Marius Grießhammer, M.Sc.
In my research I investigate the impact of embodied learning for children in virtual reality learning applications. Embodied cognition emphasizes the connection between the mind and the body, suggesting that learning is not solely a mental process but also influenced by physical actions and sensory experiences. By immersing children in virtual environments that encourage physical interaction and engagement I explore playful ways to enhance cognitive processes and learning outcomes, currently focussing on basic mathematical skills.
Informatik / HCCS
Address
Forsthausweg 2 (LE)
47057 Duisburg
47057 Duisburg
Room
LE 307
Functions
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Wissenschaftliche/r Mitarbeiter/in, Medieninformatik
Current lectures
Past lectures (max. 10)
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SoSe 2025
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WiSe 2024
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SoSe 2024
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WiSe 2023
The following publications are listed in the online university bibliography of the University of Duisburg-Essen. Further information may also be found on the person's personal web pages.
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200 VR-Sessions with Children : Practical Challenges and Educational Insights Into Conducting a Longitudinal VR-Study in Primary SchoolIn: Entertainment Computing: ICEC 2025 / 24th IFIP TC 14 International Conference, August 27–30, 2025, Tokyo, Japan / Sugimoto, Maki; Di Iorio, Angelo; Figueroa, Pablo; Yamanishi, Ryosuke; Matsumura, Kohei (Eds.). Berlin: Springer, 2025, pp. 123 – 137
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Math Valley : On Designing an Embodied VR Learning Application for Primary School StudentsIn: Entertainment Computing: ICEC 2025 / 24th IFIP TC 14 International Conference, August 27–30, 2025, Tokyo, Japan / Sugimoto, Maki; Di Iorio, Angelo; Figueroa, Pablo; Yamanishi, Ryosuke; Matsumura, Kohei (Eds.). Berlin: Springer, 2025, pp. 107 – 122
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Emotional Support Companions in Virtual RealityIn: Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022 / Institute of Electrical and Electronics Engineers; Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022; Virtual, Online; 12 - 16 March 2022. Piscataway: IEEE, 2022, pp. 634 – 635
Book articles / Proceedings papers
Tendered Theses
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Theses in Progress
| Type | Topic | Author |
|---|---|---|
| Master's Thesis | Investigating Children's Learning Effect When Teaching Virtual Agents | Richard Schörner |
| Master's Thesis | Simulation of Lunar Surface Activities and Supportive Heads-Up Display in Virtual Reality | Aurelia Föllner |
| Master's Thesis | A Puzzle Piece to Recovery? Development of a VR Escape Game as a Complementary Tool for Anorexia Nervosa Treatment | Vera Golz |
Supervised Theses
| Type | Topic | Author | Finished |
|---|---|---|---|
| Bachelor's Thesis | Tracking of real Objects in VR? Yes, precisely! | Lars Gilhaus | 2025 |
| Bachelor's Thesis | Development of an elevated plus maze for humans in Mixed Reality | Svea Dettki | 2024 |
| Bachelor's Thesis | Integration of a reward system in a VR learning game to increase motivation | Vanessa Paulus | 2024 |
| Bachelor's Thesis | I Train Math - Development of an Embodied VR-Math Training Application Through Passive Locomotion | David Heinrichs | 2024 |
| Bachelor's Thesis | Embodied Cognition in Virtual Reality zur Unterstützung des Verständnisses von Mathematikaufgaben mit Stellenwertübergang | Lea Jacob | 2023 |
Academic Career and Education
| 10/2020 - 12/2023 | Study of Applied Cognitive- and Media Science at the University of Duisburg-Essen, degree Master of Science (M.Sc.) |
| 07/2021 - 12/2021 | Semester abroad at Reykjavik University, Iceland |
| 10/2016 - 09/2020 | Study of Applied Cognitive- and Media Science at the University of Duisburg-Essen, degree Bachelor of Science (B.Sc.) |
Professional Career
| 04/2023 - today | Researcher at the Entertainment Computing Group |
| 10/2020 - 04/2023 | Research assistant at the Entertainment Computing Group |
| 10/2017 - 09/2020 | Student assistant at the Entertainment Computing Group and the Interactive Systems Research Group |