172,806 research outputs found
The Effect of Pok\'emon Go on The Pulse of the City: A Natural Experiment
Pok\'emon Go, a location-based game that uses augmented reality techniques,
received unprecedented media coverage due to claims that it allowed for greater
access to public spaces, increasing the number of people out on the streets,
and generally improving health, social, and security indices. However, the true
impact of Pok\'emon Go on people's mobility patterns in a city is still largely
unknown. In this paper, we perform a natural experiment using data from mobile
phone networks to evaluate the effect of Pok\'emon Go on the pulse of a big
city: Santiago, capital of Chile. We found significant effects of the game on
the floating population of Santiago compared to movement prior to the game's
release in August 2016: in the following week, up to 13.8\% more people spent
time outside at certain times of the day, even if they do not seem to go out of
their usual way. These effects were found by performing regressions using count
models over the states of the cellphone network during each day under study.
The models used controlled for land use, daily patterns, and points of interest
in the city.
Our results indicate that, on business days, there are more people on the
street at commuting times, meaning that people did not change their daily
routines but slightly adapted them to play the game. Conversely, on Saturday
and Sunday night, people indeed went out to play, but favored places close to
where they live.
Even if the statistical effects of the game do not reflect the massive change
in mobility behavior portrayed by the media, at least in terms of expanse, they
do show how "the street" may become a new place of leisure. This change should
have an impact on long-term infrastructure investment by city officials, and on
the drafting of public policies aimed at stimulating pedestrian traffic.Comment: 23 pages, 7 figures. Published at EPJ Data Scienc
Motivational and value preferences of townspeople in the field of fitness
The article presents the results of a survey of Odessa residents as part of a study of the motivational and value preferences of townsfolk in the field of fitness. It has been established that the determining motives for choosing a place for fitness are the individual trainer's approach to the client, personal comfort and convenient location of the fitness club. It was revealed that respondents have an interest in innovative training, but it has not yet acquired the character of a trend. We also obtained data about the significance of playing sports under the supervision of a personal trainer and sports physician. The collected empirical material served as the basis for revealing the behavioral patterns of townspeople and allowed to identify three groups of city residents who are characterized by different motivational and value preferences in the field of fitness. The first ones are focused on personal achievements, the second – on health, good physical form, good time among like-minded people, the third – on the development of special skills, achievements and opportunities to escape from problems. Based on the survey, it was also revealed that the overall physical development of the child is the leading physical motivation for children to do sports, and despite the fact that children may have certain achievements in sports, parents do not attach much importance to them
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
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