conversations can be coordinated by one human instructor operating multiple robots
building robots should also become cheaper at increased scale
This study was of relatively short length and held infrequent (i.e., weekly) sessions. Thorough investigation of the demonstrated effect of PICMOR warrants a longer study with more frequent sessions: for example, two or three times a week for two years, as in FINGER, the multi-modal lifestyle intervention study (Ngandu et al., 2015)
This should also increase the visibility of the effects
A follow-up study is planned to investigate whether PICMOR may slow down cognitive decline and delay dementia for years
While the verbal function improvement is certainly an effect of conversation
some of the effects of PICMOR may be caused not by group conversation but by using photos and robots
The purpose of this study is to propose an effective
and reproducible intervention program in which group conversation characterized by balanced speech production is realized
The effect of each item should be further studied to make clear which aspect of PICMOR is essential for positive effects to occur
The datasets presented in this article are not readily available because a joint research agreement is required for data sharing, but are available from the corresponding author on reasonable request. Requests to access the datasets should be directed to MO-M, bWlob2tvLm90YWtlQHJpa2VuLmpw
The studies involving human participants were reviewed and approved by RIKEN
The patients/participants provided their written informed consent to participate in this study
ST: the robot platform for the experiment and manuscript writing
KW: manuscript concept and manuscript writing
HS: data collection and manuscript writing
All authors contributed to the article and approved the submitted version
This work was supported by the Japan Society for the Promotion of Science
Grants-in-Aid for Scientific Research (17H05920; 18KT0035; 19H01138
the Japan Science and Technology Agency (JPMJCR20G1)
TKi has received consultant fees from Otsuka
and speaker’s honoraria from Banyu
TKu has received speakers’; honoraria from Dainippon Sumitomo
and has received research funds from Suntory
We are deeply grateful to Yoshinori Fujiwara (Tokyo Metropolitan Geriatric Hospital and Institute of Gerontology)
Hiroyuki Suzuki (Tokyo Metropolitan Geriatric Hospital and Institute of Gerontology)
The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/frobt.2021.633076/full#supplementary-material
Supplementary Table 1 The numbers of four types of utterances and their sum per participant
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Kishimoto T and Kudo T (2021) Cognitive Intervention Through Photo-Integrated Conversation Moderated by Robots (PICMOR) Program: A Randomized Controlled Trial
Received: 24 November 2020; Accepted: 17 February 2021;Published: 12 April 2021
Copyright © 2021 Otake-Matsuura, Tokunaga, Watanabe, Abe, Sekiguchi, Sugimoto, Kishimoto and Kudo. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use
distribution or reproduction in other forums is permitted
provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited
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*Correspondence: Mihoko Otake-Matsuura, bWlob2tvLm90YWtlQHJpa2VuLmpw
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A TBI clinic at a US military installation.
MHS beneficiaries underwent 6 sessions of CBTi and a 1-month post-treatment follow up session. Data was collected at each treatment session as part of routine clinical care.
A total of 69 US MHS beneficiaries seen at a TBI clinic with a diagnosis of insomnia began CBTi. Attrition rate at the end of the CBTi program and 1-month posttreatment session was 35% and 48%, respectively. Results demonstrated that sleep onset latency (SOL) and wake after sleep onset (WASO) decreased during treatment (p's < 0.001). Further, symptoms reported on the Insomnia Severity Index (ISI) improved during CBTi (p < 0.001).
Findings demonstrate how CBTi used in conjunction with a CBTi smartphone application can be used to effectively treat insomnia for MHS beneficiaries seeking care for TBIs. This evaluation provides the basis for further research on how CBTi may improve care within TBI programs.
Volume 2 - 2023 | https://doi.org/10.3389/frsle.2023.1268967
This article is part of the Research TopicImproving Behavioral Sleep Intervention OutcomesView all 5 articles
Objectives: While the association between insomnia and traumatic brain injury (TBI) is well established
TBI rehabilitation programs that focus on sleep as a primary target are limited
Cognitive behavioral therapy for insomnia (CBTi) is an effective treatment for insomnia
however; its use within TBI clinics is relatively unknown
our aim was to evaluate the implementation of CBTi
used in conjunction with a smartphone app for insomnia
within a US military TBI program to improve care within this setting
Setting: A TBI clinic at a US military installation
Methods: MHS beneficiaries underwent 6 sessions of CBTi and a 1-month post-treatment follow up session
Data was collected at each treatment session as part of routine clinical care
Results: A total of 69 US MHS beneficiaries seen at a TBI clinic with a diagnosis of insomnia began CBTi
Attrition rate at the end of the CBTi program and 1-month posttreatment session was 35% and 48%
Results demonstrated that sleep onset latency (SOL) and wake after sleep onset (WASO) decreased during treatment (p's < 0.001)
symptoms reported on the Insomnia Severity Index (ISI) improved during CBTi (p < 0.001)
Conclusion: Findings demonstrate how CBTi used in conjunction with a CBTi smartphone application can be used to effectively treat insomnia for MHS beneficiaries seeking care for TBIs
This evaluation provides the basis for further research on how CBTi may improve care within TBI programs
specifically CBT skills for sleep to an educational program
in which the CBT program demonstrated greater improvements in self-reported sleep quality compared to the educational program
the implementation of CBTi as part of routine care in TBI programs should be further evaluated to better understand its effectiveness with this population
Despite having several promising features to improve treatment adherence and sleep in general
little is known as to how effective a CBTi program
would be for MHS beneficiaries seeking care within TBI clinics
our aim is to describe how an in-person CBTi protocol was implemented in the context of a multidisciplinary clinic for TBIs
we will also describe how CBTi Coach can be utilized as a treatment aid to improve patient care
we will provide initial pilot data on the utility of CBTi used in conjunction with CBTi Coach for MHS beneficiaries being seen in a TBI clinic
Observations on adherence to the CBTi treatment program are also discussed and recommendations for future research on CBTi for those who sustained TBIs are described
This evaluation was reviewed and approved as a quality assurance/quality improvement project by the Tripler Army Medical Center quality assurance/quality improvement review board and the Deputy Commander for Quality and Safety at Tripler Army Medical Center
Data was collected during patients' treatment sessions and documented in their medical record as part of routine clinical care
Patients were US MHS beneficiaries (i.e., SMs, family members, retirees) aged 18 or older diagnosed with chronic insomnia disorder or unspecified insomnia disorder per the Diagnostic and Statistical Manual of Mental Disorders – Fifth Edition (DSM-V) criteria through a semi-structured interview (American Psychiatric Association, 2013)
MHS beneficiaries were evaluated and treated at a TBI clinic at a US military installation
Patients were initially seen by the TBI primary care manager
who subsequently referred each patient to medical subspecialties (e.g.
clinical psychology) based on their initial assessment
Patients with medical or psychological comorbidities
as well as those who were using psychotropic medications for sleep were included in the analyses
Patients who were included in this study were seen in the clinic as part of their routine clinical care
The CBTi program was implemented as follows: Week 1 (sleep education)
week 3 (sleep restriction/stimulus control)
week 6 (skills review and relapse prevention)
The CBTi Coach app for iOS or Android platforms was used by patients depending on what mobile service provider they were associated with Hoffman et al. (2013a,b). Both versions of the app are licensed software owned by the VA. Features on the app are used to increase patient engagement in CBTi and improve adherence to treatment (Kuhn et al., 2016)
Patients were instructed to use features on the app to complete sleep diaries and practice relaxation exercises
The sleep diary feature included questions to obtain self-reported sleep behavior data such as total sleep time
All patients were asked to complete a sleep diary throughout treatment
Sleep behavior data collected at each session included: total sleep time (TST)
Patients input sleep diary data either using the CBTi Coach app or using a pencil-and-paper sleep diary
Sleep dairy data from each night was obtained by a CBTi clinician and mean scores were calculated for TST
and WASO and recorded as weekly averages for this project
Insomnia severity index (ISI) is a 7-item self-report questionnaire used to assess the severity of sleep related difficulties (Morin, 1993)
Items on the ISI assess the following: Severity of sleep onset and maintenance
satisfaction/dissatisfaction with current sleep pattern
interference with daily functioning due to sleep problems
how noticeable sleep problems are to others
Responses are evaluated using a 4-point Likert scale (response descriptions vary per item)
Items are summed for a total score (total score range from 0 to 28)
The ISI was administered at each session as part of routine clinical care
Epworth sleepiness scale (ESS) is an 8-item questionnaire that is used to evaluate daytime sleepiness in adults (Johns, 1991)
Items are presented as eight ordinary life situations (e.g.
