Showing posts with label Tokyo. Show all posts
Showing posts with label Tokyo. Show all posts

Sunday, January 13, 2013

Tokyo Almost As Irradiated As Fukushima


Full Article:
http://www.zerohedge.com/contributed/2012-12-27/tokyo-almost-irradiated-fukushima

Details:

Tokyo area turned out to be as contaminated as Fukushima - Kyoto Professor

Tokyo Bay cesium even higher than levels reported off Fukushima — Nearly entire sea floor contaminated by 2014

Tokyo getting 5 times more radioactive fallout than prefectures closer to Fukushima

Japan Times: Time bomb in Tokyo metropolitan area — Experts warn of accumulating Fukushima contamination — Potential disaster at Japan’s 2nd largest lake

Tokyo soil so hot it should be sent to nuclear waste dump — Really severe releases hit city

Japanese Legal Expert: “Even residents of Tokyo are evacuating” — More and more people fleeing Fukushima

People from Tokyo area report thyroid cysts and nodules — Japanese doctors laughing at patients

Japan Scientists: Radiation dose has been “significantly increased” around Tokyo metropolitan area after Fukushima

And we’ve previously noted that the radiation will spread worldwide (by water and air). For example:

California Slammed With Fukushima Radiation

“Absolutely Every One” – 15 Out of 15 – Bluefin Tuna Tested In California Waters Contaminated with Fukushima Radiation

Fukushima Radiation: Japan Irradiates the West Coast of North America

A new study says that the West Coast will get slammed with radioactive cesium starting in 2015

Saturday, May 28, 2011

Kan Orders Operations Halt at Chubu Plant

HIROYUKI KACHI
http://online.wsj.com/article/SB10001424052748703992704576306692795339376.html

TOKYO ­ Japanese Prime Minister Naoto Kan on Friday submitted a formal request for a halt to all electricity production at Chubu Electric Power Co.'s Hamaoka nuclear power plant in the central Chubu region due to concerns about the plant's preparedness for a major earthquake.

The move immediately affects the No. 4 and 5 units, which are currently operating with an output of around 2,500 megawatts. In addition, it cancels the potential resumption of electricity production at the No. 3 unit, which has a capacity of 1,100 megawatts and is currently on a planned maintenance outage.

In announcing the shutdown, Mr. Kan noted that the Science Ministry estimates an 87% chance of a massive magnitude 8 earthquake in the region over the next 30 years.

"I have requested Chubu Electric to suspend operation of all nuclear reactors at Hamaoka. The reason for this is for the safety of the Japanese people," Mr. Kan said in a televised news conference.

He said the shutdowns would be in effect until appropriate safety measures can be taken, but gave no time frame.

The move will worsen the already constrained power supply situation as Japan enters its highest-demand summer period following the shutdown of nuclear plants following the devastating March 11 earthquake and tsunami. But Kan said that the government hoped to avoid major disruptions due to the additional outages.

"I believe that we can overcome the risk of a power shortage with the cooperation of the Japanese public," Mr. Kan said.

Kyodo News quoted the company as saying that it had ordered a suspension of all operations at the plant.

Mr. Kan's high-profile closure of the plant comes after criticism that the facility was not adequately prepared for a major quake and that the government was not doing enough to protect against the risk of a second nuclear power plant crisis after the Daiichi crisis became the second-worst nuclear accident on record.

Briefing reporters after Mr. Kan's statement, Trade Minister Banri Kaieda said that the government was asking neighboring Kansai Electric Power Co. for potential assistance.

However, Kansai Electric announced just hours earlier that it was shutting down its own Tsuruga No. 2 plant with an output of around 1,100 megawatts after finding elevated radiation levels in its cooling water. It stressed that there was no release of radiation in the incident but needed to make checks on whether one or more of the fuel rods might have been damaged, allowing small amounts of fuel to leak out.

A Kansai Electric spokeswoman said the company would try every alternative measures to provide sufficient power, including asking help from adjacent Chubu Electric, Chugoku Electric Power Co. and Shikoku Electric Power Co.

