Speed as context of app usage in daily life: A data analysis method

J. Hsieh, Chen-Yi Yu
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Abstract

The study uses speed context composed by temporal and spatial factors to analyze people's app usages in their daily life. Cellphone activities of forty-five students recruited from university campuses were recorded and analyzed. Recorded activities include app usages, monitor switching on/off, and geolocations, all with timestamp. The study categorized more than one thousand apps into seven categories based on Android's official categories. Total counts and duration of app usage were summarized to uncover how college students utilized cellphone as their social or entertainment tools. Furthermore, according to geolocations and timestamp, the study categorized participant's moving statuses into five categories including high speed such as on buses, low speed such as walking, staying at home, at office, at somewhere else. The results show that, compared with high and low speed moving, participants were found to play game apps on stationary statuses significantly. However, most of them often played puzzle games on buses even walking. The users often transfer or commute for specific purposes, and the use of mobile applications would fit to different instrumental purposes, which means the usage mode is not as regular as when they stay still.
日常生活中应用使用的速度语境:一种数据分析方法
本研究使用由时空因素构成的速度语境来分析人们在日常生活中的应用使用情况。对从大学校园中招募的45名大学生的手机活动进行了记录和分析。记录的活动包括应用程序使用,监视器开关和地理位置,所有这些都带有时间戳。该研究根据安卓的官方分类,将1000多个应用程序分为7类。总结了应用程序使用的总数和持续时间,以揭示大学生如何利用手机作为社交或娱乐工具。此外,根据地理位置和时间戳,研究将参与者的移动状态分为五类,包括高速(如乘坐公共汽车)、低速(如步行)、待在家里、办公室、其他地方。结果显示,与高速和低速运动相比,参与者在静止状态下玩游戏的频率更高。然而,他们中的大多数人经常在公共汽车上玩益智游戏,甚至走路。用户经常因为特定的目的而接送或通勤,移动应用程序的使用会适应不同的工具目的,这意味着使用模式不像他们呆在原地那样规律。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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