watching TV) and users rate their likelihood of sleeping in these situations on a 4-point Likert scale (0 = No chance of dozing – 3 = high chance of dozing)
Items are summed for a total score (range from 0 to 24)
The ESS was administered at each session as part of routine clinical care
Daily sleep diary data was computed into mean scores for each week. Total scores for ISI and ESS were computed each week. Repeated measures mixed effects analyses were used to examine changes in mean levels of treatment outcome data over time, followed by pairwise comparisons among time points if the overall effect of time was significant. Table 1 presents summary statistics based on raw data for each variable
Because data for SOL and WASO were highly skewed
for analysis these two variables were transformed to the log scale to enhance normality and transformed back to the original scale and presented as geometric means in the text
A significance level of 0.05 was used for all analyses
with a Tukey Kramer adjustment to account for multiple comparisons among time points
Error bars in charts represent 95% confidence intervals on the means
Summary statistics based on raw data for each variable
seen at a TBI clinic with a diagnosis of insomnia
At the time of data analysis 45 patients (65% of total patients) had completed the full 6 six-week session CBTi protocol and 36 patients (52% of total patients) completed the 1-month post-treatment follow up session
All 36 who came to the week-10 follow-up provided data for ISI and ESS
Use of sleep medications was recorded during treatment
41 patients were taking sleep medications (59%)
compared to 16 of 42 patients at session 6 (38%) and 16 of 36 patients at 1-month post-treatment follow up (44%)
55 out of 68 (81%) patients had completed their sleep diary at session 1/week 1 (54 used CBTi Coach
24 out of 36 (67%) patients continued to complete their sleep diary (23 used CBTi Coach
repeated measures analyses found that mean levels of SOL and WASO differed significantly over time (p < 0.001 for both)
Pairwise comparisons showed lower mean levels at weeks 6 (treatment end) and 10 (1 month follow-up) compared to the initial treatment session (geometric mean SOL = 39 min
There was no significant difference in mean levels for TST over time
Mean levels for ISI also differed significantly over time (p < 0.001). The mean ISI dropped from a score of 17 at week 1 to 13 at week 6 and 12 at week 10 (p < 0.001 for pairwise comparisons vs. week 1) (Figure 1)
No statistically significant changes on ESS scores were demonstrated among patients
Mean Insomnia Severity Index (ISI) score over 10 weeks from initiation of CBTi intervention (Week 1 N = 69
No statistically significant changes between week 6 and week 10 were found on any sleep diary or questionnaire outcome measure
results from this project found that patients who were being evaluated for TBIs at a military TBI clinic and completed CBTi improved during and after treatment on several sleep treatment outcomes
Improvements in treatment were found for SOL
This project has several limitations that warrant mention
these findings are limited as this was not a formal research study and was instead approved as a performance improvement project to determine whether an evidence-based treatment program for sleep was feasible in the context of a multidisciplinary care for TBIs
the project is limited in terms of study design and data collection
a control group was not used in this project
conclusions on the effectiveness of CBTi for patients being seen in TBI clinics is limited
sleep diary data was not verified by a second reviewer as data was collected entirely as part of each patient's clinical care
this project evaluated MHS beneficiaries as an entire group and therefore did not examine treatment effectiveness among separate beneficiary subgroups such as SMs
conclusions on how military personnel responded to CBTi are limited
anecdotal accounts from TBI clinic leadership indicate that SMs comprise of ~90% of all patients being seen in the clinic at any point in time
may be a promising treatment to address insomnia for those seeking care in TBI clinics and warrant further evaluation on the effectiveness of this treatment for individuals who have sustained TBIs
smartphone assisted CBTi may become a standard of care in military TBI programs
The raw data supporting the conclusions of this article will be made available by the authors
The studies involving humans were approved by the Tripler Army Medical Center Human Protections Exempt Determinations Review Board
The studies were conducted in accordance with the local legislation and institutional requirements
Written informed consent for participation was not required from the participants or the participants' legal guardians/next of kin because Project was determined to be a quality improvement evaluation of a clinical program as part of routine clinical care and not a research study and only de-identified data was used
CC: Writing–review & editing
The author(s) declare financial support was received for the research
This study was supported by the Tripler Army Medical Center
Lee-Ann Thomas for their assistance with data collection for this study
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations
Any product that may be evaluated in this article
or claim that may be made by its manufacturer
is not guaranteed or endorsed by the publisher
The views expressed in this manuscript are those of the authors and do not necessarily reflect the official policy of the Department of Defense
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Received: 28 July 2023; Accepted: 28 November 2023; Published: 19 December 2023
Copyright © 2023 Matsuura, Keller, Lustik, Campbell and Grills. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY)
*Correspondence: Justin T. Matsuura, anVzdGluLnQubWF0c3V1cmEuY2l2QGhlYWx0aC5taWw=
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Volume 14 - 2022 | https://doi.org/10.3389/fnagi.2022.867417
Diffusion tensor imaging (DTI) enables the investigation of white matter properties in vivo by applying a tensor model to the diffusion of water molecules in the brain
Using DTI metrics including fractional anisotropy (FA)
an attempt has been made to detect age-related alterations in the white matter microstructure in aging research
the use of comprehensive DTI measures to examine the effects of cognitive intervention/training on white matter fiber health in older adults remains limited
we developed a cognitive intervention program called Photo-Integrated Conversation Moderated by Robots (PICMOR)
which utilizes one of the most intellectual activities of daily life
To examine the effects of PICMOR on cognitive function in older adults
we conducted a randomized controlled trial and found that verbal fluency task scores were improved by this intervention
we collected in this pilot study diffusion-weighted images from the participants to identify candidate structures for white matter microstructural changes induced by this intervention
The results from tract-based spatial statistics analyses showed that the intervention group
who participated in PICMOR-based conversations
had significantly higher FA values or lower MD
including the left anterior corona radiata
who participated in unstructured free conversations
a larger improvement in verbal fluency task scores throughout the intervention was associated with smaller AD values in clusters
including the left side of these frontal regions
The present findings suggest that left frontal white matter structures are candidates for the neural underpinnings responsible for the enhancement of verbal fluency
Although our findings are limited by the lack of comparable data at baseline
we successfully confirmed the hypothesized pattern of group differences in DTI indices after the intervention
which fits well with the results of other cognitive intervention studies
To confirm whether this pattern reflects intervention-induced white matter alterations
longitudinal data acquisition is needed in future research
although the fibers considered to reflect intervention/training effects differ among studies
possibly due to differences in intervention/training methodologies
a consistent pattern can be seen in the DTI indices of the post-intervention period: larger FA values or smaller values in other metrics in the intervention group compared to the control group
conversations among group members are prompted and chaired by a robot
The robotic management enables equal allocation of speaking time to everyone
and each participant is encouraged by the robot to talk about a topic within the allocated time
The system also enables giving everyone equal discussion time
and the participants are required to ask and answer questions
the robot monitors the utterances of each participant in real-time and automatically encourages and stops their utterances to guarantee equal amounts of speaking time
The nature of this communication task involves exercising executive functions
by encouraging the participants to talk within a limited time
to have a flexible discussion by asking and answering questions
to temporarily store and manipulate information necessary to ask questions
and to refrain from interrupting other group members
we expected that cognitive ability involving executive functions
such as the ability to produce words within a certain length of time
would be better trained by group conversations employing the PICMOR method than by conventional group conversations
