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  1. Location-based social networks (LBSNs) have been studied extensively in recent years. However, utilizing real-world LBSN data sets yields several weaknesses: sparse and small data sets, privacy concerns, and a lack of authoritative ground-truth. To overcome these weaknesses, we leverage a large-scale LBSN simulation to create a framework to simulate human behavior and to create synthetic but realistic LBSN data based on human patterns of life. Such data not only captures the location of users over time but also their interactions via social networks. Patterns of life are simulated by giving agents (i.e., people) an array of “needs” that they aim to satisfy, e.g., agents go home when they are tired, to restaurants when they are hungry, to work to cover their financial needs, and to recreational sites to meet friends and satisfy their social needs. While existing real-world LBSN data sets are trivially small, the proposed framework provides a source for massive LBSN benchmark data that closely mimics the real-world. As such, it allows us to capture 100% of the (simulated) population without any data uncertainty, privacy-related concerns, or incompleteness. It allows researchers to see the (simulated) world through the lens of an omniscient entity having perfect data. Our framework is made available to the community. In addition, we provide a series of simulated benchmark LBSN data sets using different synthetic towns and real-world urban environments obtained from OpenStreetMap. The simulation software and data sets, which comprise gigabytes of spatio-temporal and temporal social network data, are made available to the research community. 
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  2. Data generators have been heavily used in creating massive trajectory datasets to address common challenges of real-world datasets, including privacy, cost of data collection, and data quality. However, such generators often overlook social and physiological characteristics of individuals and as such their results are often limited to simple movement patterns. To address these shortcomings, we propose an agent-based simulation framework that facilitates the development of behavioral models in which agents correspond to individuals that act based on personal preferences, goals, and needs within a realistic geographical environment. Researchers can use a drag-and-drop interface to design and control their own world including the geospatial and social (i.e. geo-social) properties. The framework is capable of generating and streaming very large data that captures the basic patterns of life in urban areas. Streaming data from the simulation can be accessed in real time through a dedicated API. 
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  3. Computing the Fréchet distance between two polygonal curves takes roughly quadratic time. In this paper, we show that for a special class of curves the Fréchet distance computations become easier. Let [Formula: see text] and [Formula: see text] be two polygonal curves in [Formula: see text] with [Formula: see text] and [Formula: see text] vertices, respectively. We prove four results for the case when all edges of both curves are long compared to the Fréchet distance between them: (1) a linear-time algorithm for deciding the Fréchet distance between two curves, (2) an algorithm that computes the Fréchet distance in [Formula: see text] time, (3) a linear-time [Formula: see text]-approximation algorithm, and (4) a data structure that supports [Formula: see text]-time decision queries, where [Formula: see text] is the number of vertices of the query curve and [Formula: see text] the number of vertices of the preprocessed curve. 
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  4. Computing Fréchet distance between two curves takes roughly quadratic time. The only strongly subquadratic time algorithm has been proposed in [7] for c-packed curves. In this paper, we show that for curves with long edges the Fréchet distance computations become easier. Let P and Q be two polygonal curves in Rd with n and m vertices, respectively. We prove three main results for the case when all edges of both curves are long compared to the Fréchet distance between them: (1) a linear-time algorithm for deciding the Fréchet distance between two curves, (2) an algorithm that computes the Fréchet distance in O((n + m) log(n + m)) time, and (3) a linear-time [EQUATION]-approximation algorithm for approximating the Fréchet distance between two curves. 
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  5. We propose a new approach for constructing the underlying map from trajectory data. Our algorithm is based on the idea that road segments can be identified as stable subtrajectory clusters in the data. For this, we consider how subtrajectory clusters evolve for varying distance values, and choose stable values for these. In doing so we avoid a global proximity parameter. Within trajectory clusters, we choose representatives, which are combined to form the map. We experimentally evaluate our algorithm on vehicle and hiking tracking data. These experiments demonstrate that our approach can naturally separate roads that run close to each other and can deal with outliers in the data, two issues that are notoriously difficult in road network reconstruction. 
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