C.V.

Education

Clemson University, Clemson, SC.
Ph.D., Human-Centered Computing, December 2021.
Concentration: Immersive Technology (AR/VR), Youth in VR, Social Interactivity, and Ethics.
Dissertation: A Youthful Metaverse: Towards Designing Safe, Equitable, and Emotionally Fulfilling Social Virtual Reality Spaces for Younger Users


Sewanee: The University of the South, TN
B.A., Computer Science-Spanish
Concentration: Programming with Visual Arts

Experience

R&D Research Scientist, Apple, 2022-present

Ethicist, Meta (formerly Facebook Reality Labs, DC), Oct 2021-Jan 2022

Research Intern, Microsoft, July 2021-Oct 2021

Research Intern, Facebook Reality Labs, Jan-June 2021

Co-founder/CEO, Br8krm, July-Dec, 2020

Research Intern, Microsoft Research AI, May-Aug 2019

VR developer, Columbia University Safelab, May 2018-2019

Research Intern, MIT & Harvard, May-Aug 2017

Research Intern, University of Central Florida, May-Aug 2016

Research Intern, Vanderbilt University, May-Aug 2015

Select Publications

Sykownik, P., Maloney, D., Freeman., G., & Masuch, M.,. (2022) "Something Personal from the Metaverse: Goals, Topics, and Contextual Factors of Self-Disclosure in Commercial Social VR". Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. 2022.

Freeman, G., & Maloney, D., et al. (2022). "(Re)discovering the Physical Body Online: Strategies and Challenges to Approach Non-Cisgender Identity in Social Virtual Reality". Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. 2022.

Freeman, G., Zamanifard, S., Maloney, D., & Acena, D. (2022). Disturbing the Peace: Experiencing and Mitigating Emerging Harassment in Social Virtual Reality. Proc. ACM on Human-Computer Interaction, CSCW

Maloney, Divine, Freeman, G., & Robb, A. (2021). Stay connected in an immersive world: Why teenagers engage in social virtual reality. 2021 Interaction Design and Children Interfaces (IDC)

Maloney, D, Freeman, G., & Robb, A. (2021). Social virtual reality: Ethical concerns of an emerging research space. 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (IEEEVR).

*Maloney, Divine, Zamanifard *Samaneh, and Guo Freeman. “Anonymity vs Familiarity: Self-Disclosure and Privacy in Social Virtual Reality”. In:26th ACM Symposium on Virtual Reality Software and Technology (VRST). 2020.

Maloney, Divine, Guo Freeman, and Wohn Yvette. “Talking without A Voice" : Understanding Non-verbal Communication in Social Virtual Reality” . Proc. ACM Human-Computer. Interact. (CSCW). 2020.


Maloney, D., Freeman, G., & Robb, A. (2020, March). It Is Complicated: Interacting with Children in Social Virtual Reality. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 343-347). IEEE. [paper]


Freeman, G., Zamanifard, S., Maloney, D., & Adkins, A. (2020, April). My Body, My Avatar: How People Perceive Their Avatars in Social Virtual Reality. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems Extended Abstracts (pp. 1-8).


Maloney, D., Rajasabeson, S., Moore, A., Caldwell, J., Archer, J., & Robb, A. (2019, March). Ethical Concerns of the Use of Virtual Avatars in Consumer Entertainment. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1489-1492). IEEE.

Maloney, D., & Robb, A. (2019, March). An Initial Investigation into Stereotypical Influences on Implicit Racial Bias and Embodied Avatars. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1074-1075). IEEE.


Kim, K., Maloney, D., Bruder, G., Bailenson, J. N., & Welch, G. F. (2017). The effects of virtual human's spatial and behavioral coherence with physical objects on social presence in AR. Computer Animation and Virtual Worlds, 28(3-4), e1771.

Kim, K., Bruder, G., Maloney, D., & Welch, G. (2016, October). The Influence of Real Human Personality on Social Presence with a Virtual Human in Augmented Reality. In ICAT-EGVE (pp. 115-122).

Bodenheimer, B., Wang, Y., Maloney, D., & Rieser, J. (2016, March). Induction of linear and circular vection in real and virtual worlds. In Virtual Reality (VR), 2016 IEEE (pp. 153-154). IEEE