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    Method Studios

    企业
    23论文总数
    5,192引用总数

    论文量&引用量时间轴

    机构学者

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    Melissa Knight
    Melissa Knight
    Method Studios
    论文:14引用:0H-index:0
    Sabrina Elizondo
    Sabrina Elizondo
    Method Studios
    论文:2引用:0H-index:0
    Victoria Alonso
    Victoria Alonso
    Marvel Studios
    论文:2引用:0H-index:0
    Jonathan Gibbs
    Jonathan Gibbs
    PDI/Dreamworks
    论文:1引用:0H-index:0
    Barbara Ford Grant
    Barbara Ford Grant
    VP Digital Production Services
    论文:1引用:0H-index:0
    Guy Williams
    Guy Williams
    Weta Digital
    论文:1引用:0H-index:0
    Taku Komura
    Taku Komura
    Department of Computer Science, The University of Hong Kong;Division of AI & Data Science, School of Computing & Data Science, The University of Hong Kong
    论文:1引用:0H-index:0
    Jordan Iain
    Jordan Iain
    Department of Forensic and Neurodevelopmental Science, Institute of Psychiatry, 16 De Crespigny Park, London, SE5 8AF, UK. iain_jordan@hotmail.com
    论文:1引用:0H-index:0
    Jun Saito
    Jun Saito
    NVIDIA
    论文:1引用:0H-index:0

    论文(23)

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    1Improving Access to Behavioral Strategies to Improve Mental Well-being with an Entertaining Breakfast Show App: Feasibility Evaluation Study
    Mariliis Öeren,Iain Jordan, Deborah Coughlin,Sophie Turnbull

    Background Although mental ill-health is more prevalent among people from lower socioeconomic groups, digital mental well-being innovations are often developed for people from higher socioeconomic groups, who already have resources to maintain good mental and physical health. To decrease health inequalities and ensure that available solutions are appealing and accessible to people with fewer resources, new approaches should be explored. We developed the app Wakey!, which focused on creating engaging mental health content that is accessible, particularly among lower socioeconomic groups in the United Kingdom. Objective The aim of this study is to assess engagement with the app, investigate initial effectiveness data for 6 well-being outcomes, and explore participants’ subjective experiences of using Wakey! Methods The app Wakey! was publicly launched on January 20, 2020, and was free to download from Apple Store and Google Play. The app provided its users with entertaining and educational content related to mental well-being. Concurrently, a single-arm mixed methods feasibility trial was carried out from January to April 2020 among people who had downloaded the app and created an account. The primary outcome was engagement, which was collected passively from data logs. Secondary outcome measures were 6 well-being outcomes collected from self-report questionnaires. Individual interviews with 19 app users were carried out in April 2020. Results In total, 5413 people fit the inclusion criteria and were included in the final sample—65.62% (3520/5364) women, 61.07% (3286/5381) aged between 25 and 44 years, 61.61% (2902/4710) in employment, 8.92% (420/4710) belonging to the lower socioeconomic group, and 8.09% (438/5413) were engaged users. There was no evidence of a difference in engagement regarding sociodemographic and socioeconomic characteristics. There was evidence that users with a higher average daily sleep score, who joined the study more recently, who had higher baseline self-report of sleep quality, and who found episodes more entertaining were more likely to be engaged users. Among 230 users who provided follow-up data, there was evidence of improvements on four of the six well-being outcomes: life satisfaction (P<.001), feeling that life is worthwhile (P=.01), ease of getting up in the morning (P<.001), and self-efficacy (P=.04). The app and its content were well received by those who were interviewed, and several people perceived a positive change in their mental well-being. Conclusions This study shows that the app Wakey! could potentially be engaging across different socioeconomic groups, and there is an indication that it could positively impact the mental well-being of those engaged with the app. However, this study was a pragmatic trial with a limited sample, and the selection bias was present in the qualitative and quantitative study. Further work is needed to make any generalizable conclusions. Trial Registration ClinicalTrials.gov NCT04287296; https://clinicaltrials.gov/ct2/show/NCT04287296

    2022JMIR formative research(2022)引用:1
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    2More with less: the state of the art of CG in advertising
    Rob Hodgson, Chris Bernier, Todd Akita, Jimmy Gass, John Likens

    This session will present a view of the state of the art of computer graphics in advertising from the perspective of three industry leading studios: MPC, The Mill, and Method Studios. Senior creative and technical staff from each studio will provide a vignette that demonstrates their unique point of view.

    2020international conference on computer graphics and interactive techniques(2020)引用:1
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    3More with less
    Rob Hodgson, Chris Bernier, Todd Akita, Jimmy Gass, John Likens
    2020ACM SIGGRAPH 2020 Production Sessions(2020)
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    4The Making of Marvel Studio's "guardians of the Galaxy Vol. 2"
    Victoria Alonso,Damien Carr,Christopher Townsend,Guy Williams,Jonathan Fawkner,Nordin Rahhali

    Set to the backdrop of Awesome Mixtape #2, Marvel's "Guardians of the Galaxy Vol. 2" continues the team's adventures as they traverse the outer reaches of the cosmos. The Guardians must fight to keep their newfound family together as they unravel the mysteries of Peter Quill's true parentage. Old foes become new allies, and fan-favorite characters from the classic comics come to our heroes' aid as the Marvel cinematic universe continues to expand. Marvel Studios, Weta Digital, Framestore and Method Studios take SIGGRAPH audiences through their VFX journey as they created some of the movie's most heart-stopping moments.

    2017SIGGRAPH '17 ACM SIGGRAPH 2017 Production Sessions(2017)引用:1
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    5The Making of Marvel Studio's "Spider-Man: Homecoming"
    Victoria Alonso,Edwin Rivera,Matt Dessero,Lou Pecora,Theo Bialek

    A young Peter Parker/Spider-Man, who made his sensational debut in "Captain America: Civil War", begins to navigate his newfound identity as the web-slinging superhero in "Spider-Man: Homecoming". Thrilled by his experience with the Avengers, Peter returns home, where he lives with his Aunt May. Under the watchful eye of his new mentor, Tony Stark, Peter tries to fall back into his normal daily routine - distracted by thoughts of proving himself to be more than just your friendly neighborhood Spider-Man - but when the Vulture emerges as a new villain, everything that Peter holds most important will be threatened. Marvel Studios, Method Studios, Digital Domain, and Sony Pictures Imageworks take SIGGRAPH audiences through their VFX journey as they created some of the movie's most heart-stopping moments.

    2017SIGGRAPH '17 ACM SIGGRAPH 2017 Production Sessions(2017)
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    合作机构(9)

    The Mill (company)合作论文 2
    Moving Picture Company合作论文 2
    漫威影业合作论文 2
    Sony Pictures Imageworks合作论文 2
    Framestore合作论文 1
    爱丁堡大学合作论文 1
    数字王国3.0合作论文 1
    Pacific Data Images合作论文 1
    维塔数码合作论文 1

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