Papers for

digital marketing teams

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

AI shapes personalized ads but too much feels creepy

Enabling and Understanding Personalization in AI-Generated Advertising Imagery

Abstract: Personalized marketing traditionally matches static products to customers, while dynamic creative optimization focuses mainly on AI-driven text personalization or basic product image modifications. We address this gap by developing and implementing an AI-based framework that generates personalized advertising imagery directly from customer data. We evaluate this framework in a two-stage within-subject study with N=100 participants across four products and three levels of personalization, varied by the amount and specificity of customer data used. Participants rated each image on attitude toward the advertisement, attitude toward the product, and purchase intention. Results show that participants perceive differences across personalization levels and evaluate AI-generated advertising imagery most positively at a moderate level of personalization. High personalization increases perceived personalization, which is positively associated with all three outcome measures, but also increases perceived creepiness, which is negatively associated with the outcomes and dominates the total effect.

Fri 11 SeptArtificial IntelligenceHuman-Computer Interaction
The gist
Most ads show the same images to everyone or just tweak text a bit. This paper looks at creating customized ad pictures using AI based on how much it knows about a person. The researchers found that ads with some personalization were liked best, while too much detail made ads feel creepy even though people noticed the ads felt more personal. So, there’s a balance between making ads feel relevant and not too intrusive.
Open 2609.12697v1

Users struggle to guess TikTok video popularity without visible metrics

Echoes in the Algorithm: Analyzing the Fidelity of User Preferences Against Realized Platform Reach

Abstract: What does popular content look like when platforms withhold the usual cues? On TikTok, users still form impressions about which videos are taking off even when likes and view counts are hidden, delayed, or pushed to the margins of the interface. We study this problem through TokOrNot, a web-based game in which participants compared pairs of TikTok videos and reported (i) which one they preferred and (ii) which one they believed had reached a larger audience. We benchmark these judgments against verified public view counts, which we use as a bounded proxy for realized platform reach. Across 3,513 judgments from 363 participants, participants identified the higher-reach video only modestly above chance (56.75%, 95% CI: 56.01-58.55). Preference aligned with the higher-view video at a similar rate, while preference and prediction matched in 83.48% of trials (95% CI: 83.12-85.95). Performance also varied across content categories. Taken together, these results do not suggest that users can reliably read platform success from content alone. Instead, they point to a looser and more uncertain interpretive process in which reach judgments often track personal taste or other weak heuristics when explicit popularity cues are absent. We discuss the implications for algorithmic literacy and for interface designs that reduce visible metrics without leaving users to infer reach from uneven or idiosyncratic cues alone.

Tue 8 SeptHuman-Computer Interaction
The gist
People on TikTok try to tell which videos are most popular even when likes and view counts are hidden. The authors studied this by having people compare pairs of videos and guess which had more views, and which they preferred. They found that people guessed the more popular video only a bit better than chance, and their preferences didn’t strongly match actual popularity. This means people rely on personal taste or weak clues rather than clear signals when popularity numbers aren’t shown.
Open 2609.09365v1

Language models struggle to show strong emotions they are asked to express

You Can't Prefer Emotions You Don't Sample: Intensity Undershoot in DPO-Tuned LLMs

Abstract: Ask a language model to respond "very excitedly," and its output is typically only mildly more energetic. We quantify this effect. We condition an instruction-tuned LLM on a continuous Valence-Arousal (VA) target, where valence measures how pleasant a state is and arousal how activated it is, measure the achieved affect with a frozen regressor, and sweep the requested target from -1 to +1. The response moves far less than asked: the gain, the slope of achieved against requested affect, is only 0.26 for valence and 0.13 for arousal on Llama-3.1-8B, where a faithful controller would score 1. The model systematically undershoots requested emotional intensity, which puts a number on the qualitative observation of Fazzi et al. (2025). Our experiments trace this to the preference-learning pipeline. Training targets from natural corpora such as EmoBank are neutral-heavy, and the sampled candidates themselves rarely reach extreme affect, so Direct Preference Optimization (DPO) is left with no extreme exemplar to prefer. If instead we cover the target space uniformly and sample a hotter, larger candidate pool, valence gain rises from 0.26 to 0.40 +/- 0.02 (3 seeds) and extrapolation error drops, at only a modest in-distribution cost (EmoBank-test VA distance 0.092 to 0.107). The same recipe reproduces on Qwen3-8B (gain_v 0.44, with in-distribution accuracy preserved). Arousal is harder and less reliable: its gain barely moves on average and swings across seeds (0.14 +/- 0.07, against valence's tight +/- 0.02), because raising arousal needs candidates the base model is reluctant to generate. The evidence indicates that faithful intensity is bottlenecked by the extremity of the candidate pool rather than by the conditioning format.

Mon 7 SeptComputation and LanguageArtificial IntelligenceMachine Learning
The gist
When asked to produce very excited or intense emotions, some language models only respond mildly. The authors found this happens because the training data mostly contains neutral or mild emotions, and the models rarely see or generate strong emotional examples. By changing the way examples are selected during training to include more intense emotions, the models respond more closely to requested emotional levels. However, it remains harder for models to increase certain emotions, like excitement, than others.
Open 2609.07808v1

Eager improves e-commerce search query suggestions using clicked items

EAGER: Enrich-and-Align Generative Query Recommendation from Clicked Items in E-commerce Search

Abstract: E-commerce platforms increasingly display clickable query suggestions alongside items in the user feed, enabling users to refine or expand their intent without manually reformulating queries. Existing approaches either mine suggestions from historical logs -- limited to past behavior and blind to long-tail, personalized intents -- or rely on off-the-shelf LLMs whose lack of platform-specific knowledge yields fluent but generic queries disconnected from real click behavior. We propose EAGER (Enrich-and-AliGn gEnerative Query Recommendation), a two-stage framework for generating query suggestions from clicked items. In the enrichment stage, supervised fine-tuning (SFT) follows a four-stage curriculum that scales information richness (from item-only to user-conditioned) and reasoning depth (from direct to chain-of-thought). Each stage incorporates rationale augmentation, diversity regularization, and self-distillation. In the alignment stage, we post-train via GRPO with a hybrid reward of multiple rule-based business signals and a preference-aware click reward. Extensive offline experiments and online A/B test demonstrate the effectiveness of EAGER, which has been deployed in production at a major e-commerce platform.

Mon 7 SeptInformation Retrieval
The gist
Online shopping sites often show suggested searches to help users find what they want more easily. The authors found that previous methods either relied too much on old data or just generated generic suggestions not based on real user behavior. They developed EAGER, a two-step method that learns from the items users clicked on to create better, more personalized search suggestions. This system was tested extensively and is now used in a major online shopping platform.
Open 2609.07143v1