Emily Collins

ORCID: 0000-0001-9607-3113
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About
Contact & Profiles
Research Areas
  • Impact of Technology on Adolescents
  • Digital Games and Media
  • Privacy, Security, and Data Protection
  • Information and Cyber Security
  • Behavioral Health and Interventions
  • Work-Family Balance Challenges
  • Innovative Human-Technology Interaction
  • Perfectionism, Procrastination, Anxiety Studies
  • Media Influence and Health
  • Cybercrime and Law Enforcement Studies
  • Technostress in Professional Settings
  • Personal Information Management and User Behavior
  • Educational Games and Gamification
  • Digital Mental Health Interventions
  • Collaborative Teaching and Inclusion
  • Cognitive Abilities and Testing
  • Mind wandering and attention
  • Technology Adoption and User Behaviour
  • Eating Disorders and Behaviors
  • Generative Adversarial Networks and Image Synthesis
  • Conflict Management and Negotiation
  • User Authentication and Security Systems
  • Older Adults Driving Studies
  • Personality Traits and Psychology
  • Alcohol Consumption and Health Effects

Google (United States)
2024

Cardiff University
2020-2022

University of Bath
2018-2020

London Centre for Nanotechnology
2014-2019

University College London
2014-2019

University of Birmingham
2016-2018

Goldsmiths University of London
2011-2013

Texas A&M University
1986

Recovery is a necessary factor in avoiding work-related strain and feeling prepared for the next day of work. In order recovery to be successful, an individual must experience psychological detachment from work, relaxation, mastery experiences sense control, all which have been argued assisted by digital game use. However, it unclear whether these associations will greater certain genres, or this would extend other recovery-related outcomes, instance work home interference (WHI), where...

10.1016/j.ijhcs.2013.12.006 article EN cc-by International Journal of Human-Computer Studies 2014-01-04

Abstract What and how much people choose to eat is influenced by social context. People tend use the eating habits of others as a guide appropriate consumption. This suggests that one way encouraging healthier would be provide information about healthy choices others. Research conducted part an Economic Social Council‐funded project investigated effect providing on purchase consumption vegetables in both laboratory field settings (restaurants). In laboratory‐based study, we found while...

10.1111/nbu.12371 article EN cc-by Nutrition Bulletin 2019-02-20

Observational studies of situated displays have suggested that they are rarely looked at, and when it is typically only for a short period time. Using mobile eye tracker during realistic shopping task in center, we show people look at more than would be predicted from these observational studies, but still glances often quite far away. We characterize the patterns eye-movements precede looking display discuss some design implications technologies deployed public space.

10.1145/2702123.2702150 article EN 2015-04-17

There is some evidence from laboratory-based studies that descriptive social-norm messages are associated with increased consumption of vegetables, but their effectiveness in real-world settings limited. In two observational field taking an ecological approach, a vegetable-related social norm (e.g. "Did you know most students here choose to eat vegetables meal?"), and health message who have lower risk heart disease?") were displayed different student canteens. Purchases observed during...

10.1016/j.appet.2018.09.024 article EN cc-by Appetite 2018-10-01

Engagement in activities that promote the dissipation of work stress is essential for post recovery and consequently well-being. Previous research suggests are immersive, active, engaging especially effective at promoting recovery. Therefore, digital games may be able to recovery, but little known about how they compare with other popular mobile activities, such as mindfulness apps specifically designed support well-being.The aim this study was investigate effectiveness a game app first...

10.2196/12853 article EN cc-by JMIR Mental Health 2019-02-14

Technology helps us get work done but also provides many distractions. As a result, seemingly unproductive activities such as social networking sites (SNS) cause considerable stress. This paper reports series of studies into whether personal informatics (PI) tools for productivity can make people more aware their SNS usage and encourage behaviour change. The first two took an in-the-wild approach, encouraging students to use PI tool, RescueTime, improve estimations how much time they spent...

10.1145/2686612.2686668 article EN 2014-12-02

The dramatic rise in the use of social network sites (SNS) has resulted a number users feeling stressed about extent their personal use. Previous work established that daily retrospective estimations SNS and access to RescueTime not only improve accuracy but also reduce perceived stress. present study aimed extend this by exploring influence prospective on stress time management. However, was thwarted incredibly low engagement with consequently, no improvement estimation reduction This...

