Number of co-authors:5
Number of publications with 3 favourite co-authors:John Gardner:3Peta Wyeth:2Penny Sweetser:1
Daniel Johnson's 3 most productive colleagues in number of publications:Peta Wyeth:12John Gardner:4Janet Wiles:2
Civilization advances by extending the number of important operations which we can perform without thinking of them.
-- Alfred North Whitehead
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Publications by Daniel Johnson (bibliography)
McMahon, Nicole, Wyeth, Peta and Johnson, Daniel (2012): Personality and player types in Fallout New Vegas. In: Proceedings of the 4th International Conference Fun and Games 2012. pp. 113-116.
The aim of this study was to explore the relationship between personality and videogame player types. Study participants completed an online survey that gathered information regarding the individual's personality, via the Big Five Inventory, and player types. The study was focused on understanding this relationship in the context of the action role-playing videogame, Fallout New Vegas (FNV). A relationship between personality and player type was found, specifically with respect to the personality traits of openness to experience and conscientiousness.
© All rights reserved McMahon et al. and/or ACM Press
Johnson, Daniel, Wyeth, Peta, Sweetser, Penny and Gardner, John (2012): Personality, genre and videogame play experience. In: Proceedings of the 4th International Conference Fun and Games 2012. pp. 117-120.
This study explored relationships between personality, videogame preference and gaming experiences. Four hundred and sixty-six participants completed an online survey in which they recalled a recent gaming experience, and provided measures of personality and their gaming experience via the Game Experience Questionnaire (GEQ). Relationships between game genre, personality and gaming experience were found. Results are interpreted with reference to possible implications for a positive impact on wellbeing of videogame play and possible means of improving the breadth of appeal of specific genres.
© All rights reserved Johnson et al. and/or ACM Press
Johnson, Daniel (2009): Improper construction results in dangerous stairs: Large top runs produce fall hazard. In: Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting 2009. pp. 576-580.
A tread (run) at the top of a stairway that is larger than the remaining treads produces a significant fall hazard. The user stepping down onto the first tread may expect subsequent treads to have the same dimension, and thus overstep the nosing on the next tread. This has led to serious falls. This condition, which may be due to inadequate planning when a stairway is attached to an upper landing, has been noted in both newer and older constructions.
© All rights reserved Johnson and/or his/her publisher
Johnson, Daniel and Gardner, John (2007): The media equation and team formation: Further evidence for experience as a moderator. In International Journal of Human-Computer Studies, 65 (2) pp. 111-124.
This study extends previous media equation research, which showed that interdependence but not identity leads to team affiliation effects with computers. The current study used an identity manipulation that more closely replicated the manipulation used in traditional team and group formation research than the original media equation research in this area. The study also sought further evidence for the relationship between experience with computers and behaviour reflecting a media equation pattern of results. Sixty students from the University of Queensland voluntarily participated in the study. Participants were assigned to one of three conditions: control, human team (a team made of only humans) or human-computer team (a team made of computers and humans). Questionnaire measures assessing participants' affective experience, attitudes and opinions were taken. Participants of high experience with computers, but not low experience, when assigned to either of the team conditions enjoyed the tasks completed on the computer more than participants who worked on their own. When assigned to a team that involved a computer, participants of high experience, but not low experience, reacted negatively towards the computer (in comparison to high experience participants working on their own or on a team without a computer as a team member) -- rating the information provided by the computer lower, rating themselves as less influenced by the computer and changing their own ratings and rankings to be less like those of the computer. These results are interpreted in light of the 'Black Sheep' literature and recognized as a media equation pattern of results.
© All rights reserved Johnson and Gardner and/or Academic Press
Johnson, Daniel, Gardner, John and Wiles, Janet (2004): Experience as a moderator of the media equation: the impact of flattery and praise. In International Journal of Human-Computer Studies, 61 (3) pp. 237-258.
This study extends previous media equation research, which showed that the effects of flattery from a computer can produce the same general effects as flattery from humans. Specifically, the study explored the potential moderating effect of experience on the impact of flattery from a computer. One hundred and fifty-eight students from the University of Queensland voluntarily participated in the study. Participants interacted with a computer and were exposed to one of three kinds of feedback: praise (sincere praise), flattery (insincere praise), or control (generic feedback). Questionnaire measures assessing participants' affective state, attitudes and opinions were taken. Participants of high experience, but not low experience, displayed a media equation pattern of results, reacting to flattery from a computer in a manner congruent with peoples' reactions to flattery from other humans. High experience participants tended to believe that the computer spoke the truth, experienced more positive affect as a result of flattery, and judged the computer's performance more favourably. These findings are interpreted in light of previous research and the implications for software design in fields such as entertainment and education are considered.
© All rights reserved Johnson et al. and/or Academic Press
Johnson, Daniel (1992): A Warning Label for Scaffold Users. In: Proceedings of the Human Factors Society 36th Annual Meeting 1992. pp. 611-615.
The purpose of this research project was to develop a warning label which would: a) alert scaffold workers to the potential of danger when working on scaffolds, and b) to increase the likelihood they would seek out and read the safety guidelines supplied with the scaffolds. A warning was developed and tested on 150 potential users. It significantly increased subjects' behavioral intentions to seek safety information before working on a scaffold they had not been on before. This was true for inexperienced and experienced scaffold workers. This effect was not found for scaffolds the subjects supposedly had been on before. Highly experienced workers were less likely to comply with the warning than less experienced workers. It was concluded that the warning would increase the use of safety guidelines by those working on a scaffold that was new to them. But a new warning on a scaffold a worker had already been on would have no effect on the reading of safety guidelines.
© All rights reserved Johnson and/or Human Factors Society
Johnson, Daniel (1990): Headlight Use. In: D., Woods, and E., Roth, (eds.) Proceedings of the Human Factors Society 34th Annual Meeting 1990, Santa Monica, USA. pp. 1086-1090.
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