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
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.
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.
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.