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Daniel Johnson

Researcher at Queensland University of Technology

Publications -  243
Citations -  6916

Daniel Johnson is an academic researcher from Queensland University of Technology. The author has contributed to research in topics: Video game & Game design. The author has an hindex of 37, co-authored 221 publications receiving 5482 citations. Previous affiliations of Daniel Johnson include Northwestern University & Northrop Grumman Corporation.

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Gamification for Health and Wellbeing : A Systematic Review of the Literature

TL;DR: The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours, however several studies report mixed or neutral effect.
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Distance functions and their application to robot path planning in the presence of obstacles

TL;DR: An approach to robotic path planning, which allows optimization of useful performance indices in the presence of obstacles, is given and mathematical properties of the distance functions are studied, which lead to the formulation of path planning problems as problems in optimal control.
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A controlled trial of mindfulness training in schools: The importance of practice for an impact on well-being

TL;DR: In this paper, the results of a short program of mindfulness training administered to adolescent boys in a classroom setting were compared on measures of mindfulness, resilience and psychological well-being, finding that within the mindfulness group, there was a significant positive association between the amount of individual practice outside the classroom and improvement in psychological wellbeing and mindfulness.

Effective affective user interface design in games

TL;DR: In this article, Csikszentmihalyi et al. consider the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow.
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Effective affective user interface design in games

TL;DR: The ways in which computer games contravene Nielsen's guidelines for heuristic evaluation and how these contraventions impact on flow are considered, which takes important initial steps towards defining how flow in computer games can inform affective design.