7 research outputs found

    Behavior Optimized Image Generation

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    The last few years have witnessed great success on image generation, which has crossed the acceptance thresholds of aesthetics, making it directly applicable to personal and commercial applications. However, images, especially in marketing and advertising applications, are often created as a means to an end as opposed to just aesthetic concerns. The goal can be increasing sales, getting more clicks, likes, or image sales (in the case of stock businesses). Therefore, the generated images need to perform well on these key performance indicators (KPIs), in addition to being aesthetically good. In this paper, we make the first endeavor to answer the question of "How can one infuse the knowledge of the end-goal within the image generation process itself to create not just better-looking images but also "better-performing'' images?''. We propose BoigLLM, an LLM that understands both image content and user behavior. BoigLLM knows how an image should look to get a certain required KPI. We show that BoigLLM outperforms 13x larger models such as GPT-3.5 and GPT-4 in this task, demonstrating that while these state-of-the-art models can understand images, they lack information on how these images perform in the real world. To generate actual pixels of behavior-conditioned images, we train a diffusion-based model (BoigSD) to align with a proposed BoigLLM-defined reward. We show the performance of the overall pipeline on two datasets covering two different behaviors: a stock dataset with the number of forward actions as the KPI and a dataset containing tweets with the total likes as the KPI, denoted as BoigBench. To advance research in the direction of utility-driven image generation and understanding, we release BoigBench, a benchmark dataset containing 168 million enterprise tweets with their media, brand account names, time of post, and total likes

    Long-Term Memorability On Advertisements

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    Marketers spend billions of dollars on advertisements but to what end? At the purchase time, if customers cannot recognize a brand for which they saw an ad, the money spent on the ad is essentially wasted. Despite its importance in marketing, until now, there has been no study on the memorability of ads in the ML literature. Most studies have been conducted on short-term recall (<5 mins) on specific content types like object and action videos. On the other hand, the advertising industry only cares about long-term memorability (a few hours or longer), and advertisements are almost always highly multimodal, depicting a story through its different modalities (text, images, and videos). With this motivation, we conduct the first large scale memorability study consisting of 1203 participants and 2205 ads covering 276 brands. Running statistical tests over different participant subpopulations and ad-types, we find many interesting insights into what makes an ad memorable - both content and human factors. For example, we find that brands which use commercials with fast moving scenes are more memorable than those with slower scenes (p=8e-10) and that people who use ad-blockers remember lower number of ads than those who don't (p=5e-3). Further, with the motivation of simulating the memorability of marketing materials for a particular audience, ultimately helping create one, we present a novel model, Sharingan, trained to leverage real-world knowledge of LLMs and visual knowledge of visual encoders to predict the memorability of a content. We test our model on all the prominent memorability datasets in literature (both images and videos) and achieve state of the art across all of them. We conduct extensive ablation studies across memory types, modality, brand, and architectural choices to find insights into what drives memory

    Large Content And Behavior Models To Understand, Simulate, And Optimize Content And Behavior

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    Shannon, in his seminal paper introducing information theory, divided the communication into three levels: technical, semantic, and effectivenss. While the technical level is concerned with accurate reconstruction of transmitted symbols, the semantic and effectiveness levels deal with the inferred meaning and its effect on the receiver. Thanks to telecommunications, the first level problem has produced great advances like the internet. Large Language Models (LLMs) make some progress towards the second goal, but the third level still remains largely untouched. The third problem deals with predicting and optimizing communication for desired receiver behavior. LLMs, while showing wide generalization capabilities across a wide range of tasks, are unable to solve for this. One reason for the underperformance could be a lack of "behavior tokens" in LLMs' training corpora. Behavior tokens define receiver behavior over a communication, such as shares, likes, clicks, purchases, retweets, etc. While preprocessing data for LLM training, behavior tokens are often removed from the corpora as noise. Therefore, in this paper, we make some initial progress towards reintroducing behavior tokens in LLM training. The trained models, other than showing similar performance to LLMs on content understanding tasks, show generalization capabilities on behavior simulation, content simulation, behavior understanding, and behavior domain adaptation. Using a wide range of tasks on two corpora, we show results on all these capabilities. We call these models Large Content and Behavior Models (LCBMs). Further, to spur more research on LCBMs, we release our new Content Behavior Corpus (CBC), a repository containing communicator, message, and corresponding receiver behavior

    A Video Is Worth 4096 Tokens: Verbalize Story Videos To Understand Them In Zero Shot

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    Multimedia content, such as advertisements and story videos, exhibit a rich blend of creativity and multiple modalities. They incorporate elements like text, visuals, audio, and storytelling techniques, employing devices like emotions, symbolism, and slogans to convey meaning. While previous research in multimedia understanding has focused mainly on videos with specific actions like cooking, there is a dearth of large annotated training datasets, hindering the development of supervised learning models with satisfactory performance for real-world applications. However, the rise of large language models (LLMs) has witnessed remarkable zero-shot performance in various natural language processing (NLP) tasks, such as emotion classification, question-answering, and topic classification. To bridge this performance gap in multimedia understanding, we propose verbalizing story videos to generate their descriptions in natural language and then performing video-understanding tasks on the generated story as opposed to the original video. Through extensive experiments on five video-understanding tasks, we demonstrate that our method, despite being zero-shot, achieves significantly better results than supervised baselines for video understanding. Further, alleviating a lack of story understanding benchmarks, we publicly release the first dataset on a crucial task in computational social science, persuasion strategy identification

    Resilon: Review of a New Material for Obturation of the Canal

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