50,548 research outputs found

    Community Detection from Location-Tagged Networks

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    Many real world systems or web services can be represented as a network such as social networks and transportation networks. In the past decade, many algorithms have been developed to detect the communities in a network using connections between nodes. However in many real world networks, the locations of nodes have great influence on the community structure. For example, in a social network, more connections are established between geographically proximate users. The impact of locations on community has not been fully investigated by the research literature. In this paper, we propose a community detection method which takes locations of nodes into consideration. The goal is to detect communities with both geographic proximity and network closeness. We analyze the distribution of the distances between connected and unconnected nodes to measure the influence of location on the network structure on two real location-tagged social networks. We propose a method to determine if a location-based community detection method is suitable for a given network. We propose a new community detection algorithm that pushes the location information into the community detection. We test our proposed method on both synthetic data and real world network datasets. The results show that the communities detected by our method distribute in a smaller area compared with the traditional methods and have the similar or higher tightness on network connections

    Creating Full Individual-level Location Timelines from Sparse Social Media Data

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    In many domain applications, a continuous timeline of human locations is critical; for example for understanding possible locations where a disease may spread, or the flow of traffic. While data sources such as GPS trackers or Call Data Records are temporally-rich, they are expensive, often not publicly available or garnered only in select locations, restricting their wide use. Conversely, geo-located social media data are publicly and freely available, but present challenges especially for full timeline inference due to their sparse nature. We propose a stochastic framework, Intermediate Location Computing (ILC) which uses prior knowledge about human mobility patterns to predict every missing location from an individual's social media timeline. We compare ILC with a state-of-the-art RNN baseline as well as methods that are optimized for next-location prediction only. For three major cities, ILC predicts the top 1 location for all missing locations in a timeline, at 1 and 2-hour resolution, with up to 77.2% accuracy (up to 6% better accuracy than all compared methods). Specifically, ILC also outperforms the RNN in settings of low data; both cases of very small number of users (under 50), as well as settings with more users, but with sparser timelines. In general, the RNN model needs a higher number of users to achieve the same performance as ILC. Overall, this work illustrates the tradeoff between prior knowledge of heuristics and more data, for an important societal problem of filling in entire timelines using freely available, but sparse social media data.Comment: 10 pages, 8 figures, 2 table

    A Survey of Location Prediction on Twitter

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    Locations, e.g., countries, states, cities, and point-of-interests, are central to news, emergency events, and people's daily lives. Automatic identification of locations associated with or mentioned in documents has been explored for decades. As one of the most popular online social network platforms, Twitter has attracted a large number of users who send millions of tweets on daily basis. Due to the world-wide coverage of its users and real-time freshness of tweets, location prediction on Twitter has gained significant attention in recent years. Research efforts are spent on dealing with new challenges and opportunities brought by the noisy, short, and context-rich nature of tweets. In this survey, we aim at offering an overall picture of location prediction on Twitter. Specifically, we concentrate on the prediction of user home locations, tweet locations, and mentioned locations. We first define the three tasks and review the evaluation metrics. By summarizing Twitter network, tweet content, and tweet context as potential inputs, we then structurally highlight how the problems depend on these inputs. Each dependency is illustrated by a comprehensive review of the corresponding strategies adopted in state-of-the-art approaches. In addition, we also briefly review two related problems, i.e., semantic location prediction and point-of-interest recommendation. Finally, we list future research directions.Comment: Accepted to TKDE. 30 pages, 1 figur

    Event detection in location-based social networks

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    With the advent of social networks and the rise of mobile technologies, users have become ubiquitous sensors capable of monitoring various real-world events in a crowd-sourced manner. Location-based social networks have proven to be faster than traditional media channels in reporting and geo-locating breaking news, i.e. Osama Bin Laden’s death was first confirmed on Twitter even before the announcement from the communication department at the White House. However, the deluge of user-generated data on these networks requires intelligent systems capable of identifying and characterizing such events in a comprehensive manner. The data mining community coined the term, event detection , to refer to the task of uncovering emerging patterns in data streams . Nonetheless, most data mining techniques do not reproduce the underlying data generation process, hampering to self-adapt in fast-changing scenarios. Because of this, we propose a probabilistic machine learning approach to event detection which explicitly models the data generation process and enables reasoning about the discovered events. With the aim to set forth the differences between both approaches, we present two techniques for the problem of event detection in Twitter : a data mining technique called Tweet-SCAN and a machine learning technique called Warble. We assess and compare both techniques in a dataset of tweets geo-located in the city of Barcelona during its annual festivities. Last but not least, we present the algorithmic changes and data processing frameworks to scale up the proposed techniques to big data workloads.This work is partially supported by Obra Social “la Caixa”, by the Spanish Ministry of Science and Innovation under contract (TIN2015-65316), by the Severo Ochoa Program (SEV2015-0493), by SGR programs of the Catalan Government (2014-SGR-1051, 2014-SGR-118), Collectiveware (TIN2015-66863-C2-1-R) and BSC/UPC NVIDIA GPU Center of Excellence.We would also like to thank the reviewers for their constructive feedback.Peer ReviewedPostprint (author's final draft

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework
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