42,429 research outputs found
Social Media for Cities, Counties and Communities
Social media (i.e., Twitter, Facebook, Flickr, YouTube) and other tools and services with user- generated content have made a staggering amount of information (and misinformation) available. Some government officials seek to leverage these resources to improve services and communication with citizens, especially during crises and emergencies. Yet, the sheer volume of social data streams generates substantial noise that must be filtered. Potential exists to rapidly identify issues of concern for emergency management by detecting meaningful patterns or trends in the stream of messages and information flow. Similarly, monitoring these patterns and themes over time could provide officials with insights into the perceptions and mood of the community that cannot be collected through traditional methods (e.g., phone or mail surveys) due to their substantive costs, especially in light of reduced and shrinking budgets of governments at all levels. We conducted a pilot study in 2010 with government officials in Arlington, Virginia (and to a lesser extent representatives of groups from Alexandria and Fairfax, Virginia) with a view to contributing to a general understanding of the use of social media by government officials as well as community organizations, businesses and the public. We were especially interested in gaining greater insight into social media use in crisis situations (whether severe or fairly routine crises, such as traffic or weather disruptions)
Russian Twitter disinformation campaigns reach across the American political spectrum
Evidence from an analysis of Twitter data reveals that Russian social media trolls exploited racial and political identities to infiltrate distinct groups of authentic users, playing on their group identities. The groups affected spanned the ideological spectrum, suggesting the importance of coordinated counter-responses from diverse coalitions of users
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Supporting Story Synthesis: Bridging the Gap between Visual Analytics and Storytelling
Visual analytics usually deals with complex data and uses sophisticated algorithmic, visual, and interactive techniques. Findings of the analysis often need to be communicated to an audience that lacks visual analytics expertise. This requires analysis outcomes to be presented in simpler ways than that are typically used in visual analytics systems. However, not only analytical visualizations may be too complex for target audience but also the information that needs to be presented. Hence, there exists a gap on the path from obtaining analysis findings to communicating them, which involves two aspects: information and display complexity. We propose a general framework where data analysis and result presentation are linked by story synthesis, in which the analyst creates and organizes story contents. Differently, from the previous research, where analytic findings are represented by stored display states, we treat findings as data constructs. In story synthesis, findings are selected, assembled, and arranged in views using meaningful layouts that take into account the structure of information and inherent properties of its components. We propose a workflow for applying the proposed framework in designing visual analytics systems and demonstrate the generality of the approach by applying it to two domains, social media, and movement analysis
Health Figures: An Open Source JavaScript Library for Health Data Visualization
The way we look at data has a great impact on how we can understand it,
particularly when the data is related to health and wellness. Due to the
increased use of self-tracking devices and the ongoing shift towards preventive
medicine, better understanding of our health data is an important part of
improving the general welfare of the citizens. Electronic Health Records,
self-tracking devices and mobile applications provide a rich variety of data
but it often becomes difficult to understand. We implemented the hFigures
library inspired on the hGraph visualization with additional improvements. The
purpose of the library is to provide a visual representation of the evolution
of health measurements in a complete and useful manner. We researched the
usefulness and usability of the library by building an application for health
data visualization in a health coaching program. We performed a user evaluation
with Heuristic Evaluation, Controlled User Testing and Usability
Questionnaires. In the Heuristics Evaluation the average response was 6.3 out
of 7 points and the Cognitive Walkthrough done by usability experts indicated
no design or mismatch errors. In the CSUQ usability test the system obtained an
average score of 6.13 out of 7, and in the ASQ usability test the overall
satisfaction score was 6.64 out of 7. We developed hFigures, an open source
library for visualizing a complete, accurate and normalized graphical
representation of health data. The idea is based on the concept of the hGraph
but it provides additional key features, including a comparison of multiple
health measurements over time. We conducted a usability evaluation of the
library as a key component of an application for health and wellness
monitoring. The results indicate that the data visualization library was
helpful in assisting users in understanding health data and its evolution over
time.Comment: BMC Medical Informatics and Decision Making 16.1 (2016
SecondLook: A Prototype Mobile Phone Intervention for Digital Dating Abuse
Digital dating abuse is a form of interpersonal violence carried out using text messages, emails, and social media sites. It has become a significant mental health crisis among the college-going population, nearly half (43%) of college women who are dating report experiencing violent and abusive dating behaviors. Existing technology and non-technology based intervention programs do not provide assistance at the onset of abuse. The overall goal of this dissertation is to create a mobile phone application that consists of a detection tool that classifies abusive digital content exchanged between partners, an educational component that provides information about healthy relationships, and a list of nearby resources for users to locate help. For the user-interface design of this application, we conducted a focus group study and incorporated the themes generated from the study to create our Android prototype. We used this prototype to conduct a usability study to evaluate the overall user-interface design and the effectiveness of the features we incorporated into the app. Due to the lack of a publicly available dataset that could be used to create training and testing sets for the classifiers to detect abusive vs non-abusive text messages in the context of digital dating abuse, we first created and validated a dataset of abusive text messages. This dissertation describes the dataset creation, validation process and the results of an evaluation of different classification and feature extraction techniques. The combination of linear support vector machine, unigram input and tf-idf feature extractor with an accuracy of 91.6% was the most balanced classifier, classifying abusive and non-abusive text messages equally well. Finally, we conducted a user study to investigate different visualization paradigms that will assist users to trust the feedback regarding the possible abusive nature of their online communication. Three different visualization techniques were evaluated using survey questionnaires to understand which one is the most effective in invoking user trust and encourages them to access resources for help
Concerns about losing face moderate the effect of visual perspective on health-related intentions and behaviors
Visualizing oneself engaging in future actions has been shown to increase the likelihood of actually engaging in the visualized action. In three studies, we examined the effect of perspective taken to visualize a future action (first-person vs. third-person) as a function of the degree to which individuals worry about others’ evaluation of themselves (face) and whether the visualized behavior is public or private. Across all studies, the effect of visual perspective was present only for participants with high level of face. In this group, the third-person visualization induced stronger intentions to engage in the behavior when the imagined behavior was public (Study 1), whereas the first-person visualization induced stronger intentions and greater likelihood to engage in that behavior when it was private (Study 2). The influence of the first-person perspective on flossing behavior was eliminated when people with high levels of face were encouraged to consider inter-personal consequences of the action (Study 3). Results are discussed in the light of recent theorizing on the cognitive consequences of taking a third-person versus a first-person perspective in visual imagery
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