Understanding Cognitive Saliency by Using an Online Game

Demet Yesiltepe, Ruth Dalton, Ayse Ozbil Torun, Michael Hornberger, Hugo Spiers

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Citation (Scopus)

Abstract

One of the most common definitions of saliency suggests that there are three categories for landmark saliency, these being visual, structural and cognitive [1]. A large number of studies have focused on the afore-mentioned categories; however, there appear to be fewer studies on cognitive saliency than on the other two types of landmark saliency. Hence, in this study, our goal is to better understand the cognitive saliency of potential landmarks. For this purpose, we used an online virtual game, Sea Hero Quest (SHQ), and asked people to watch videos of the game. In the videos, a boat navigates through a waterway/river environment and finds goal locations one by one. People then were asked to answer questions, which aimed to measure their cognitive saliency. Our results suggest that cognitive saliency is closely related to visual and structural saliency in unfamiliar environments.
Original languageEnglish
Title of host publicationSpatial Cognition XII
Subtitle of host publication12th International Conference, Spatial Cognition 2020, Riga, Latvia, August 26–28, 2020, Proceedings
EditorsJurgis Skilters, Nora S. Newcombe, David Uttal
Place of PublicationCham, Switzerland
PublisherSpringer
Pages76-87
Number of pages12
Edition1
ISBN (Electronic)9783030579838
ISBN (Print)9783030579821
DOIs
Publication statusPublished - 1 Jan 2020

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume12162 LNAI
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Keywords

  • Landmarks
  • Navigation
  • Saliency
  • Spatial cognition
  • Virtual environments

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