Nevertheless, if many of the nuclear power reactors supplying electricity for Kansai remain idle and if temperatures are high this summer, Japan's second-largest power utility, based in Osaka, may have to ask its customers to save electricity, including implementing planned power outages.

In response to the March 11 quake and tsunami, Mr. Kaieda has ordered over the past two months all nine utilities operating nuclear power plants to enhance safety against earthquake and tsunami such as equipping more backup power sources and making doors water-proof.

The nine utilities have implemented some of the measures and reported to the government with schedules to undertake the remaining safety work.

­Mari Iwata contributed to this article.
Write to Hiroyuki Kachi at hiroyuki.kachi@wsj.com
-----------------------------------------
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Tuesday, March 29, 2011

TOKYO ELECTRIC TO BUILD US NUCLEAR PLANTS

The no-BS info on Japan's disastrous nuclear operators
Greg Palast
New York - March 14, 2011

I need to speak to you, not as a reporter, but in my former capacity as lead investigator in several government nuclear plant fraud and racketeering investigations.

Texas plants planned by Tokyo Electric. Image:NINAI don't know the law in Japan, so I can't tell you if Tokyo Electric Power Co (TEPCO) can plead insanity to the homicides about to happen.

But what will Obama plead? The Administration, just months ago, asked Congress to provide a $4 billion loan guarantee for two new nuclear reactors to be built and operated on the Gulf Coast of Texas — by Tokyo Electric Power and local partners. As if the Gulf hasn't suffered enough.

Here are the facts about Tokyo Electric and the industry you haven't heard on CNN:

The failure of emergency systems at Japan's nuclear plants comes as no surprise to those of us who have worked in the field.

Nuclear plants the world over must be certified for what is called "SQ" or "Seismic Qualification." That is, the owners swear that all components are designed for the maximum conceivable shaking event, be it from an earthquake or an exploding Christmas card from Al Qaeda.

The most inexpensive way to meet your SQ is to lie. The industry does it all the time. The government team I worked with caught them once, in 1988, at the Shoreham plant in New York. Correcting the SQ problem at Shoreham would have cost a cool billion, so engineers were told to change the tests from 'failed' to 'passed.'

The company that put in the false safety report? Stone & Webster, now the nuclear unit of Shaw Construction which will work with Tokyo Electric to build the Texas plant, Lord help us.

There's more.

Last night I heard CNN reporters repeat the official line that the tsunami disabled the pumps needed to cool the reactors, implying that water unexpectedly got into the diesel generators that run the pumps.

These safety back-up systems are the 'EDGs' in nuke-speak: Emergency Diesel Generators. That they didn't work in an emergency is like a fire department telling us they couldn't save a building because "it was on fire."

What dim bulbs designed this system? One of the reactors dancing with death at Fukushima Station 1 was built by Toshiba. Toshiba was also an architect of the emergency diesel system.

Now be afraid. Obama's $4 billion bail-out-in-the-making is called the South Texas Project. It's been sold as a red-white-and-blue way to make power domestically with a reactor from Westinghouse, a great American brand. However, the reactor will be made substantially in Japan by the company that bought the US brand name, Westinghouse — Toshiba.

I once had a Toshiba computer. I only had to send it in once for warranty work. However, it's kind of hard to mail back a reactor with the warranty slip inside the box if the fuel rods are melted and sinking halfway to the earth's core.

TEPCO and Toshiba don't know what my son learned in 8th grade science class: tsunamis follow Pacific Rim earthquakes. So these companies are real stupid, eh? Maybe. More likely is that the diesels and related systems wouldn't have worked on a fine, dry afternoon.

Back in the day, when we checked the emergency back-up diesels in America, a mind-blowing number flunked. At the New York nuke, for example, the builders swore under oath that their three diesel engines were ready for an emergency. They'd been tested. The tests were faked, the diesels run for just a short time at low speed. When the diesels were put through a real test under emergency-like conditions, the crankshaft on the first one snapped in about an hour, then the second and third. We nicknamed the diesels, "Snap, Crackle and Pop."

(Note: Moments after I wrote that sentence, word came that two of three diesels failed at the Tokai Station as well.)

