BackgroundSmartphones are increasingly integrated into everyday life, but frequency of use has not yet been objectively measured and compared to demographics, health information, and in particular, sleep quality.AimsThe aim of this study was to characterize smartphone use by measuring screen-time directly, determine factors that are associated with increased screen-time, and to test the hypothesis that increased screen-time is associated with poor sleep.MethodsWe performed a cross-sectional analysis in a subset of 653 participants enrolled in the Health eHeart Study, an internet-based longitudinal cohort study open to any interested adult (≥ 18 years). Smartphone screen-time (the number of minutes in each hour the screen was on) was measured continuously via smartphone application. For each participant, total and average screen-time were computed over 30-day windows. Average screen-time specifically during self-reported bedtime hours and sleeping period was also computed. Demographics, medical information, and sleep habits (Pittsburgh Sleep Quality Index–PSQI) were obtained by survey. Linear regression was used to obtain effect estimates.ResultsTotal screen-time over 30 days was a median 38.4 hours (IQR 21.4 to 61.3) and average screen-time over 30 days was a median 3.7 minutes per hour (IQR 2.2 to 5.5). Younger age, self-reported race/ethnicity of Black and "Other" were associated with longer average screen-time after adjustment for potential confounders. Longer average screen-time was associated with shorter sleep duration and worse sleep-efficiency. Longer average screen-times during bedtime and the sleeping period were associated with poor sleep quality, decreased sleep efficiency, and longer sleep onset latency.ConclusionsThese findings on actual smartphone screen-time build upon prior work based on self-report and confirm that adults spend a substantial amount of time using their smartphones. Screen-time differs across age and race, but is similar across socio-economic strata suggesting that cultural factors may drive smartphone use. Screen-time is associated with poor sleep. These findings cannot support conclusions on causation. Effect-cause remains a possibility: poor sleep may lead to increased screen-time. However, exposure to smartphone screens, particularly around bedtime, may negatively impact sleep.
Mobile phones are a pervasive platform for opportunistic sensing of behaviors and opinions. We show that location and communication sensors can be used to model individual symptoms, long-term health outcomes, and diffusion of opinions in society. For individuals, phone-based features can be used to predict changes in health, such as common colds, influenza, and stress, and automatically identify symptomatic days. For longer-term health outcomes such as obesity, we find that weight changes of participants are correlated with exposure to peers who gained weight in the same period, which is in direct contrast to currently accepted theories of social contagion. Finally, as a proxy for understanding health education we examine change in political opinions during the 2008 US presidential election campaign. We discover dynamic patterns of homophily and use topic models (Latent Dirchlet Allocation) to understand the link between specific behaviors and changes in political opinions.
Abstract-In recent years, reality mining experiments have provided several novel insights into human social behavior that would not have been possible without the novel use of smartphone sensing. In this work, we leverage the latest reality mining experiment to study social behavior from a public health perspective. In particular, we focus on sleep and mood as they have a considerable public health impact with serious societal and significant financial effects. We endeavor to explore and uncover the associations between sleep, mood and sociability by studying a population of healthy young adults going about their everyday life. We find significant associations between sleep and mood, reiterating observations in the literature. More importantly, we find that individuals with lower overall sociability tend to report poor mood more often, a statistically significant observation. In addition, we also uncover associations between daily sociability and sleep, a previously unreported observation. These results demonstrate the potential of reality mining studies for studying the sociological aspects of significant public health problems. Further, we hope that our work will provide the impetus for larger studies validating some of these observations and ultimately result in behavioral interventions that can improve public health through better social interaction.
The growing popularity of social media in recent years has resulted in the creation of an enormous amount of user-generated content. A significant portion of this information is useful and has proven to be a great source of knowledge. However, since much of this information has been contributed by strangers with little or no apparent reputation to speak of, there is no easy way to detect whether the content is trustworthy. Search engines are the gateways to knowledge but search relevance cannot guarantee that the content in the search results is trustworthy. A casual observer might not be able to differentiate between trustworthy and untrustworthy content. This work is focused on the problem of quantifying the value of such shared content with respect to its trustworthiness. In particular, the focus is on shared health content as the negative impact of acting on untrustworthy content is high in this domain. Health content from two social media applications, Wikipedia and Daily Strength, is used for this study. Sociological notions of trust are used to motivate the search for a solution. A two-step unsupervised, feature-driven approach is proposed for this purpose: a feature identification step in which relevant information categories are specified and suitable features are identified, and a quantification step for which various unsupervised scoring models are proposed. Results indicate that this approach is effective and can be adapted to disparate social media applications with ease.
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