had differential functional connectivity between the two groups
The purpose of this pilot study was to identify candidate structures for white matter alterations induced by conversation-based interventions
which were also associated with enhanced verbal fluency
by examining the hypothesized pattern in DTI measures after the intervention period
65 people were enrolled and randomly assigned to the intervention or control groups
The intervention period lasted for 12 weeks
during which both the intervention and control groups participated in group conversations once a week
The intervention period was followed by a post-assessment of cognitive function
For group conversations during the intervention period
both the intervention and control groups were divided into eight subgroups
each with four members (except for one control subgroup with five members)
and instructed to talk with other members of the subgroup
In the group conversation provided for the control group
participants joined unstructured free conversations where they talked freely among subgroup members
the group conversation provided for the intervention group was controlled by a robotic assistive system
in which a robot acted as a chairperson and assisted the conversation by encouraging each participant to describe their daily life experiences and discuss them with other group members
Each participant was prompted by the robot to talk about an event along a predetermined theme for 1 min using a photo displayed on the screen they had taken beforehand
The 1-min talking period was repeated to explain another event related to the same theme using another photo
the other members of the subgroup were required to listen carefully and ask questions later
during which the participant had to answer questions raised by other group members
The 2-min discussion period was repeated to discuss the second event
the robot monitored the utterances of each member in real-time and controlled the conversations by encouraging or stopping utterances to balance the amount of talking time for each person
strict time management and automatic turn-taking based on the actual speech time of each participant were achieved
All members were provided with 1-min talking periods and 2-min discussion periods
the dwi2mask command was executed to generate a whole-brain mask from the preprocessed dataset
Using the preprocessed data and whole-brain mask
a diffusion tensor model was fitted at each voxel using FSL’s dtifit program
a part of the FMRIB’s Diffusion Toolbox (FDT)
The default outputs of this procedure included whole-brain maps of AD
respectively) corresponding to the three directions of water diffusivity
as follows: The RD maps were created using the fslmaths command
lower values in FA or higher values in the other three metrics in the intervention group relative to the control group
White matter fiber tracts showing significantly higher FA values in the intervention group than in the control group (displayed in red)
The results are overlaid on the mean FA skeleton (shown in green) and the standard MNI152 T1 1-mm3 brain template
The value of z in the horizontal plane represents the MNI z-coordinate
White matter fiber tracts showing significantly lower MD values in the intervention group than in the control group (displayed in blue)
White matter fiber tracts showing significantly lower AD values in the intervention group than in the control group (displayed in blue)
White matter fiber tracts showing significantly lower RD values in the intervention group than in the control group (displayed in blue)
White matter structures showing significant differences in DTI metrics between the intervention and control groups
We found no significant correlations between increased task scores and other metrics
Negative correlation between increases in verbal fluency task scores throughout the intervention period and AD values in the cluster including the left ACR and ALIC (displayed in blue)
The cluster is overlaid on the mean FA skeleton (shown in green) and the standard MNI152 T1 1-mm3 brain template
MNI coordinates of the peak voxel are x = –24
White matter structures whose AD values showed negative correlations with increases in verbal fluency task scores throughout the intervention period
This pilot DTI study aimed to identify candidate structures for white matter alterations possibly induced by the PICMOR intervention program
and comprehensive DTI metrics including FA
and RD were compared between the intervention and control groups
We found significantly larger FA values or smaller values in the other three indices in the intervention group compared to the control group in numerous white matter fiber tracts
no region showed the inverse DTI index pattern
larger improvements in verbal fluency task scores from baseline to follow-up were associated with smaller AD values in several white matter regions
These findings suggest that conversation-based cognitive interventions have the potential to maintain or improve white matter fiber health in older adults and that left frontal white matter structures are candidate regions that contribute to the enhancement of verbal fluency by this intervention
the PICMOR method could have a beneficial effect on older adults’ health at both the behavioral and neural levels
and RD in the intervention group were observed in both left and right frontal regions
although a significant correlation with task scores was identified only on the left side
these findings could be interpreted as evidence that conversation-based cognitive interventions have the potential to induce structural and functional changes not only on the left side of the frontal area as a core region for verbal fluency but also on the right side of this area as a supplementary region that indirectly supports verbal fluency
This idea should be further examined in future studies by employing equivalent criteria for statistical significance among different modalities
we cannot rule out the possibility of baseline differences
To examine whether the possible white matter alterations identified in this pilot study were indeed induced by PICMOR-based conversations
it is necessary to collect longitudinal DTI data including both pre- and post-intervention periods and to compare longitudinal changes between intervention and control groups
we successfully identified the hypothesized DTI pattern
intervention-induced increases in FA or decreases in MD
which should be confirmed by future research using a longitudinal study design
Although we cannot conclusively identify the neural underpinnings of the beneficial effects of PICMOR on cognitive function due to the lack of DTI data at baseline
this pilot study successfully identified candidate structures by comparing comprehensive DTI metrics at follow-up between the intervention and control groups
The observed DTI pattern is consistent with those identified in other cognitive intervention studies
Taken together with ample evidence from aging research that normal aging is associated with changes in DTI indices
the present findings suggest that conversation-based cognitive interventions have the potential to maintain or improve white matter fiber health in adults affected by age-related alterations
the findings from the regression analysis suggest that left frontal white matter structures are candidates that contribute to the intervention-induced enhancement of verbal fluency
Definitive conclusions may be obtained by comparing in future research longitudinal changes in DTI measures from baseline to follow-up in candidate regions
The datasets presented in this article are not readily available because joint research agreement is required for data sharing. Requests to access the datasets should be directed to Hikaru Sugimoto, aGlrYXJ1LnN1Z2ltb3RvQHJpa2VuLmpw
This study was reviewed and approved by the Institutional Review Board of RIKEN
The participants provided their written informed consent to participate in this study
HS collected and analyzed the data and wrote the manuscript under the supervision of MO-M
This work was supported by JSPS KAKENHI (Grant Numbers JP16H06280
and JP20H05574) and the Japan Science and Technology Agency (Grant Numbers JPMJCR20G1
and Kiyotaka Nemoto for their kind guidance regarding the analysis of diffusion-weighted images
We also thank the staff of the Advanced Imaging Center Yaesu Clinic for their technical assistance with MRI scans
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Experience-dependent plasticity of white-matter microstructure extends into old age
doi: 10.1016/j.neuropsychologia.2010.08.026
Spatial navigation training protects the hippocampus against age-related changes during early and late adulthood
Cerebral white matter integrity and cognitive aging: contributions from diffusion tensor imaging
Diffusion tensor imaging of cerebral white matter integrity in cognitive aging
Stereotaxic white matter atlas based on diffusion tensor imaging in an ICBM template
Lin4Neuro: a customized Linux distribution ready for neuroimaging analysis
Nonparametric permutation tests for functional neuroimaging: a primer with examples
Effects of different types of cognitive training on cognitive function
and driving safety in senior daily drivers: a pilot study
Cognitive intervention through Photo-Integrated Conversation Moderated by Robots (PICMOR) program: a randomized controlled trial
The differing roles of the frontal cortex in fluency tests