10.1145/2638728.2641322 article EN 2014-09-13

Purpose The paper posits that the enforced work from home (WFH) arrangement due to Covid-19 provides a unique setting for study of trust in changing contexts. purpose this study, therefore, is examine what extent WFH changed relationships among remote employees, their managers and organisations how has taken place. Design/methodology/approach used semi-structured interviews with employees different across sectors. Interviews were supported image prompts as suggested by storyboarding method,...

10.1108/jwl-02-2022-0017 article EN Journal of Workplace Learning 2022-08-22

Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures replicate these player advantages indicated that this relationship may not be straightforward. Moreover, despite the discovery problematic do appear demonstrate same superior performance as nonproblematic in relation multiple object tracking paradigms, has investigated for other Consequently, study compared gamers and nongamers task switching ability, visual...

10.1089/cyber.2012.0629 article EN Cyberpsychology Behavior and Social Networking 2013-10-10

Recent advances in mobile technology have had many positive effects on the ways which people can combine work and home life. For example, having remote access enables to from home, or flexible hours that fit around caring responsibilities. They also support communication with colleagues family members, enable digital hobbies. However, resulting 'always-online' culture undermine work-home boundaries cause stress those who feel under pressure respond immediately notifications. This workshop...

10.1145/2628363.2634259 article EN 2014-09-23

People experience and understand cyber security differently. Our ongoing work aims to address the fundamental challenge of how we can a diverse range experiences, attitudes behaviours in order design better, more effective services educational materials. In this paper, take lifespan approach study language across three main life stages - young people, working age, older people. By applying text feature extraction analysis techniques lists features generated by each age group, illustrate...

10.1145/3290607.3312786 article EN 2019-04-30

Smart home device usage is increasing, as the diversity of users and range devices. Additionally, it becoming increasingly common to interconnect devices (e.g., via trigger-action rules) which, while bringing benefits, can bring unforeseen security privacy risks. Developing strategies protect well understanding what biographical or attitudinal characteristics contribute these risks a critical step for ensuring empowered, but safe, interconnected smart usage. Using narrative descriptions...

10.1016/j.ijhcs.2022.102902 article EN cc-by International Journal of Human-Computer Studies 2022-08-03

Abstract Strategic word mimicry during negotiations facilitates better outcomes. We explore of specific categories and perceptions rapport, trust, liking as underlying mechanisms. Dyads took part in an online negotiation exercise which was manipulated: Participants were instructed to mimic each other’s words (both‐mimic), one participant mimicked the other (half‐mimic), or neither (neither‐mimic). When given a simple instruction their partner, participants both style (personal pronouns,...

10.1111/ncmr.12179 article EN cc-by Negotiation and Conflict Management Research 2020-05-26

Smartphones are now ubiquitous and valuable in many professions yet have also been blamed for creating an ‘always on' culture, blurring boundaries between work home. Research has shown that checking e-mails out-of-hours via computer makes workers feel more overloaded with but increases their sense of coping. A total 94 participants completed a survey exploring whether the same pattern would emerge accessing e-mail on smartphones, showing those who use smartphones experienced lower levels...

10.4018/ijmhci.2015070105 article EN International Journal of Mobile Human Computer Interaction 2015-05-08

Employee behaviors remain at the center of cybersecurity workplaces, despite challenges they face in doing so. Time pressures and competing demands mean that users tend to rely on habitual often run counter good practice. One possible solution may be encourage positive habit formation. Designing such interventions, however, relies knowledge perception experience formation context cybersecurity. To this end, a qualitative survey containing open-ended questions was completed by 195...

10.1089/cyber.2020.0631 article EN Cyberpsychology Behavior and Social Networking 2021-08-17

Prior research has identified the usefulness of social media in maintenance relationships. Such is predominantly based on overall platform use, use and affordances multiple different communication features, or text-based content disclosed messages. Little exists into disclosure effects photographic content, frequency at which it shared how this associates with differences relational closeness. This gap becomes increasingly poignant mass adoption media, existence relationship types within...

10.24251/hicss.2018.262 article EN cc-by-nc-nd Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences 2018-01-01

Networking is a vital but stressful aspect of academic life, one which digital games may be able to make more playful. Existing examples networking require players interact as part the game-play, and therefore do not bypass networking. In contrast, many other successfully encourage interaction between whilst avoiding causing stress players. Flashbulb game that only requires photograph another player taken in order progress. Players can choose whether start conversation depending on target...

10.1145/2967934.2968096 article EN 2016-10-11

10.1016/s1361-3723(21)00073-7 article EN Computer Fraud & Security 2021-07-01
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