38 research outputs found

    #Santiago is not #Chile, or is it? A Model to Normalize Social Media Impact

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    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

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    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

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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
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