Rodriguez-Aranda
Neuroanatomical correlates of verbal fluency in early Alzheimer’s disease and normal aging
“Concepts of Diffusion in MRI,” in Diffusion Tensor Imaging
Google Scholar
Threshold-free cluster enhancement: addressing problems of smoothing
threshold dependence and localisation in cluster inference
Tract-based spatial statistics: voxelwise analysis of multi-subject diffusion data
Advances in functional and structural MR image analysis and implementation as FSL
Neurocognitive enhancement in older adults: comparison of three cognitive training tasks to test a hypothesis of training transfer in brain connectivity
The effects of focal anterior and posterior brain lesions on verbal fluency
A pilot voxel-based morphometry study of older adults after the PICMOR intervention program
Characteristics of resting-state functional connectivity in older adults after the PICMOR intervention program: a preliminary report
The validity and reliability of the Japanese version of the Mini-Mental State Examination (MMSE-J) with the original procedure of the Attention and Calculation Task (2001)
Sex dimorphism in the white matter: fractional anisotropy and brain size
Effect of head size on diffusion tensor imaging
White-matter changes correlate with cognitive functioning in Parkinson’s disease
Shared lesion correlates of semantic and letter fluency in post-stroke aphasia
flexible and open software framework for medical image processing and visualisation
Diffusion MRI noise mapping using random matrix theory
Denoising of diffusion MRI using random matrix theory
A coordinate-based ALE functional MRI meta-analysis of brain activation during verbal fluency tasks in healthy control subjects
Associations between modifiable risk factors and white matter of the aging brain: insights from diffusion tensor imaging studies
Permutation inference for the general linear model
Brain structural changes after multi-strategic metamemory training in older adults with subjective memory complaints: a randomized controlled trial
Citation: Sugimoto H and Otake-Matsuura M (2022) Tract-Based Spatial Statistics Analysis of Diffusion Tensor Imaging in Older Adults After the PICMOR Intervention Program: A Pilot Study
Received: 01 February 2022; Accepted: 26 April 2022; Published: 03 June 2022
Copyright © 2022 Sugimoto and Otake-Matsuura. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY)
*Correspondence: Hikaru Sugimoto, aGlrYXJ1LnN1Z2ltb3RvQHJpa2VuLmpw
By Leila Fujimori
Obituaries
The former state senator from Hawaii island was also a businessman
helping shape some of his political positions later in life
the younger Matsuura successfully ran for his late father’s seat in 1998
who took over the family’s orchid business
He died Saturday at age 57 in Honolulu of a stroke
“He kind of fit the pattern of my father — the same way he was visionary and very faith-based and very generous
“He always wanted to do big projects and big things.”
Although unable to physically be with him in the intensive care unit
a niece and longtime friends and unlikely political allies who served together in the state Senate — Colleen Hanabusa
Jonathan Chun and Jan Buen — said their goodbyes to Matsuura
Matsuura was part of the “Five Freshmen,” also dubbed the “Rat Pack,” which included Bob Nakata
Together the diverse group left their mark from 1999 to 2002 on the Senate by finding common positions
although they had varying reasons for their stances
even staging a coup against the Senate leadership
The group helped to defeat the confirmation of Attorney General Margery Bronster
The five would meet for breakfast once a week
“That special bond we had lasted,” Hanabusa said
While chairing the Senate Health Committee
whose father died in 1997 after a battle with pancreatic and liver cancer
initially refused to hear the death-with-dignity bill and later heard the bill
but without the piece about medical aid in dying
said health care professionals did not want the law changed and that advance care directives would allow for treatment to relieve pain even if it hastens death
Matsuura ran a second successful campaign but lost to state Sen
in part because of the reapportionment of the district
The Democrat took the unusual step in 2010 of endorsing Republican gubernatorial candidate Duke Aiona
“David was a very independent soul,” Hanabusa said
“He did what he thought was the right thing to do.”
She said political analyst Dan Boylan told her “he never understood the relationship because in his mind we were all so different
we survived the interaction over time.”
and David ended up running Orchid Isle Nursery from 1985 until it closed due to foreign competition
Peter Matsuura said their father was a horticultural missionary
which helped modernize agriculture and eliminate a lot of the hunger and starvation in India
was second to the youngest and moved to Hilo in 1971 when his family returned there
He later earned degrees in agricultural and managerial economics from the University of California
“Dad did his own thing,” said Peter Matsuura
“All the kids did whatever they were drawn to do
Dad didn’t groom him or any of us for politics.”
“In high school he was the big man on campus,” his brother said
and I guess he would take a van full of girls around
“He was a natural leader back then,” adding that he was charismatic
Matsuura remained involved in the community
“He was extremely generous to a fault
He was very good about connecting people.”
husband and grandpa we could ever have asked for … and showed us the Father’s heart in everything he did,” daughter Grace Matsurra said
Matsuura is survived by wife Liz; children Joy
Faith and Hope; three grandchildren; mother Ruth; brothers Peter
Stephen and Andrew; and sisters Marlene and Caroline
"The Walking Dead" star Eleanor Matsuura was a little nervous when filming for the show's final episode started to run long while she was far along in her pregnancy with her second child
"It started to go and go — and things get pushed because it's a job and it gets busy
my belly's getting bigger and bigger and bigger," Matsuura told Insider on the series finale red carpet
'Am I gonna have to ask Norman Reedus to deliver this baby
Am I having my baby surrounded by walkers?' I don't want that to happen," Matsuura added
Matsuura, who played Yumiko on the show since season nine, shared a photo of her child with her husband, Trevor White, a week after their birth on Instagram in May
"The Walking Dead" wrapped filming on the last day of March
you gotta be done with me on this date because it's gonna be weird if all of a sudden there's one day I'm pregnant and the next day I'm not," Nicotero said
"Thankfully we finished just in time and then I went and had the baby," Matsuura said
in this episode where you can definitely see a pregnancy."
if you look closely at Yumiko as she's picnicking with her girlfriend
"Do you think they'll be able to write it in the show?" Matsuura said
unless they're dealing with an immaculate conception.'"
is a doctor in the Commonwealth community and that maybe in vitro fertilization wasn't out of the question in the future of the apocalypse
Matsuura said it was a possibility she didn't consider until we brought it up
He could've slipped me this little IVF treatment," Matsuura said
It's possible that could've been the show's intention
all of them but Yumiko cheer with glasses and a bottle of wine
I don't know if another job I'll ever have will compare to this experience."
When asked if there's a chance we could see Yumiko again on a "TWD" spin-off since she survived the series
"There's nothing in the works right now," Matsuura added
Yumiko's one of those characters that could easily fit into any of those spin-offs
You can follow along with our "TWD" coverage here
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Soh Matsuura Elevated to Assistant Coach October 04
Akihiko Matsuura from UNI Global Union’s Japanese affiliate
has been confirmed as the new President of UNI Asia and Pacific (Apro) at a regional online Executive Committee meeting today
Brother Matsuura takes over the leadership mantle from Minao Noda of ICTJ Japan
who have served as the region’s President since 2015.
Along with the committee members who conveyed their congratulations
extended his warmest welcome to Brother Akihiko Matsuura
His rich and extensive union experience will enable us to bring UNI Asia and Pacific in our next phase of building forward for a stronger labour movement.”
“The pandemic has made people realise that trade unions play a crucial role in protecting workers
Our efforts have made people realise that unions are necessary in these challenging times
We need to organise more workers and to demonstrate our influence in Asia Pacific
which is a region of rapid economic growth
our region is seeing a serious attack on democracy such as that taking place now in Myanmar
Many Asian countries are still refusing to recognize trade union rights and many workers suffer poor working conditions
there are many other issues that will bring about major changes in the future of our labour
including the progress of new technologies such as AI and robots
“I feel a very heavy responsibility to take on the role of the President during such challenging times
but I will do my best to work with the UNI Apro Regional Secretary
and together with the affiliates to strengthen our solidarity to defend human rights
and to protect workers’ rights and to strengthen UNI Apro as a regional organization.”
