Emily Collins

Orcid: 0000-0001-9607-3113

Affiliations:
  • Cardiff University, School of Psychology, UK
  • University of Bath, School of Management, UK
  • University of Birmingham, Department of Psychology, UK
  • University College London, Interaction Centre, UK
  • Goldsmiths University of London, Department of Psychology, UK (PhD)


According to our database1, Emily Collins authored at least 18 papers between 2013 and 2022.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

On csauthors.net:

Bibliography

2022
Reducing risk to security and privacy in the selection of trigger-action rules: Implicit vs. explicit priming for domestic smart devices.
Int. J. Hum. Comput. Stud., 2022

2021
Exploring Workers' Subjective Experiences of Habit Formation in Cybersecurity: A Qualitative Survey.
Cyberpsychology Behav. Soc. Netw., 2021

Remote Working Pre- and Post-COVID-19: An Analysis of New Threats and Risks to Security and Privacy.
Proceedings of the HCI International 2021 - Posters - 23rd HCI International Conference, 2021

2020
Human Cyber Risk Management by Security Awareness Professionals: Carrots or Sticks to Drive Behaviour Change?
Proceedings of the HCI for Cybersecurity, Privacy and Trust, 2020

2019
The Avatar's new clothes: Understanding why players purchase non-functional items in free-to-play games.
Comput. Hum. Behav., 2019

What is 'Cyber Security'?: Differential Language of Cyber Security Across the Lifespan.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Photographic Disclosure in Facebook and Relational Closeness with Others.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

2017
Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach.
Proceedings of the Serious Games and Edutainment Applications, Volume II, 2017

2016
Creativity in Citizen Cyberscience.
Hum. Comput., 2016

Say Cheese!: Games for Successful Academic and Student Networking.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
Out of Work, Out of Mind?: Smartphone Use and Work-Life Boundaries.
Int. J. Mob. Hum. Comput. Interact., 2015

Display Blindness?: Looking Again at the Visibility of Situated Displays using Eye-tracking.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Switch on to games: Can digital games aid post-work recovery?
Int. J. Hum. Comput. Stud., 2014

Video Game Use and Cognitive Performance: Does It Vary with the Presence of Problematic Video Game Use?
Cyberpsychology Behav. Soc. Netw., 2014

Barriers to engagement with a personal informatics productivity tool.
Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures, 2014

Socio-technical practices and work-home boundaries.
Proceedings of the 16th international conference on Human-computer interaction with mobile devices & services, 2014

Social networking use and RescueTime: the issue of engagement.
Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2014

2013
Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies?
Comput. Hum. Behav., 2013


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