In the US, we supposedly fixed our diesels after much complaining by the industry. But in Japan, no one tells Tokyo Electric to do anything the Emperor of Electricity doesn't want to do.

I get lots of confidential notes from nuclear industry insiders. One engineer, a big name in the field, is especially concerned that Obama waved the come-hither check to Toshiba and Tokyo Electric to lure them to America. The US has a long history of whistleblowers willing to put themselves on the line to save the public. In our racketeering case in New York, the government only found out about the seismic test fraud because two courageous engineers, Gordon Dick and John Daly, gave our team the documentary evidence.

In Japan, it's simply not done. The culture does not allow the salary-men, who work all their their lives for one company, to drop the dime.

Not that US law is a wondrous shield: both engineers in the New York case were fired and blacklisted by the industry. Nevertheless, the government (local, state, federal) brought civil racketeering charges against the builders. The jury didn't buy the corporation's excuses and, in the end, the plant was, thankfully, dismantled.

Am I on some kind of xenophobic anti-Nippon crusade? No. In fact, I'm far more frightened by the American operators in the South Texas nuclear project, especially Shaw. Stone & Webster, now the Shaw nuclear division, was also the firm that conspired to fake the EDG tests in New York. (The company's other exploits have been exposed by their former consultant, John Perkins, in his book, Confessions of an Economic Hit Man.)

If the planet wants to shiver, consider this: Toshiba and Shaw have recently signed a deal to become world-wide partners in the construction of nuclear stations.

The other characters involved at the South Texas Plant that Obama is backing should also give you the willies. But as I'm in the middle of investigating the American partners, I'll save that for another day.

So, if we turned to America's own nuclear contractors, would we be safe? Well, two of the melting Japanese reactors, including the one whose building blew sky high, were built by General Electric of the Good Old US of A.

After Texas, you're next. The Obama Administration is planning a total of $56 billion in loans for nuclear reactors all over America.

And now, the homicides:

CNN is only interested in body counts, how many workers burnt by radiation, swept away or lost in the explosion. These plants are now releasing radioactive steam into the atmosphere. Be skeptical about the statements that the "levels are not dangerous." These are the same people who said these meltdowns could never happen. Over years, not days, there may be a thousand people, two thousand, ten thousand who will suffer from cancers induced by this radiation.

In my New York investigation, I had the unhappy job of totaling up post-meltdown "morbidity" rates for the county government. It would be irresponsible for me to estimate the number of cancer deaths that will occur from these releases without further information; but it is just plain criminal for the Tokyo Electric shoguns to say that these releases are not dangerous. Indeed, the fact that residents near the Japanese nuclear plants were not issued iodine pills to keep at the ready shows TEPCO doesn't care who lives and who dies whether in Japan or the USA. The carcinogenic isotopes that are released at Fukushima are already floating to Seattle with effects we simply cannot measure.

Heaven help us. Because Obama won't.
*
For Truthout/Buzzflash

Greg Palast is the co-author of Democracy and Regulation, the United Nations ILO guide for public service regulators, with Jerrold Oppenheim and Theo MacGregor. Palast has advised regulators in 26 states and in 12 nations on the regulation of the utility industry.

Palast, whose reports can be seen on BBC Television Newsnight, is a Puffin Foundation Writing Fellow for investigative reporting.

Subscribe to Palast's Newsletter and podcasts.
Follow Palast on Facebook and Twitter.

GregPalast.com

Sunday, May 30, 2010

Q&A: Pac-Man Creator Reflects on 30 Years of Dot-Eating

To play Pac-Man:

http://www.google.com/pacman/


http://www.wired.com/gamelife/2010/05/pac-man-30-years


Q&A: Pac-Man Creator Reflects on 30 Years of Dot-Eating
By Chris Kohler
May 21, 2010


30 years ago, videogames changed forever.

On May 22, 1980, the Japanese gamemaker Namco installed the first Pac-Man machine in a movie theater in the trendy Shibuya section of Tokyo. On Saturday, the company celebrates the 30th anniversary of the little yellow circle that became videogames’ first enduring character.

