Daniel Johnson

ORCID: 0000-0003-1088-3460
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Impact of Technology on Adolescents
  • Digital Games and Media
  • Virtual Reality Applications and Impacts
  • Flow Experience in Various Fields
  • Media Influence and Health
  • Innovative Human-Technology Interaction
  • Mind wandering and attention
  • Artificial Intelligence in Games
  • Motivation and Self-Concept in Sports
  • Child Development and Digital Technology
  • Digital Mental Health Interventions
  • Psychological and Temporal Perspectives Research
  • Behavioral Health and Interventions
  • Nuclear and radioactivity studies
  • Data Visualization and Analytics
  • Technology Use by Older Adults
  • Business Process Modeling and Analysis
  • Parallel Computing and Optimization Techniques
  • Nuclear Materials and Properties
  • Mobile Health and mHealth Applications
  • Mental Health Research Topics
  • Innovative Approaches in Technology and Social Development
  • Graphite, nuclear technology, radiation studies
  • Persona Design and Applications

Queensland University of Technology
2015-2024

Regeneron (United States)
2024

Nexus (Italy)
2024

Nvidia (United States)
2020-2022

Australian Research Council
2022

University of Minnesota
2021

Rochester Institute of Technology
2016-2020

University of Minnesota System
2020

University Foundation
2019

University of Oxford
2019

We report the results of a short programme mindfulness training administered to adolescent boys in classroom setting. Intervention and control groups (N = 155) were compared on measures mindfulness, resilience psychological well-being. Although overall differences between two failed reach significance, we found that within group, there was significant positive association amount individual practice outside improvement well-being mindfulness. also related personality variables (agreeableness...

10.1080/17439761003794148 article EN The Journal of Positive Psychology 2010-07-01

Games User Research (GUR) focuses on measuring, analysing and understanding player experiences to optimise game designs. Hence, GUR experts aim understand how specific design choices are experienced by players, these lead emotional responses. An instrument, providing such actionable insight into experience, specifically designed for was thus far lacking. To address this gap, the Player Experience Inventory (PXI) developed, drawing Means-End theory measuring experience both at level of...

10.1016/j.ijhcs.2019.102370 article EN cc-by International Journal of Human-Computer Studies 2019-10-19

This paper is a review of the state play research linking videogaming and flourishing, explores role videogames technology to improve mental health well-being. Its purpose develop understandings about positive intersection gaming well-being, document evidence regarding links between health, provide guidelines for use by other researchers as they design tools games Using Huppert's (Huppert So, 2013) proposition that flourish more than absence disorder but rather combination feeling good...

10.3389/fpsyg.2014.00260 article EN cc-by Frontiers in Psychology 2014-03-31

There is little research on the application of gamification to mental health and well-being. Furthermore, usage gamification-related terminology inconsistent. Current applications for well-being have also been critiqued adopting a behaviorist approach that relies positive reinforcement extrinsic motivators.This study aimed analyze current by answering 3 questions (RQs). RQ1: which elements are most commonly applied apps technologies improving well-being? RQ2: domains targeted these gamified...

10.2196/13717 article EN cc-by JMIR Mental Health 2019-05-29

Abstract It is proposed that games, which are designed to generate positive affect, most successful when they facilitate flow (Csikszentmihalyi 1992). Flow a state of concentration, deep enjoyment, and total absorption in an activity. The study resulting understanding games can inform the design non-leisure software for affect. paper considers ways computer contravene Nielsen's guidelines heuristic evaluation (Nielsen Molich 1990) how these contraventions impact on flow. also explores...

10.1080/00140130310001610865 article EN Ergonomics 2003-10-01

Modern scientific discovery is driven by an insatiable demand for computing performance. The HPC community targeting development of supercomputers able to sustain 1 ExaFlops the year 2020 and power consumption primary obstacle achieving this goal. A combination architectural improvements, circuit design, manufacturing technologies must provide over a 20× improvement in energy efficiency. In paper, we present some progress NVIDIA Research making toward design Exascale systems tailoring...