The members of the 29th UNI Apro Executive Committee expressed their utmost appreciation to outgoing President Minao Noda
“Since my election at the UNI Apro regional conference six years ago in Kuala Lumpur
I have tried my best to visit every country to understand the situation and to speak with the leaders
The pandemic over the last two years has regrettably hindered the face-to-face interactions we have enjoyed
There is a positive and unique quality about UNI Apro and I hope the new president can continue to enhance that
I sincerely wish all the best to UNI Apro and that it will prosper in the future under Brother Matsuura’s new leadership.”
expressed her gratitude for the exemplary leadership of Brother Noda during his presidency
“You led us through our transition period and I cannot say how much I appreciated your support during this time….You have also been a great leader at UNI APRO ICTS
You have given quite a bit of your time and energy to our great UNI project
I really thank Brother Noda for his strong support to us
I wish him a very good retirement and hope he can continue to extend to us his rich experience in the future.”
The meeting also confirmed Yasutoshi Namiki
is confirmed the UNI Vice President for UNI Apro and Sister Mio Susai
Deputy President of UNI Apro Women Committee has been confirmed as the member representing women at the UNI Apro Management Committee
The UNI Apro Executive Committee members express their firm conviction that UNI Apro remains in good hands and are confident that the renewed leadership will lead the UNI Apro family smoothly out of the pandemic crisis
1984 Teijin Company
1992 Executive Committee Member
2000 Assistant Secretary
2002 Assistant Secretary
2008 Central Executive Standing Committee Member and Secretary
2010 General Secretary
2012 General Secretary
2016 President
2016 World Executive Board Member
2016 Vice President
2017 Chairperson
2018 Executive Committee Member
2021 Deputy President
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Elliott Matsuura’s Tim Franklin (right) receives an award for number of Hurco machines sold from Hurco General Manager Scott Camloh
“With a tenured distributor network that exceeds an average of 20 years throughout the U.S.
Hurco distributors have the experience and responsiveness that save job shops and machinists time from the initial purchase process to training
and service for the lifetime of the Hurco CNC machine,” said Hurco Senior Marketing Director Maggie Smith
aviation and aerospace engineering company Flying S was established with the intention of building high-quality parts
As the five-axis parts they made became more complicated
it became clear that greater machine capability was needed to achieve reliable unattended operation.
“Many of our space fittings require tight-tolerance features,” says manufacturing engineer Peter Bowman
“Our lack of reliable positional accuracy and repeatability due to thermal growth or other variables really took a toll on our efforts to consistently make a good first part
and subsequent parts after that.”
But as demands on the shop grew and expectations of its long-held single-shift schedule remained
and past positive experiences with its local distributor
gave the shop confidence to purchase the Matsuura five-axis MX-520 PC4 and MX-850 PC4
These machines quickly proved to be a good fit for Flying S’ needs
Multiple pallets enabled the shop to run unattended with great process reliability
shopfloor personnel were already familiar with the FANUC control
the machines provided 0.000039-inch repeatability
and repeatability of each rotating axis A/C is ±2 arcseconds
which is important for large workpiece manufacturing
Yamazen trained the shop engineers in CAMplete and machine functionality
and continues to support Flying S’ new Matsuura machines through phone and email support as needed
Flying S ran its standard accuracy test block
which includes multiple intersecting five-axis bores
on the MX-520 and came away impressed by the near-perfect accuracy of the part
“We were also impressed with the spindle uptime we were able to achieve
and we began running 24-hour shifts within the first week of install,” Bowman says
With the Matsuura machines achieving first part much faster and with much less effort than in the past
the shop’s next challenge became addressing a newly created bottleneck in the inspection department. Flying S had to physically expand the size of this department to accommodate final part inspection as a result of the volume of parts being produced by the Matsuura machines
Flying S made 533 parts on the MX-520 and 144 on the MX-850
running a total of 5,187 hours with just two machinists
This is roughly the same output as four of their other five-axis machining centers attended by three to four machinists within the same timeframe
To illustrate the Matsuuras’ ability to handle high-mix
low-volume production with the right planning and execution
Flying S highlights the accomplishments of the MX-520
Factoring in 533 parts with an average batch size of seven means that 75 setups went to first part while maintaining 75% spindle uptime
one Matsuura machine produced more spindle hours than the other five-axis machines they’ve owned for five years
a typical five-axis setup to first part would require one initial part to check for offsets
and then a second part would have a 50% chance of being correct
Subsequent parts would have an 80-90% chance of remaining error-free throughout the process
This lengthy process burned through a great deal of man-hours and bottlenecked inspection resources
Flying S made 677 parts with an average batch size of seven, roughly entailing 100 setups to first part
the shop has been achieving first part integrity over 90% of the time on the first attempt when machining with the Matsuuras
not a single part on either Matsuura has been scrapped due to any machine-related error
Flying S could not use the five-axis competitor machines it owned for additional setups of other parts during inspection of the first part
all tooling had to be built and loaded into those machines fresh every time
The Matsuura machines commonly have two or three different first parts inspected at the same time from the same machine
The machines have additional tool changer capacity, which worked well with Flying S’ tool libraries
Flying S also made use of Lang zero-point workholding
combining it with the accuracy of the pallet locating feature to make part probing unnecessary
Machine shop supervisor Ben Parish has particularly positive remarks about the Matsuura MX-520 PC4 and MX-850 PC4
He is pleased at “essentially not having to worry about machine positional accuracy
eliminating several of the most concerning risks of creating non-conforming products.” He also compliments Matsuura’s control interface
while noting that it provides the option for a traditional FANUC interface for operators who have experience in that interface and prefer it
“CAMplete is a true comfort,” Parish adds. “The combination machine definition/postprocessor/NC code verification software helps to further eliminate potential issues and collisions
It also provides the ability to customize the post and include toolpath refinement to improve cut quality while really tightening down on feature accuracy and surface quality.”
Flying S’ five-axis Matsuura MX-520 and MX-850 machines have drastically increased the shop’s productivity
even as it worked on difficult-to-machine space flight parts that required multiple operations
From its 2001 founding in Palestine, Illinois, aviation and aerospace engineering company Flying S was established with the intention of building high-quality parts
But as demands on the shop grew and expectations of its long-held single-shift schedule remained, Flying S began looking into new, multi-axis technology. Matsuura caught the shop’s eye, and past positive experiences with its local distributor, Yamazen
An aluminum flight component in the MX-850 PC4 is ready for the final operation
Much of what Flying S produces can’t be shown for ITAR compliance
molds and fixtures for composite work are also often made on their Matsuuras
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To get quantum computers out of the lab and into the effort to solve real-world challenges, Intel plans to address each layer of a full quantum stack, according Anne Matsuura, director of Quantum & Molecular Technologies, Intel Labs at Intel Corporation.
Matsuura addressed the crowds gathered virtually at Intel Labs Day 2020 on some of those challenges and some of the opportunities for “quantum practicality,” a term Intel uses to describe ways that quantum computers can be used in the real world, such as assisting with drug design and materials research.
“Today’s hundred qubits — or even a thousand qubits — will not get us there, however,” she said. “We will need a full-stack, commercial scale quantum computing system of millions of qubits to attain quantum practicality for this type of ambitious problem-solving.”
