38 research outputs found
#Santiago is not #Chile, or is it? A Model to Normalize Social Media Impact
Online social networks are known to be demographically biased. Currently
there are questions about what degree of representativity of the physical
population they have, and how population biases impact user-generated content.
In this paper we focus on centralism, a problem affecting Chile. Assuming that
local differences exist in a country, in terms of vocabulary, we built a
methodology based on the vector space model to find distinctive content from
different locations, and use it to create classifiers to predict whether the
content of a micro-post is related to a particular location, having in mind a
geographically diverse selection of micro-posts. We evaluate them in a case
study where we analyze the virtual population of Chile that participated in the
Twitter social network during an event of national relevance: the municipal
(local governments) elections held in 2012. We observe that the participating
virtual population is spatially representative of the physical population,
implying that there is centralism in Twitter. Our classifiers out-perform a non
geographically-diverse baseline at the regional level, and have the same
accuracy at a provincial level. However, our approach makes assumptions that
need to be tested in multi-thematic and more general datasets. We leave this
for future work.Comment: Accepted in ChileCHI 2013, I Chilean Conference on Human-Computer
Interactio
First Women, Second Sex: Gender Bias in Wikipedia
Contributing to history has never been as easy as it is today. Anyone with
access to the Web is able to play a part on Wikipedia, an open and free
encyclopedia. Wikipedia, available in many languages, is one of the most
visited websites in the world and arguably one of the primary sources of
knowledge on the Web. However, not everyone is contributing to Wikipedia from a
diversity point of view; several groups are severely underrepresented. One of
those groups is women, who make up approximately 16% of the current contributor
community, meaning that most of the content is written by men. In addition,
although there are specific guidelines of verifiability, notability, and
neutral point of view that must be adhered by Wikipedia content, these
guidelines are supervised and enforced by men.
In this paper, we propose that gender bias is not about participation and
representation only, but also about characterization of women. We approach the
analysis of gender bias by defining a methodology for comparing the
characterizations of men and women in biographies in three aspects: meta-data,
language, and network structure. Our results show that, indeed, there are
differences in characterization and structure. Some of these differences are
reflected from the off-line world documented by Wikipedia, but other
differences can be attributed to gender bias in Wikipedia content. We
contextualize these differences in feminist theory and discuss their
implications for Wikipedia policy.Comment: 10 pages, ACM style. Author's version of a paper to be presented at
ACM Hypertext 201
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