Besides being the centerpiece of a novel, addictive game, the adorable Pac-Man became a media superstar, appearing on lunchboxes, in cartoons, on the covers of magazines and even in a Top 10 pop hit.

Unlike the vast majority of its contemporaries, Pac-Man’s dot-eating, ghost-chasing gameplay is still fun today. Versions for platforms like iPhone, virtually unchanged from the original, are still a big moneymaker for Namco Bandai. On Friday, Google unveiled its first-ever interactive “doodle,” a version of Pac-Man.

This is all thanks to the genius of Toru Iwatani (pictured), the game designer who set the tone for Japan and the world. By creating a cute cast of characters and a design sensibility that appealed to wider audiences than the shoot-em-up Space Invaders, Iwatani broadened the appeal and marketability of games, creating what some call the first “casual game.”

Wired.com spoke to Iwatani, now a professor at Tokyo Polytechnic University, at Namco Bandai’s Tokyo headquarters.

Wired.com: You’ve said that Pac-Man was aimed at women, which is why you based it around eating — because women enjoy “fun foods” more.

Toru Iwatani: Around the time that we launched Pac-Man, video arcades were filled with games where you shoot aliens. It seemed very dark. It was for men, it wasn’t fashionable at all. When women would go out, they’d go out in a group of friends or with a boyfriend as a couple. And I realized that if women and couples were going to come to game centers, they had to be cheerful places.

When you think about things women like, you think about fashion, or fortune-telling, or food or dating boyfriends. So I decided to theme the game around “eating” — after eating dinner, women like to have dessert.

If you take a pizza and remove one piece, it looks like a mouth. That’s where my idea came from.

Wired.com: Is that story true, that you thought of the shape of Pac-Man after removing one slice from a pizza?

Iwatani: It’s true.

Wired.com: The attractive design really made Pac-Man stand out. What else did you do to differentiate it from other games of the time?

Iwatani: At that time, it was the beginning of all games. Games hadn’t spread very far at all. Characters were more or less non-existent. There were a lot of ideas at the time, a lot of games that you could come up with. A lot of companies had new concepts for games — in Japan, Taito and other companies were producing games like Space Invaders. The space was more or less vacant.

One point of differentiation was to target women gamers. The second point was the design — the character design and the graphic design were very appropriate for women, who thought it was very cute. Even if the character was an enemy, they wouldn’t be able to hate it. The colors of the maze walls are muted, so you can see the character designs. I think there was some recognition that this was the future of videogames, because this was the first character that was introduced at the time.

Wired.com: Did you take inspiration from Japanese animation or manga?

Iwatani: Very much so. Pac-Man is inspired by all the manga and animation that I’d watch as a kid. The ghosts were inspired by Casper, or Obake no Q-Taro.

The game idea — eating a power cookie and powering up to defeat the ghosts — was inspired by Popeye eating spinach and defeating Bluto, turning the tables on him.

Wired.com: What about Pac-Man would you say came from a Japanese aesthetic, specifically?

Iwatani: Japanese youngsters really wanted “ghost” type characters — not necessarily modeled on creatures, but things that don’t really exist in this world. Even within animation, they want characters that are the products of the writer’s imaginations. In North America at the time, the games were about car races or warfare. They wanted games that simulated the real world, whereas Japan wanted otogibanashi (fairy tales).

Also, when you look at Japanese games, the characters may be deformed in such a way that their heads are half of their total height. This was not popular in the U.S., as you know, they wanted real proportional humans. In Japan, dolls like Hello Kitty are deformed into a different shape, into an animal that doesn’t really exist. The dolls in the U.S. would be a real cat.

Wired.com: When you placed that first Pac-Man machine out in public, where did it go?

Iwatani: May 22 wasn’t the launch date, it was the first location test. The game was still under development, and we were gauging the reaction of consumers. Since this was the first time the machine was shown to the general public, we consider May 22 to be Pac-Man’s “birthday.” After that, we made revisions and improvements based on the results of the location test and it was released in July.

The game was taken to a building in Shibuya that no longer exists. It was a thin, chimney-shaped building with seven or eight floors, consisting of several movie theaters. On the top floor, there was a very long, narrow room where the couples, having just seen movies, would go up to have a little enjoyment before they returned home. So they weren’t necessarily gamers.

