Modeling what makes an advertisement persuasive, i.e., eliciting the desired response from consumer, is critical to the study of propaganda, social psychology, and marketing. Despite its importance, computational modeling of persuasion in computer vision is still in its infancy, primarily due to the lack of benchmark datasets that can provide persuasion-strategy labels associated with ads. Motivated by persuasion literature in social psychology and marketing, we introduce an extensive vocabulary of persuasion strategies and build the first ad image corpus annotated with persuasion strategies. The dataset also provides image segmentation masks, which labels persuasion strategies in the corresponding ad images on the test split.
2 PAPERS • NO BENCHMARKS YET
Werewolf Among Us is a dataset multimodal dataset for modeling persuasion behaviors. It contains 199 dialogue transcriptions and videos captured in a multi-player social deduction game setting, 26,647 utterance level annotations of persuasion strategy, and game level annotations of deduction game outcomes.
1 PAPER • NO BENCHMARKS YET