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Research

Since starting the "Media Technology" Master's program at the University of Leiden back in 2014, my enthusiasm for researching topics related to my interests has been growing. Eventually, it led me to pursue a PhD position, allowing me to try and answer interesting questions on a much larger scale.
Below, you can find (most of) the research I have been focusing on since 2014, including my Master Thesis and research I've performed during my PhD.

An image of two adult women, using Virtual Reality to work together, collaborate and communicate. Image by Darlene Alderson, downloaded from Pexels.com.

Virtual Reality for Collaborative Learning - Literature Review


For the first year of my PhD, I focused on reviewing the existing literature on my topic - Virtual Reality and Collaborative Learning. After analyzing 139 articles on the topic, I wrote a systematic review paper on the topic that eventually got published in Frontiers in Virtual Reality in 2023.

2023

A screenshot of three robotic figures inside a Virtual Reality maze as part of a VR experience where three users need to work together and communicate in order to progress.

Virtual Reality for Collaborative Learning - Prototype


For my PhD's first experiment, I worked together with the TU Delft's VR Zone to develop a Virtual Reality experience for three people that requires all three to collaborate and communicate with each other extensively in order to escape a virtual maze.

2022

An image of two people using Virtual Reality to work together and collaborate.

Virtual Reality for Collaborative Learning - Framework


My thesis research proposal paper, in which I discuss the topic of my thesis - Virtual Reality and Collaborative Learning - as well as the framework and hypotheses I designed to help me with my research. This paper was presented and discussed at IMX 2021's Doctoral Consortium.

2021

A conceptual image of three people working together to solve a puzzle inside Virtual Reality, using tools such as vision cones and laser pointers to improve their collaboration.

Virtual Reality for Collaborative Learning - Poster


At IMX 2021's Doctoral Consortium, I presented a poster on my PhD thesis topic and the framework at its core, focusing on researching effects of Virtual Reality characteristics on specific elements of Collaborative Learning between learners. 

2021

An image of two children in school, wearing Virtual Reality headsets during class. Image by Vanessa Loring, downloaded from Pexels.com.

Virtual Reality in Education - Poster


A poster, highlighting several benefits and limitations of using Virtual Reality (VR) for educational purposes.

2020

A screenshot of the video game Minecraft, in which the Technical University of Delft (the Netherlands) was re-created during the Covid-19 pandemic.

TU Delft Minecraft Campus

During the COVID-19 pandemic and lockdown, LDE CEL and the Technical University of Delft decided to re-create the TU Delft Campus inside popular video game Minecraft (2009) to allow students to still interact with each other and the campus while real-life social interaction was restricted.

2020

A screenshot of a Virtual Reality experience intended to induce anger in children with the intention to help them regulate said anger.

Anger Induction

Using a self-developed Virtual Reality (VR) experience, we examined VR’s effectiveness in inducing social anger. This study was part of a project intended to better understand the emotion “anger” in hopes of helping those who experience difficulty with and/or lack the ability to regulate anger.

2017

A picture of cases of video game World of Goo, used in an experiment focused on educational video games and the negative association with it.

Educational Video Games

My Master Thesis, focused on educational video games. Its research question: “does an educational video game educate us more effectively if we are not aware of its educational intention?”

2016

A screenshot of a Virtual Reality application intended to let users experience what perception through echolocation might be like.

Echolocation in VR

A paper on (the use of) a self-developed Virtual Reality experience that allows users to experience what orientation through echolocation is like.

2016

A thumbnail of an infographic focusing on the philosophy of René Descartes and the movie The Matrix (1999).

Descartes v.s. the Matrix

An infographic, comparing movie The Matrix (1999) and some of philosopher Descartes’ work.

2016

A screenshot of a Virtual Reality (VR) experience intended to give the user a claustrophobic sensation by having walls slowly move to them.

"The Walls are Moving!"

A study, using a self-developed Virtual Reality experience, intended to examine similarities and differences in which Virtual Reality and cinema induce claustrophobia amongst viewers.

2015

An image representing transmedia storytelling by showing a comic book store filled with Marvel comic books. Image by Sherman Trotz, downloaded from Pexels.com.

Disposable Canon

A paper on transmedial storytelling and canonicity, focusing on how American film and television production company Marvel Studios sabotaged its own attempt to strengthen the world building of its Cinematic Universe.

2015

A conceptual image of a man standing in front of a tree, representing a concept in Virtual Reality where different environments represent different emotional states.

moodSwing

A study, using a self-developed Virtual Reality experience, intended to examine if presenting the user with different environments can induce specific emotional states.

2015

An image of an infographic that explains the complex concept of Epigenetics by comparing it to the makings of a pizza.

Epigenetics and Pizza

A hand-drawn infographic explaining the premise behind epigenetics by comparing it to (making a) pizza.

2015

A screenshot of a prototype program wherein users play Pong against a neural network Artificial Intelligence (AI).

A Neural Network playing Pong

A study focused on discovering if a self-developed neural network Artificial Intelligence (AI) can be taught how to play effectively against a human opponent in (a custom version of) the classic video game Pong (1972).

2015

An image showing both a high-resolution scan of a bacterium and an overview / top-down view of a Minecraft world.

Bacteria in Minecraft

A small project intended to study how visual scans of bacteria can be translated to digital environments by using the popular video game Minecraft.


Inspired by the work of Lamers, M.H. and van Eck, W.J.O.M.

2015

A cartoon-style image of two people exercising together, with the text "SPORTner" below it.

Encouraging the discouraged to exercise


A study, using a self-developed application, focused on finding alternate motivations for people who have no interest in or enthusiasm for sports and exercise.

2014

An image of the Cordyceps, a genus of ascomycete fungi, commonly associated with the video game series "The Last of Us".

Cordyceps: monstrous or misunderstood?


A paper focusing on the public's perception of the Cordyceps and to what extent this perception overlaps with actual facts about the fungi.

2014

An image showing a man holding a guitar while smoking a cigarette. Image by Cotton Bro Studio, downloaded from Pexels.com.

Smoking Habits Among Musicians


A study on the differences in smoking habits between jazz- and classical musicians.

2014

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