10.1109/sc.2014.73 article EN 2014-11-01

The free-to-play mobile game Pokémon GO’s (PGO) use of real-world mapping encourages play in public spaces, opening up the possibility greater engagement with other players, local communities, and surrounds. This study conducted a series interviews ( N = 15) collected online social forum reports gameplay 880), order to determine what outcomes may be mechanisms might facilitating connectedness. Thematic analysis revealed that playing PGO produced sense belonging, linked place, as well...

10.1177/1555412017719973 article EN Games and Culture 2017-07-20

There has been a growing interest in the application of gamification (ie, use game elements) to computerized cognitive training. The introduction targeted features such tasks may increase motivation and engagement as well improve intervention effects. However, it is possible that elements can also have adverse effects on training (eg, be distraction), which outweigh their potential motivational benefits. So far, little known about effectiveness applications.This study aims conduct systematic...

10.2196/18644 article EN cc-by JMIR Serious Games 2020-04-22

Video games provide unique interactive player experiences (PX) often categorised into different genres. Prior research has looked at game genres, but rarely through a PX lens. Especially, in the emerging area of massive online battle arena (MOBA) is not well understood by researchers field. We address this knowledge gap presenting study which we followed up with second semi-structured interview about MOBA games. Among results our analyses are that likely played other players, such as games,...

10.1145/2702123.2702447 article EN 2015-04-17

Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope with life's challenges, practice emotion regulation, and engage in meaningful social interaction; however, this same leisure activity also result problematic gaming (i.e., harmful play at the expense of healthy behaviours), isolation that damages wellbeing. Research consistently demonstrates value or harm on cannot be determined solely whether how much people play, but rather depends contingent...

10.3389/fpsyg.2020.02165 article EN cc-by Frontiers in Psychology 2020-09-15

This study explored relationships between personality, video game preference and gaming experiences. Two hundred thirty-five participants completed an online survey in which they recalled a recent experience, provided measures of personality their experience via the Player Experience Need Satisfaction (PENS) measure. Relationships genre, were found. Results are interpreted with reference to validity PENS, current models motivations enjoyment, sub-groups people that may be more vulnerable...

10.1145/1952222.1952281 article EN 2010-11-22

IN THIS PAPER WE REPORT SOME initial findings from our investigations into the Australian Government's Longitudinal Study of Children dataset. It is revealed that majority children are exceeding government's Screen Time recommendations and most their screen time spent as TV viewing, opposed to video game play or computer use. In light this finding, we review body research surrounding children's engagement in activities associated positive negative effects. Based on existing evidence, define...

10.1177/183693911203700413 article EN Australasian Journal of Early Childhood 2012-12-01

Mixed-criticality scheduling algorithms, which attempt to reclaim system capacity lost worst-case execution time pessimism, seem hold great promise for multi core real-time systems, where such loss is particularly severe. However, the unique nature of these algorithms gives rise a number major challenges would-be implementer. This paper describes first implementation mixed-criticality framework on system. We experimentally evaluate design trade offs that arise when seeking isolate tasks...

10.1109/rtas.2012.24 article EN 2012-04-01

This paper proposes an energy-efficient, high-throughput DRAM architecture for GPUs and throughput processors. In these systems, requests from thousands of concurrent threads compete a limited number row buffers. As result, only fraction the data fetched into buffer is used, leading to significant energy overheads. Our proposed exploits hierarchical organization bank reduce minimum activation granularity. To avoid incremental area with this approach, we must partition datapath...

10.1109/hpca.2017.58 article EN 2017-02-01

To aid application characterization and architecture design space exploration, researchers engineers have developed a wide range of tools for CPUs, including simulators, profilers, binary instrumentation tools. With the advent GPU computing, manufacturers similar leveraging hardware profiling debugging hooks. date, these are largely limited by fixed menu options provided tool developer do not offer user flexibility to observe or act on events in menu. This paper presents SASSI (NVIDIA...

10.1145/2749469.2750375 article EN 2015-05-26

Online multiplayer games are often rich sources of complex social interactions. In this paper, we focus on the unique player experiences (PX) created by Multiplayer Battle Arena (MOBA) games. We examine key phases players' engagement with genre and investigate why players start, stay, stop playing MOBAs. Our study identifies how team interactions during play friends or strangers affect PX these phases. Results indicate ability to is salient when beginning periods engagement. Teams that...

10.1145/2967934.2968098 article EN 2016-10-11
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