The women and couples were very happy about the machine, very excited. They came up to it and put their hands on it, so we thought that our target concept had been very much in sync and correct. They played it, and they were more or less satisfied — they figured out how to play it. It’s not a difficult game.

On the other hand, the core gamers, the men, were not necessarily very excited about it. But it was for people who didn’t play games on a daily basis — women, children, the elderly.

It’s not like people sat around and played the machine all day, though. So we didn’t think it would be a major hit. I didn’t think that the U.S. and Europe would take it up, because it’s a rather slow relaxing game. At that time, what was popular overseas were more thrilling games, and I felt that perhaps the rhythm of Pac-Man wasn’t matching the needs of overseas users.

Wired.com: What did you change about the game after the location test?

Iwatani: The design didn’t change very much. There wasn’t a lot of time before the game was to be released in July, so we just tweaked the game balance, the difficulty level. That was pretty much just changing a few numbers in the program code.


Wired.com: And of course, the game was originally called Puck-Man, but the name was changed for America because someone might vandalize the “P” and turn it into an “F.”

Iwatani: Yes, the U.S. subsidiary said that that would be bad. We wondered, what should we do? And decided to change it to “Pac.” Then, after the American version came out with the “Pac” spelling, we used that for the entire world.

Wired.com: You weren’t involved with games like Ms. Pac-Man, which were created in the United States by Midway. In fact, after Pac-Man you created just one more game, Libble Rabble.

Iwatani: Yes, that was based on the concept of “surround.” It was an interesting game, but unpopular because it was so hard to play — you used joysticks on the left- and right-hand sides to control two arrows on the screen, but when they crossed over each other, the right hand was controlling what was going on on the left side of the screen, like a mirror.

But even now, it’s popular among core gamers.

Wired.com: Why did you stop making videogames after that?

Iwatani: After that, I became a producer. Namco was a small company, and because the organization expanded, I was promoted to section chief. Someone had to coordinate the younger developers that we’d hired.

So although I was still capable and wanted to keep developing games, I was told to serve as the supervisor — the manager of the baseball team, instead of a player.

Thursday, April 29, 2010

Mind-Controlled Robots and Electronics in 10 Years



Japanese Government and Industry Aim for Mind-Controlled Robots and Electronics in 10 Years
Everything from televisions to smartphones and robots will obey consumers' thoughts
Jeremy Hsu
04.23.2010

Japan's insatiable love for robots and mind-reading technology has converged in the form of a new government-industry partnership. That means Japanese consumers can look forward to robots and electronics controllable by thought alone within a decade, according to Agence France-Presse.

The Nikkei daily first reported on this development yesterday by citing unnamed government sources, and so technical details remain a bit murky. Any such devices would supposedly use sensor-mounted headsets to analyze the electrical signals and brain blood-flow patterns of users.

The lack of specs has not prevented the collective sci-fi imagination of said sources from running wild. Future mind-controlled devices would include television sets and smart phones which compose text messages by thought. That's not unlike some brain-interface devices already slated to hit the market, but presumably they'd be much less expensive for daily-use items.

Other possible applications include a car navigation system which searches for restaurants when it detects the driver thinking on his or her empty stomach, and air-conditioners which adjust the temperature based on feeling too warm or cold. That's a huge stretch by today's standards.

Of course, the headsets would also allow the elderly or disabled to communicate with robot servitors and alert them to when help is required. We trust that won't lead to a future with the first robot-assisted homicide, but at least current mind-controlled fighting robots leave little to worry about.

We previously investigated the latest challenges of mind-reading technology in an extensive feature, which involves some serious numbers crunching and a few good brain scanners. Japan's upcoming effort could put some serious financial muscle behind this booming area of research, given the involvement of corporate giants such as Toyota, Honda and Hitachi, as well as top universities and research institutions.

Perhaps a mind-controlled future still sounds creepy to some, even if it's the consumer presumably doing the controlling. But at least it's a different approach from Intel's vision of consumer brain implants.