The reason that those large numbers of qubits will be needed is due to the exponential computing power — and super sensitivity — of qubits
“A quantum computer power grows exponentially with the number of qubits,” Matsuura explained
we would be able to access more states than any possible super computer
we could represent more states than atoms in the universe at the same time
Noise or information causes a loss of information
we’ll need hundreds of thousands — or even more likely — probably millions of high quality qubits for a commercial-sized quantum computer.”
commercial scale quantum computing system of millions of qubits to attain quantum practicality for this type of ambitious problem-solving.”
which has a long history of fitting more and more semiconductors on smaller and smaller chips
“It is inherent to how we approach technology and innovation — and quantum is no different,” said Matsuura
To address the challenges of mastering qubit technology
Intel is focusing on spin-qubit technologies
cryogenic control technology and full-stack innovation
Intel believes that spin-qubit technology lends itself to the scaling challenge compared to other approaches
It also is an approach that leverages Intel’s current manufacturing capabilities
She added that this also addresses a key challenge of delivering that quantum practicality — building quality qubits that can be manufactured in large volumes
but ones that also have long lifetimes and produce sufficient connectivity between qubits
Qubit control is another challenge and it’s one that Intel is making progress
qubits are controlled by racks of control electronics with complex wiring leading to the qubit
This would take millions of wires if the design would scale to needed dimensions
Intel’s cryogenic qubit control chip technology is developed to maximize qubit control
Matsuura also said that Intel has a plan to address error correction
“We are developing noise-resilient quantum algorithms and error mitigation techniques to help us run those algorithms on today’s small qubit systems,” she said
The final challenge is building a scalable full stack quantum computer
“Since quantum computing is an entirely new type of compute
that has an entirely new way of running programs
software and applications developed specifically for quantum,” said Matsuura
“This means that quantum computing requires new components at all levels of the stack — from the application
Intel is develop all components of the full quantum computing stack.”
More information about Intel’s quantum program is available here
For more market insights, check out our latest quantum computing news here
Keep track of everything going on in the Quantum Technology Market
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Flexible spaces at our head office in Westminster
Any time "The Walking Dead" showrunner Angela Kang called star Eleanor Matsuura
who has played Yumiko on the series since season nine
Am I dead?'" Matsuura said when she received a call in the fall of 2020 from Kang.
'Oh no,' but she told me that it was gonna be the final season," Matsuura recalled
"It was surreal because I remember getting that phone call ..
right in the middle of the pandemic," Matsuura said
living my other normal real life back in London
I'm just glad to be back doing the final season," Matsuura added
Matsuura joined the series as a member of an entirely new group of survivors from the comics, after Rick Grimes' final episode in season nine
With Michonne's departure from the show a season later
Matsuura's character has taken over part of her story from the comics
finding a long-lost relative at the Commonwealth community where life has returned to some semblance of pre-apocalyptic normalcy
and survivors are attending galas as if the dead don't exist outside their walls
Though Yumiko is thriving in the Commonwealth as counsel to Governor Pamela Milton (Laila Robins)
The badass has been reduced to a lowly waitress serving the wealthy
Matsuura says that weighs heavily on Yumiko
"The Commonwealth presents something that we haven't dealt with before on 'The Walking Dead,' which is class," Matsuura said of the arc shaking up the show
"Everyone before has been fighting as equals
we're kind of put back into this world where your class matters and somehow you're divided up into these categories as if that's somehow important."
"I think Yumiko really struggles with that
I don't think that sits easily with her," Matsuura continued
hinting that her new loyalties with the Commonwealth may clash with those she has to her perceived family
"She takes the role of Pamela's lawyer to survive and I think she does her best to acclimatize to the Commonwealth
but she can't unsee or unexperience what she has in the past few years in the apocalypse," Matsurra said
I think we're gonna see her really struggle with that," Matsurra said
"I think her heart is always gonna be with her original group outside the Commonwealth walls."
You can follow along with our "TWD" coverage all season long here.
Last Wednesday (May 4), the Federal Reserve issued the US’s biggest interest rate hike in 22 years
The following day, the UK’s Bank of England raised its own rates for the fourth time since December, as its Governor, Andrew Bailey, warned Brits of a “sharp economic slowdown” in 2022
the music industry was showing its strength
The bull case for music assets was robustly summed up by that spread of numbers
now incorporates the aforementioned interest rate rises
everything involving borrowing just got more expensive
mortgages… and buying music assets for megabucks prices (using debt)
Yet at least one music business company – right at the center of the modern catalog rights acquisition boom – isn’t breaking a sweat
Nari Matsuura is Partner and co-leader of the Music Economics and Valuation Services practice (formerly Massarsky Consulting) at Citrin Cooperman
Last year alone, the New York-headquartered Massarsky/Matsuura practice valued music assets worth over $6.5 billion in total.
Massarsky and Matsuura’s practice has also become well known in industry circles as the ongoing valuer of Hipgnosis Songs Fund’s NAV [net asset value]
To understand Matsuura’s calculations on her team’s music biz valuations – and why interest rates don’t affect them as much as you might think – we first need to explain what a Discount Rate (DR) is
A Discount Rate is a tool factored into valuations by practices like Citrin Cooperman during discounted cash flow (DCF) analysis
Calculating future pain points related to interest rates that may render an asset worth less than it first appears
with a Discount Rate of ≈8.5% set in stone for some time
Citrin Cooperman has comfortably protected its clients
from over-valuations – and from losing their shirts on interest rate rises
As Matsuura confidently puts it: “We will not have to raise our Discount Rate again
we are protecting all of our clients: valuations will not go down.”
Matsuura (pictured inset) explains precisely how Citrin Cooperman came to its Discount Rate decision
and why it spells good news for music funds keeping a watchful eye on the Fed…
music valuations are trading at high multiples
And there’s a lot of investment money being poured into this asset class
People are understandably asking a lot of questions
given the current rising interest rate environment
Will that have an impact on the Discount Rate
“Our Discount Rates do not change [in tandem with] a purchaser’s ability to buy… We remain completely agnostic to the buyer’s profile.”
it’s important to make sure people know that [Citrin Cooperman] conducts market valuations
We need to provide an objective view of the market value of each asset
our Discount Rates do not change [in tandem with] a purchaser’s ability to buy
or if a purchaser has a lower rate of return – or a higher rate of return – required for their investors
We remain completely agnostic to the buyer’s profile
We represent a wide array of investors – anywhere from pension funds [i.e
long-term investors looking for a steady ROI] to private equity [i.e
shorter-term investors looking for a more spectacular ROI]
These two types of companies’ hurdle rates might be very different: 4% versus 14%
[A ‘hurdle rate’ is the minimum rate of return required by an investor.]
We thought our [starting Discount Rate] should be the middle point of this range
This obviously isn’t a technical calculation
We were simply looking at the range of the market and arriving at the midpoint
“We decided to lower the discount rate by half a percent [to 8.5%]
We considered that to be a conservative adjustment.”
We were using 9% [as an average ROI rate for music investors] in 2019, into 2020… and then COVID hit. And in March 2020, that month we all remember, the Fed interest rate dropped to near 0%. They cut it by 1.5%.
We as a company want the music market – and the individual catalog [performance] – to guide valuations
What is taking place across these income streams
But the question was raised: what do we do with our Discount Rate
And we decided to hold where we were [at 9%]
We didn’t know where things were going
and we didn’t want to just react for the sake of reacting – because every time you react with a new Discount Rate
you’re going to have a tremendous effect on valuations
before deciding to lower it by half a percent [to 8.5%]
That lowering [of 0.5%] was a third of what the Fed did to interest rates at that time (-1.5%)
We considered that to be a conservative adjustment
the Fed was not going to stick with a 0% interest rate forever
when the Fed started adjusting rates upward again – which we knew it would
eventually – we also knew we wouldn’t have to do the same thing to the Discount Rate
If you end up increasing your Discount Rate [having prematurely/overly lowered it in the past]
you’re going to lower your valuations [of music assets]
for all of the different inputs into the [calculation]
And we ended up in the same region.”
we moved into phase two: a full blown technical analysis of our [music asset] Discount Rate
using all of the different inputs available to us
And we ended up in the same region [of 8.5%] we’d already decided upon
the first step is to calculate the Cost of Equity
The Cost of Equity is composed of a few inputs: (i) the Risk Free Rate; (ii) the Beta; and (iii) the Equity Risk Premium
So if you then just roll through those numbers (2.5% + 0.89 X 5.5%) the Cost of Equity becomes 7.4%
Then we put the Cost of Equity into the Weighted Average Cost of Capital (WACC). And then we added a cost of debt, the source of which was Professor Damodaran of NYU
And then [to calculate the Discount Rate] we assumed an aggressive proportion of financing [in acquisition funding] of equity versus debt at 75% / 25%
But a rate can’t just take the present into account
it has to take the future into account too
By this point, Goldman Sachs had already raised its forecast [i.e
a prediction of how much the Fed would increase future interest rates] to include eight to ten rate hikes of 25 basis points each
That’s a total [projected interest rate rise for the Fed] of 2% to 2.5%
“If you take the Discount Rate that we calculated (6.2%)
and you add the average of Goldman’s forecast – 2.25% – you get to an approximate Discount Rate of 8.45%
And that’s what we’re using.”
