I'm a researcher trying to do research on stress using the Jawbone Up4. For the research I'm doing I'm looking at stress changes during the day in response to specific stimuli, so I need the detailed hourly heart rate readings.
How can I export the detailed hourly heart rate readings from a Jawbone Up4? I'll be exporting for about 30 people, and the experiment will be running for 4 months and at the moment it looks like my only option is actually sitting down and reading it off the application and entering it manually into a spreadsheet, which is just stupid and impractically time-consuming.
Options I have checked:
The historical data offered on the Jawbone website here (https://jawbone.com/support/articles/000011483/historical-data) has insufficient detail - it just gives daily high and low heart rate.
The thread here (Jawbone JavaScript and Resting Heart Rate data) seems unresolved - and is a bit over my head.
Option X: If there's no way to get this data out then can someone please recommend a similar device (or devices) from which I can export the hourly heart rate data.
Jawbone does not make all of the heartrate readings available through the public API.
However, if you're willing to provide some details about your research, you can request access to this data at research#jawbone.com
Related
I am trying to use Azure Maps API. It will be nice to have route information which should include the locations of course and a speed profile. As you can understand speed profile is not an east one. Free flow speed profile is ok. But we want to simulate real-world conditions meaning that we want to select date and time of departure to get accurate speed information as close to as possible to a real world traffic influence.
Is there any feature that Azure provide this? If not, which API can provide this
I don't have any code at this moment to show since ı don't know which API to use.
Historical traffic data is not currently available in Azure Maps but is being investigated as a potential future feature.
I have a project where I need to have the API quota increased significantly from the 10,000 daily hits, and I think this is being processed by Google as part of a YouTube API Services Compliance Review.
However, I have not had any response in over a week and the delay is putting the project at risk of a delayed launch and additional costs.
Does anyone know if this is normal and if there is a way to expedite the review, or speak to someone? Even pay for a higher tier of support?
Thanks in advance.
If you’ve filled the audit form https://support.google.com/youtube/contact/yt_api_form?hl=en properly, you should get a response within two weeks (Google reviews thousands of these, among other things to prevent abuse this is one of the processes that isn’t fully automated).
I recommend if your in a rush since your paying for credits you might as well open a second account and load balance between two or even three accounts; in your code you can create counters and swap before capping out the 24 hour term; not sure what data you’re looking to extract but depends on what data you may be able to even use other services to supplement.
They will get back to you about your application; just requires massive patience.
I'm trying to find a way to get historical speed data for a certain road in the UK to calculate its average speed per time of day AND the maximum speed driven by a any driver on the road between a period time. Any pointers how to do this from Waze? Thanks
I'm afraid Waze doesn't expose that data (understandably, as it is their core business). This excerpt from the help page should say enough:
Please note: Waze does not share any historical data with partners.
If you work for a local government or organisation, you could consider joining the Connected Citizens Program. As a partner you are able to get a data feed for a certain route and you're allowed to store that data to get historical data (as detailed on the Waze Partners Help site).
While I'm not certain about the legal status of doing this without being a partner, you could probably also start building your own historical dataset based on what Waze provides as average speed on a segment by periodically looking up the data returned when you plan a route on the Waze Live Map.
Routing requests are sent to https://www.waze.com/row-RoutingManager/routingRequest?... (see the network console of your browser for more details), but this requires some additional work managing CSRF and session cookies and providing the proper referral header. While not impossible, it's not too easy to pull off.
The response of such a routing request contains the instructions you see on the live map, but also includes things like the length of each specific segment on the route (distance), its average speed without realtime data (crossTimeWithoutRealTime) and its average speed with realtime data (crossTime). It's also possible to request the average speed for a certain time in the day, but this tends to be somewhat unreliable data.
The maximum speed is something you won't be able to find in Waze's data though, I'm afraid. I'm not even certain Waze stores that information as those statistical outliers generally aren't that interesting for navigational instructions. You could try to contact Waze for more information if you're doing a scientific study, but don't get your hopes up too much in that case as they have a small team that is constantly overwhelmed by the amount of questions they receive.
At the Google I/O developer conference Google released a new game service one of the parts of it was achievement support. I would like to make a achievement that is get one million coins but the incremental achievement on supports achievement that have less then 10,000 steps see here. Is there anyway to get around this? How can I make an achievement like get a million coins?
I had the same question. Basically what I'm doing is just keep track of it locally, then unlocking it all at once when they reach the goal. Not ideal but it works.
I suppose that you could also increment it by say 1/10 of the actual value (or in your case 1M/10000) so that when you reach the peak, it is unlocked when the user has earned the one million points or coins etc.
You can do this directly using Google Play Games Service.
However, the number of steps is not displayed to the player in the default UI.
User can only see the percent value on it.
A good approach for you would be to save the total number of coins in an external save (Google Cloud Save?) and report an increment to your GamesClient only when a new percent is reached.
This solution will also minimize the API calls and help you manage your daily quota.
Does anyone know what's the ratio between the number of tweets we get from twitter sample API over the total number of tweets which the Twitter server receives? I am doing some analysis based on the data read from the sample API, and would like to estimate the actual workload handled by Twitter server. I observed that the number of tweets we get from the API varies over time. So, I presume it is something like percentage sample. Any clue is highly appreciated.
Thanks
The sample stream /statuses/sample does return roughly 1% of all tweets. Twitter samples the tweets by delivering only tweets created within a 10-millisecond window out of the 1,000 milliseconds in every second. If you want more details, you can read my blog post: http://blog.falcondai.com/2013/06/666-and-how-twitter-samples-tweets-in.html
When Twitter Spritzer (basically the old-fashioned Streaming API) was launched, it was supposedly about 1-2% of all tweets. Based on my use of the current Streaming API, I'd be surprised if it was any more than 1% right now, and possibly less. According to the docs, the "Twitter streaming volume is not constant," but they neglect to mention if the volume outputted by the API is proportional to the rate of actual tweets.
On 2 February 2015 Twitter announced intent to reset the streaming API sample rate to 1% (it had crept higher unintentionally):
The public Streaming API sample endpoints (aka POST statuses/filter and GET statuses/sample) are intended to be levelled at approximately 1% of the public Tweet volumes at any time.
Due to some past inconsistencies in configuration, there have been periods of time where the volumes of Tweets delivered via the Streaming API may have exceeded these parameters.
This notice is to indicate that over the next couple of weeks, we will be making changes to the public Streaming API to rebalance the volume of Tweets at the 1% capacity that was intended.
This plot shows the effect of the reset on a typical tweet stream.
This is something I found at
https://brightplanet.com/2013/06/25/twitter-firehose-vs-twitter-api-whats-the-difference-and-why-should-you-care/. I hope you find this useful.
Studies have estimated that using Twitter’s Streaming API users can
expect to receive anywhere from 1% of the tweets to over 40% of tweets
in near real-time.
There are references to the studies they have cited at the bottom of the webpage.