
On March 24, 2026, the “FY2025 MulSHIP Research Report Meeting” was held at the Workshop Room in Building No. 7, Ohashi Campus, Kyushu University.
This meeting was held as part of the Multiverse Social & Human Innovation Project (MulSHIP), a research initiative led by the Faculty of Design, Kyushu University. It provided an opportunity for faculty members promoting research incorporating a multiverse perspective to present their research outcomes, progress, and current challenges for FY2025, which marks the second year of the project.
30 participants, including presenters, attended the meeting. Each presentation was followed by an active Q&A session.
The presentation topics were as follows:
• Multiverse-like expansion of shared spaces for Twitter tanka
• Non-invasive acquisition of circadian rhythm information in humans and cephalopods
• Research on virtual agents incorporating emotional memory
• Characteristics, acceptability, and individual differences in human motor tasks in XR environments
• Metabolic modeling and digital simulation of the gut microbiome
• Measuring psychological adaptation to technological environments: Reliability validation of the Japanese version of ATAS
• What kind of psychological support do people need in VR environments?
• Changes in the gut microbiota of international students and their relationship to physical and mental health
• Development of a foundational system for a haptic metaverse environment enhancing co-presence
• Development of a chair-type VR dive system that does not require wearing equipment
• Investigation of the effects of embodiment in VR avatars on brain activity
• Mathematical modeling of audiovisual information integration in time perception
• Personal space research in virtual office environments
• Multiverse-based support for psychological crises during environmental transitions
• Development of medical training materials using 360-degree video for operating room nurses
• Effects of VR content inducing thermal sensations (heat and cold) on human physiological responses in neutral environments
In addition, an interactive booth at the venue featured hands-on demonstrations using VR headsets. Participants experienced virtual environments firsthand, deepening their understanding of the research. Based on their experiences and insights, discussions were also held linking these impressions to the presented research.
This meeting served not only as a platform for sharing research outcomes but also as a venue for interdisciplinary exchange of ideas. The discussions and insights gained are expected to contribute to the further development of future research activities.
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