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Danny Tong

dblp:399/9840 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
0009-0002-2449-0991ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 67% Immersive interaction · 33%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
team formation
0.912025
Breaking the Familiarity Bias: Employing Virtual Reality Environments to Enhance Team Formation and Inclusion · CHI 2025
Immersive interaction
virtual reality
0.912025
Breaking the Familiarity Bias: Employing Virtual Reality Environments to Enhance Team Formation and Inclusion · CHI 2025

Methods — techniques the papers use, named apart from their topics

hidden-profile task · 0.9between-subjects experiment · 0.9
YearPublicationVenuePosition
2025 Breaking the Familiarity Bias: Employing Virtual Reality Environments to Enhance Team Formation and Inclusion
abstract
Team closeness provides the foundations of trust and communication, contributing to teams' success and viability. However, newcomers often struggle to be included in a team since incumbents tend to interact more with other existing members. Previous research suggests that online communication technologies can help team inclusion by mitigating members' perceived differences. In this study, we test how virtual reality (VR) can promote team closeness when forming teams. We conducted a between-subject experiment with teams working in-person and VR, where two members interacted first, and then a third member was added later to conduct a hidden-profile task. Participants evaluated how close they felt with their teammates after the task was completed. Our results show that VR newcomers felt closer to the incumbents than in-person newcomers. However, incumbents' closeness to newcomers did not vary across conditions. We discuss the implications of these findings and offer suggestions for how VR can promote inclusion.
Mariana Consuelo Fernández Espinosa, Kara Clouse, Dylan Sellars, Danny Tong, Michael Bsales, Sophonie Alcindor, Timothy D. Hubbard, Michael Villano, Diego Gómez-Zará
CHI4