TY - GEN
T1 - Speed as context of app usage in daily life
T2 - 2017 Pacific Neighborhood Consortium Annual Conference and Joint Meetings, PNC 2017
AU - Hsieh, Ji Lung
AU - Yu, Chen Yi
N1 - Publisher Copyright:
© 2017 Pacific Neighborhood Consortium (PNC).
PY - 2017/12/13
Y1 - 2017/12/13
N2 - 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.
AB - 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.
KW - Social computing
KW - daily life research
KW - mobile computing
KW - social media
UR - http://www.scopus.com/inward/record.url?scp=85047185316&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85047185316&partnerID=8YFLogxK
U2 - 10.23919/PNC.2017.8203539
DO - 10.23919/PNC.2017.8203539
M3 - Conference contribution
AN - SCOPUS:85047185316
T3 - Proceedings of the 2017 Pacific Neighborhood Consortium Annual Conference and Joint Meetings: Data Informed Society, PNC 2017
SP - 168
EP - 173
BT - Proceedings of the 2017 Pacific Neighborhood Consortium Annual Conference and Joint Meetings
A2 - Chen, Sophy Shu-Jiun
A2 - Lin, Feng-Tyan
A2 - Wang, Da-Wei
A2 - Chen, Ling-Jyh
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 7 November 2017 through 9 November 2017
ER -