12,141 research outputs found

    Location Prediction: Communities Speak Louder than Friends

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    Humans are social animals, they interact with different communities of friends to conduct different activities. The literature shows that human mobility is constrained by their social relations. In this paper, we investigate the social impact of a person's communities on his mobility, instead of all friends from his online social networks. This study can be particularly useful, as certain social behaviors are influenced by specific communities but not all friends. To achieve our goal, we first develop a measure to characterize a person's social diversity, which we term `community entropy'. Through analysis of two real-life datasets, we demonstrate that a person's mobility is influenced only by a small fraction of his communities and the influence depends on the social contexts of the communities. We then exploit machine learning techniques to predict users' future movement based on their communities' information. Extensive experiments demonstrate the prediction's effectiveness.Comment: ACM Conference on Online Social Networks 2015, COSN 201

    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

    The Effect of Pok\'emon Go on The Pulse of the City: A Natural Experiment

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    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

    Modeling Interdependent and Periodic Real-World Action Sequences

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    Mobile health applications, including those that track activities such as exercise, sleep, and diet, are becoming widely used. Accurately predicting human actions is essential for targeted recommendations that could improve our health and for personalization of these applications. However, making such predictions is extremely difficult due to the complexities of human behavior, which consists of a large number of potential actions that vary over time, depend on each other, and are periodic. Previous work has not jointly modeled these dynamics and has largely focused on item consumption patterns instead of broader types of behaviors such as eating, commuting or exercising. In this work, we develop a novel statistical model for Time-varying, Interdependent, and Periodic Action Sequences. Our approach is based on personalized, multivariate temporal point processes that model time-varying action propensities through a mixture of Gaussian intensities. Our model captures short-term and long-term periodic interdependencies between actions through Hawkes process-based self-excitations. We evaluate our approach on two activity logging datasets comprising 12 million actions taken by 20 thousand users over 17 months. We demonstrate that our approach allows us to make successful predictions of future user actions and their timing. Specifically, our model improves predictions of actions, and their timing, over existing methods across multiple datasets by up to 156%, and up to 37%, respectively. Performance improvements are particularly large for relatively rare and periodic actions such as walking and biking, improving over baselines by up to 256%. This demonstrates that explicit modeling of dependencies and periodicities in real-world behavior enables successful predictions of future actions, with implications for modeling human behavior, app personalization, and targeting of health interventions.Comment: Accepted at WWW 201

    PATH: Person Authentication using Trace Histories

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    In this paper, a solution to the problem of Active Authentication using trace histories is addressed. Specifically, the task is to perform user verification on mobile devices using historical location traces of the user as a function of time. Considering the movement of a human as a Markovian motion, a modified Hidden Markov Model (HMM)-based solution is proposed. The proposed method, namely the Marginally Smoothed HMM (MSHMM), utilizes the marginal probabilities of location and timing information of the observations to smooth-out the emission probabilities while training. Hence, it can efficiently handle unforeseen observations during the test phase. The verification performance of this method is compared to a sequence matching (SM) method , a Markov Chain-based method (MC) and an HMM with basic Laplace Smoothing (HMM-lap). Experimental results using the location information of the UMD Active Authentication Dataset-02 (UMDAA02) and the GeoLife dataset are presented. The proposed MSHMM method outperforms the compared methods in terms of equal error rate (EER). Additionally, the effects of different parameters on the proposed method are discussed.Comment: 8 pages, 9 figures. Best Paper award at IEEE UEMCON 201
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