Monday, August 24, 2009

An alternative Big Mac Index

http://www.economist.com/daily/chartgallery/displayStory.cfm?story_id=14288808

An alternative Big Mac Index
Aug 20th 2009
From Economist.com

How many minutes to earn the price of a Big Mac?

THE size of your pay packet may be important, but so is its purchasing power. Helpfully, a UBS report published this week offers a handy guide to how long it takes a worker on the average net wage to earn the price of a Big Mac in 73 cities. Fast-food junkies are best off in Chicago, Toronto and Tokyo, where it takes a mere 12 minutes at work to afford a Big Mac. By contrast, employees must toil for over two hours to earn enough for a burger fix in Mexico City, Jakarta and Nairobi.

Saturday, April 11, 2009

Japan aims for walking robot on the moon by 2020

http://www.google.com/hostednews/ap/article/ALeqM5ioijx5DLWQ4vTbjJmhNgHsNszNhwD97AVVSG0

Japan aims for walking robot on the moon by 2020
By JAY ALABASTER
4-3-9

TOKYO (AP) — Japan hopes to have a two-legged robot walk on the moon by around 2020, with a joint mission involving astronauts and robots to follow, according to a plan laid out Friday by a government group.

Specifics of the plan, including what new technologies will be required and the size of the project's budget, are to be decided within the next two years, according to Japan's Strategic Headquarters for Space Development, a Cabinet-level working group.

Development of a lunar robot is part of a broad framework outlined by the group, which is charged with plotting a new course for Japan's space strategy. As a next step, joint exploration of the moon involving robots and astronauts will be considered.

The framework is to be finalized late next month, after the public has a chance to comment on the proposals.

The group also recommended promoting research into military satellites, such as an early warning system for detecting ballistic missile launches and systems to detect and analyze radio waves sent in space.

Other recommendations by the group include using space research as a tool to foster diplomacy with other countries and developing an advanced satellite to predict and monitor natural disasters.

The Strategic Headquarters was established last year by a law passed to advance Japan's space technology and exploration. It allows the country, which has a largely peaceful constitution, to use space for military defense.

Friday's proposal was released as North Korea was completing preparations to launch a multistage rocket over Japan. The communist country says it will send a communications satellite into orbit, but Tokyo suspects the North, which has acknowledged it has nuclear weapons, is actually testing long-range missile technology.

Japan launched its first satellite in 1970 and has long been among the world leaders in space technology. But in recent years, it has been overshadowed by China, which is aggressively pushing its own space program.

In January, Japan used one of its rockets to launch the first satellite to monitor greenhouse gases worldwide, a tool to help monitor global warming.

Saturday, January 10, 2009

Samurai archery, an ancient sport, still thrives

http://www.google.com/hostednews/ap/article/ALeqM5jDHl8FFiJ7cZ1fqDG9kHU-1jjfewD95GD28O0

Samurai archery, an ancient sport, still thrives
By ERIC TALMADGE
1-4-9

ZUSHI, Japan (AP) — It is about as far from the Olympic sport of archery as it can get. The bow is taller than the person shooting it, and, to the uninitiated, it appears lopsided and unbalanced. There are no sights, no high-tech stabilizers.

And, of course, it is done on horseback, at upward of 40 mph.

It's called yabusame, and it is the sport of the samurai.

Each year, archers in feudal shooting gear climb atop their decorated mounts for a lively competition on the beach of Zushi, a town just south of Tokyo, galloping in the sand as thousands of onlookers cheer and shout. The first competition was held here in 1199.

The scene is like something out of a movie by the great Akira Kurosawa. Banners flap in the ocean wind marking the beginning and end of the shooting runway. Little boys in bright robes and black hats scamper about collecting the arrows and the debris from the wooden or clay targets destroyed by each hit.

"There is nothing like this outside of Japan," said Ietaka Kaneko, who heads the Japan Equestrian Archery Association and the Takeda School of Horseback Archery, which traces its origins back more than 800 years.

The targets, held about seven feet aloft on small poles or scaffoldings, are roughly the size of a mounted opponent's chest. There are three along the runway, which is only 165 yards long, giving the archer just enough time to raise his bow, load and shoot — three times — all the while spurring on his horse.