[Basis points are a common unit of measurement for interest rates: one basis point is equal to 1/100th of 1%
So if you take the Discount Rate that we just calculated (6.2%)
everything-calculated-fastidiously version
we will not have to raise our Discount Rate
we are protecting all of our clients: valuations will not go down
we put in a really conservative debt-to-equity profile in our calculation of 75% / 25%
If we shift that to something that resembles more like what the market [typically uses to fund acquisitions] that’s 50% / 50% [i.e
Debt to equity in certain deals might be 35% / 65%; it might even flip the other way around
But let’s just say 50% / 50% for the time being
we started to play around: We played around with the Beta
we played around with the Equity Risk Premium
and we played around with the Cost of Debt
And then we built in an Equity Risk Premium of 6%
And I’ll just say right off the bat: the equity risk premium has risen above 6% only three times since 1960
But even when you put all of this together
Valuations are being lifted by the growth in the music industry
which is just continuing to barrel through
Everybody asks what’s going to happen in a rising interest rate environment
Is that going to lower the values of these catalogs
We think that we have positioned these catalogs – using the Discount Rate that we did – such that none of that will come to pass.Music Business Worldwide
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(From left) Elliott's Frank Bolieiro shakes hands with Vicivision President Niels Schwarz
“Vicivision America is excited about our new partnership with Elliott to sell and support our products in Canada," said Niels Schwarz
Keiji Kaneko hit it off with Yataro Matsuura
with whom he had an interview in "Kofukubure Techo
The finished product is an oxford regular-collar shirt
which was created after a long discussion between the two
let us ask the couple to tell us the story behind its birth
photography meets technology in the ‘withered plant’ series by japanese artist tomoya matsuura
which captures decaying botanical life using a scanning electron microscope
the decomposition and decay of flowers and leaves are poetically portrayed through vivid monochrome photos
‘one seems to catch a glimpse of the mystery and dynamism connecting the cycle of life in the finely etched traces of existence in the microscopic world’ matsuura describes
black and white compositions reveal intricacies and details otherwise invisible to the naked eye
where each plant is revealed in its final phases – petals curl and furl into distorted shapes
stems shrink in size and and leaves shrivel into near oblivion
the project seeks to make people aware of the fundamental link between humans and nature
and that we and plants are all part of the same natural world
AXOR presents three bathroom concepts that are not merely places of function
but destinations in themselves — sanctuaries of style
National Report
Nagasaki Prefecture—The city government here has issued a certificate of residence to a same-sex couple
listing their relationship in the same way as those in a de facto marriage
applied to combine their separate households into one
They requested that Matsuura be registered as “head of the household” and Fujiyama as his “unregistered husband.”
Such a description is used in cases of de facto marriages of opposite-sex couples on administrative documents
The couple said the recognition of their same-sex de facto marriage in administrative documents is of great significance
“The possibility of obtaining rights equivalent to those of de facto marriages will arise,” Matsuura said
A representative of the city explained the decision
“The city confirmed the handling of the case and responded for the applicants.”
Although many local governments across Japan issue certificates for gay couples that give them certain rights
the central government still does not legally recognize same-sex marriages
A representative of the internal affairs ministry said about the Omura certificate of residence: “This is the first time I have heard of this
I think it is an individual decision made by the municipality.”
the city of Kurayoshi in Tottori Prefecture began a system that allows same-sex partners to be listed as “unregistered wife or husband” in the column indicating their relationship on the certificate of residence
a sociology professor at Waseda University who specializes in same-sex issues
said she knew about cases in which gay partners were listed as “cohabitant” or “related person” on the certificate of residence
But she had never heard of case in which they were listed as an unregistered husband or wife
“If more local governments adopt the same practice as in this case
the actual situation is expected to become more visible,” Kamano said
“It remains to be seen whether they will have the same rights as heterosexual couples in de facto marriages
but it may be the first step toward receiving the same legal guarantees.”
(This article was written by Takashi Ogawa
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No reproduction or republication without written permission
president of Renishaw Canada (left) and Vince D’Alessio
celebrate their companies' new partnership agreement
Elliott Matsuura Canada, Oakville, Ont., has partnered with Renishaw (Canada)
to represent and promote Renishaw's additive manufacturing (AM) machines in Canada
"We are confident that the relationship between Elliott and Renishaw has a bright future
Renishaw’s AM product line together with Elliott’s 70 years of selling experience in Canada is a winning combination
We have broadened our metal 3D printing offerings in the Canadian market” said Vince D’Alessio
“Renishaw is excited about our new partnership with Elliott to promote Renishaw AM products in all of Canada
Their depth of support and experience is a perfect match for our company,” said Dafydd Williams
Elliott Matsuura Canada has been supplying and supporting equipment to the Canadian manufacturing market since 1950
It carries a range of metalworking machinery
The company also provides engineering support
as well as plant and equipment layout support
a fully owned subsidiary of U.K.-based Renishaw PLC
PaRappa the Rapper released on the original PlayStation in 1996
and starting today you can play the iconic rhythm game on PlayStation 4
To celebrate the release of PaRappa the Rapper Remastered
please enjoy this special interview between the father of PaRappa
and the president of SIE Worldwide Studios
The original PlayStation version of PaRappa was released on December 6th 1996 in Japan
Both went onto become international hits and iconic mascot characters for PlayStation
Watch the video above to see part of the interview between these two friends
and read on for the full version of their talk (plus a special opportunity to get a PaRappa PS4 Dynamic Theme for free while supplies last)
Yoshida: I have met Matsuura-san a number of times
but there are still times when I hear something new
you had been performing in a band called “PSY.S”
I too have had the opportunity to revisit that question countless times over
I was signed with CBS Sony (currently Sony Music Entertainment)
but I had tried counting once or twice to see what kind of platforms the music I had worked on was being used
the one that had increased its presence was the interactive field
and CD-ROM interactive software was selling well
That was an era where there was a lot of focus on interactive media
There was also one more preliminary factor
I think everyone will be quite disappointed (laughs)
a period of time that was revolutionary in the music industry
It was a time when MTV started becoming popular
It was a time when people didn’t just listen to music
There are musicians who are suited for this and musicians that are not…
the record company was going through some hard times
and I think they had narrowed down a variety of ideas for me
(laughs) I just could not see myself appearing in videos
While it is nice to have others enjoy listening and seeing my songs
I recall myself just feeling out of place when it came to me appearing in videos
so it was fun doing collaborations where I create music and others create the CG
When these new themes of multimedia and interactive (software) came about
I can avoid having to be in music videos!” (laughs)
Yoshida: When did development for PaRappa begin
Upon completing PaRappa and gearing up for promotion
I had a discussion with the staff from Sony Computer Entertainment about how we should go about promoting the game
I remember that many of the staff at that time saying that
it was not clear to me either if this was a game or not
it was a completely new type of game that didn’t fit into any genre
say it is unclear if PaRappa was a game or not
Matsuura: I would have never thought that PaRappa would have had such a good reception for this long
we were able to establish a crucial position for “music games” as a genre in gaming worldwide
It had so much of an impact that it managed to keep music games going by continuing to stimulate other music game creators to create successor hit titles in the genre
the staff at that time was not sure what kind of game they should treat this title as
Matsuura: There were not that many discs manufactured anyway
and I thought that it would just end there and then
Yoshida: So that is how you felt until it was released
but for another six months after release as well
Matsuura: The initial number of copies we pressed was in the tens of thousands
I remember talking to some staff back then and asking them how long they thought it would take to sell through all the copies
Yoshida: I was a producer on Crash Bandicoot
The PaRappa team marketing rep and sales rep were both really fired up about the game
I was so jealous of that passion and sense of unity
But I have no recollection of the game becoming a hit
Even after the initial shipment units sold through
we only managed to sell a few copies at a time following that
So this was not a title that sold through a lot right away
It was selling at about a few thousand each week
we may have sold about a few hundred thousand units
so compared to those I thought this was fairly subdued
The thing I was most surprised about was that players actually considered PaRappa as an actual game
The result of that was the opportunity for me to enter into the game industry
Yoshida: The release of PaRappa made me realize just how much fun it is to make games
Did you feel like you threw away your exit strategy at that point
Yoshida: PaRappa was received as a character that represented PlayStation around the world
While this was the start for spreading rhythm games around the world
Which came first – the game or the characters
Matsuura: The rhythm game portion was first
it’s not that difficult to create a prototype on your own
Matsuura: We decided that we would use Rodney’s illustrations
We wanted to make something on the PlayStation
And that was when a SCE producer approached and asked us how we felt about making something together
It was from there that I studied the PlayStation environment and made the prototype from scratch
Yoshida: How long was the development cycle
Yoshida: Did you decide on what the gameplay was going to be from the beginning
Matsuura: I had already decided to use rap
Sampling technology itself was from the 80s
but the most interesting thing about sampling was people’s voices
I remember having the idea about wanting to create a music game using voices
Yoshida: How did the PaRappa character come about
Matsuura: I explained the content of the game to Rodney
and then asked him to draw a character that raps for us
Yoshida: You didn’t tell him to make PaRappa a dog
Matsuura: I believe the proposal for a dog design came about somewhere along the way
the proposal was to have a shrimp that raps
So it wasn’t a matter of you specifically asking for a dog
but more of a request to make several variations of characters that can rap
Rodney already had several characters that he owned
But we didn’t have a main character needed for a brand new game
so we started with having him create that character
Yoshida: There sure were a lot of unique characters
Matsuura: Masters for each stage were all new characters including Chop Chop Master Onion
These were all characters that came about after PaRappa’s inception
Yoshida: Were all of the songs created by yourself
Matsuura: There were artists who created DJ-type songs
so I was able to have them assist me with this
the demo backtracks that I initially created were all samples of existing songs
we could not use these in the game due to licensing
so I rewrote all the songs into originals while maintaining the concept of each tune
Yoshida: The story for each of the levels is connected
but was there any possibility of not utilizing this game design perhaps
Matsuura: Some people suggested we should have stories in the game early on
all of the ideas were discussed flexibly and we were pretty much free to do as we pleased
Yoshida: Where did the idea come about for PaRappa’s line
Matsuura: There was a member on the development team who came up with the rap lyrics
he suggested that we should use that phrase
he was boasting in a post-launch interview about how he was the one who had given that line to PaRappa
there were so many music games that came about
but there was one thing I was skeptical about
where expression and music are meant to be free
I believe that the freedom of expression is something that leads to satisfaction
So it is not enough to just learn the rules of the game and to just gain more points by playing by those rules
it is important that music be a freedom of expression
It is a little unfortunate that there were music games that came out after PaRappa that focused on getting 100 out of 100 points
Yoshida: So I am hearing that you wanted to see more music games where players could express themselves
I would have liked to have had (those games) relay the message of enjoying music and expression
I am okay with the game system itself being one to get 100 points out of 100 points
was there anything you wanted to do but could not achieve at the end
Maybe because this game was fueled with our message that imagination and expression should be free
If I look back on PaRappa and wonder if there is anything I could not accomplish
as a person who is supposed to know PaRappa best
I cannot say that I know everything about it
a sequel would have been made after the hit of PaRappa the Rapper
you decided to make another title instead — UmJammer Lammy
There are certainly similarities between the two titles
but UmJammer Lammy took up a new challenge: playing guitar using analog sticks
Did you want to try a new thing because PaRappa was brought to completion
Matsuura: I just did not think about taking over the same thing
And I never thought of making a first piece of work in expectation of a sequel
which is often the case with recent movies and such
maybe we gave everything to perfect PaRappa
Yoshida: PaRappa and his friends have been loved for a long time
Matsuura: I cannot really find the answer for this either
But maybe it is because we created this game communicating with people outside of our comfort zone
I felt this game still offers a fresh experience
Matsuura: I was in awe at how beautiful it looked
Yoshida: PaRappa’s art and concept are fresh and timeless
Is this because of the strong emphasis placed on the art direction and character design
Yoshida: Due to the rapid progress in computer technology
we often feel let down at the poor visual quality of our old favorite games when we play them after a long time
the PS4 version of PaRappa still gives us the same impact as when we first played it on the original PlayStation
I felt as if the image of PaRappa that I had in my mind came back to life on the PS4
I am glad that a younger generation of gamers who have never played this game
or were even not born yet when the game came out
a remastered version of Crash Bandicoot is scheduled to release this year as well
I hope a lot of people will enjoy both PaRappa the Rapper and Crash Bandicoot on PS4
how did you want players to enjoy this game
we all feel a range of emotions such as encouragement
But there are not many types of music that make you laugh or cheer you up
Even in the creative field where the emphasis is often put on personal expressions and emotions such as delight
fun and delightful emotions have been somewhat underrated
And I have always thought that it is a deep-rooted issue in this field
I wanted to make something that puts a smile on everyone’s face
And this concept was shared by many of the staff
Yoshida: So “making a player feel delighted” served as a basis for your decisions in your creative process
Yoshida: I assume you have seen people playing your game in several events or received letters from fans
I presumed that the Japanese audience would understand the jokes or humor of PaRappa to a certain extent
But I had never thought this sense of humor would travel overseas
Yoshida: This year sees the release of the remastered version on PS4
and I am sure that a lot of people who have never played the series before will play PaRappa for the first time
Now that the time has changed since the first release
how do you think players would take PaRappa
Matsuura: I have no idea in regards to that
game players not only play games on their own
but also share it with others by live streaming to YouTube and other services
Are you excited to see how they are going to broadcast the gameplay of PaRappa
Yoshida: I am looking forward to seeing gameplay where
players use PaRappa as a media to express themselves
PaRappa features COOL Mode which allows you to go beyond the simple task of mimicking your teacher’s commands
there is a certain rule you must follow in order to get a high score in COOL Mode
I have seen several gameplay videos uploaded on YouTube before
but I have not seen certain gameplay goals accomplished yet
I have never seen a player get the highest score with the minimum button input
Yoshida: A kind of gameplay that cracks the code
I would love to see that kind of challenge
People tend to press the button repeatedly
Yoshida: Maybe it would work if players channel their inner musician
and play the game like “I would press the button here if I were going to make my own music”
Matsuura: That is one way to enjoy this game
Yoshida and Matsuura continued their conversation on several topics including the latest technologies while also playing PaRappa the Rapper on PS4
Occasionally tapping their toes to the rhythm
they were absorbed in the game just like they were over 20 years ago while thinking of the gameplay innovations of the future
Join in the celebration and play the iconic rhythm game PaRappa the Rapper Remastered