When the dull, turnip-shaped tip of an arrow strikes just right, the board explodes in a blur of splinters. But as often as not, the arrows miss, sailing past the targets and thudding into the canvas behind them.

In battle, hitting the target was the whole idea. But yabusame has from its origins been almost as much an art as a sport. In many competitions, hitting the target is almost an afterthought — archers are judged, if they are judged at all, on the beauty of their run and the form they display as they release each arrow.

Here, hitting counts.

"Many schools today see yabusame as more of a ceremonial thing," said Kaneko, a retired veterinarian. "In our school, it is our earnest desire to connect."

Each score brings a loud round of awed cheers and raucous applause and each splintered target is branded with a hot iron commemorating the day and recycled as a good luck charm. A long line stretches along the beach well before the competition is over as spectators make sure they go home with a piece for their collection.

Yabusame in Japan is something like polo in England, or rodeos in America.

Very few people actually participate in yabusame, because few have access to horses or the time to learn all the technique involved in riding them for sport. But Kaneko, whose family roots are in the now-defunct samurai class, grew up around them and his steeds were trained specifically for archery competitions.

"I have been shooting since I was 17," he said. He's 87 now, and was on hand to officiate at this year's beach competition, though he did not shoot at any targets. Instead, he started it all off, as drums beat, with a symbolic draw at the cloud-filled sky.

"The most difficult part is staying absolutely stable no matter how fast the horse is galloping," he said. "The style is not like Western or European equestrian riding."

Archers don't actually sit. They squat, using special stirrups and very light saddles.

There are three main types of shooting.

The first, and most common, involves releasing the arrow at a target directly to the side of the archer from about 10 feet. Targets can also be placed obliquely to the front of the archer's path, or up to 50 feet away.

"When people think of the samurai, they don't realize that in the old days, archery was more important in battle than swords," said Hisashi Yoshimi, one of the featured shooters at the beach competition. "Archers didn't shoot at targets close up. They kept a distance and fired upward so that the arrows would rain down on advancing troops."

Yoshimi said that tradition is reflected in the longbows, which are better suited for long-range attacks on a general area rather than picking off single adversaries.

"The bows haven't really been adapted for this kind of shooting, because there is a big part of the sport that is spiritual, rather than practical," he said. "That's a lot of its appeal."

Thursday, December 18, 2008

Scientists develop software that can map dreams

http://www.telegraph.co.uk/news/worldnews/asia/japan/3705790/Scientists-develop-software-that-can-map-dreams.html

Scientists develop software that can map dreams
The secret world of dreams has been unlocked with the invention of technology capable of illustrating images taken directly from human brains during sleep.
By Danielle Demetriou in Tokyo
11 Dec 2008

A team of Japanese scientists have created a device that enables the processing and imaging of thoughts and dreams as experienced in the brain to appear on a computer screen.

While researchers have so far only created technology that can reproduce simple images from the brain, the discovery paves the way for the ability to unlock people's dreams and other brain processes.

A spokesman at ATR Computational Neuroscience Laboratories said: "It was the first time in the world that it was possible to visualise what people see directly from the brain activity.

"By applying this technology, it may become possible to record and replay subjective images that people perceive like dreams." The scientists, lead by chief researcher Yukiyaso Kamitani, focused on the image recognition procedures in the retina of the human eye.

It is while looking at an object that the eye's retina is able to recognise an image, which is subsequently converted into electrical signals sent into the brain's visual cortex.

The research investigated how electrical signals are captured and reconstructed into images, according to the study, which will be published in the US journal Neuron.

As part of the experiment, researchers showed testers the six letters of the word "neuron", before using the technology to measure their brain activity and subsequently reconstruct the letters on a computer screen.

Since Sigmund Freud published The Interpretations of Dreams over a century ago, the workings of the sleeping human mind have been the source of extensive analysis by scientists keen to unlock its mysteries.

Dreams were the focus of a scientific survey conducted by the Telegraph last year in which it was concluded that dreams were more likely to be shaped by events of the past week than childhood traumas.

Wednesday, October 15, 2008

Brainwave-Controlled Video Game

http://www.businesswire.com/portal/site/google/?ndmViewId=news_view&newsId=20081007005343

October 07, 2008
NeuroSky to Unveil Brainwave-Controlled Video Game Concept Co-Developed With Square Enix
Tokyo Game Show 2008

TOKYO--(BUSINESS WIRE)--NeuroSky, Inc., the leading manufacturer of “wearable” consumer bio-sensors, announced today the unveiling of a brainwave-controlled video game at the Tokyo Game Show 2008 in Makuhari, Japan, on October 9 and 10. This exciting and entertaining demonstration is based on a new game concept being jointly developed with Square Enix Co., Ltd. (Square Enix).

The technical demonstration developed with Square Enix operates in conjunction with Windows PC machines and features the NeuroSky commercial headset, MindSet™. The recently introduced MindSet is capable of interfacing to a variety of gaming platforms, including PC, console and mobile. It resembles a pair of headphones, with a single electrode contacting the user’s forehead while reading the player’s brainwave information, or EEG data. The headset registers the current state of relaxation or concentration of players, allowing them to perform a variety of actions within the game.

“At Square Enix, we are actively involved in developing a variety of gaming interfaces. I am thrilled to have this opportunity to work with NeuroSky, and apply their advanced sensor technology in this brain-wave controlled game demonstration,” commented Ryutaro Ichimura, Producer at Square Enix. “Although the main purpose of the demo is to test the results of our short development period, I hope it also unlocks new potentials in gaming.”

Stanley Yang, the CEO of NeuroSky, considers the joint development with Square Enix as further validation that brainwave-reading (EEG) technology is rapidly emerging onto the video game scene. “We are delighted to have built such an important partnership with a key industry player to have jointly developed a demonstration based on brainwave-reading technology. The market has been anticipating the introduction of this technology for many years, and the reality of controlling features of a video game through mental control is finally taking root.”

Tokyo Game Show 2008

NeuroSky’s booth will be located in the Business Solution Area (3-N4). The technical demonstration will take place on Thursday, October 9th and Friday, October 10th only.

About NeuroSky

Founded in 2004 and headquartered in San Jose, CA, NeuroSky has developed cost-effective and “wearable” (dry) bio-sensor and signal processing technology specifically designed for end-use in the consumer market. NeuroSky’s products offer opportunities for its exclusive partners and developers to create next generation applications in markets as diverse as consumer electronics, health & wellness, education & training, transportation, market research and others. For more information about NeuroSky, please access www.NeuroSky.com

About Square Enix

Square Enix Co., Ltd. (Square Enix), a wholly-owned subsidiary of Square Enix Holdings Co., Ltd., with headquarters in Tokyo, Japan, develops, publishes and distributes entertainment content including interactive entertainment software and publications in Asia. Square Enix brings two of Japan’s best-selling franchises - FINAL FANTASY®, which has sold over 85 million units worldwide, and DRAGON QUEST®, which has sold over 46 million units worldwide - under one roof. Square Enix is one of the most influential providers of digital entertainment content in the world and continues to push the boundaries of creativity and innovation. For more information about Square Enix, please access www.square-enix.com/jp/company/e.

DRAGON QUEST, FINAL FANTASY and SQUARE ENIX are registered trademarks of Square Enix Co., Ltd. in the United States and/or other countries. NeuroSky and MindSet are trademarks of NeuroSky, Inc., in the United States and/or other countries.

This news release contains forward-looking statements, as defined in the safe harbor provisions of the U.S. Private Securities Litigation Reform Act of 1995. You are cautioned not to place undue reliance on these forward-looking statements, which are based on the current view of management on future events. We undertake no obligation to publicly update or revise any forward-looking statements, whether as a result of new information, future events or otherwise.

For press inquiries regarding Square Enix, please contact

Corporate Communication & IR: ccir@square-enix.co.jp

For press inquiries regarding this document, please contact

Yasuyo Okuka; Yasuyo@neurosky.com; Japanese release

Contacts
NeuroSky, Inc.
Greg Hyver, 408-368-5593 (US / ROW releases)
ghyver@neurosky.com