@inproceedings{aac7f0aee3234fd984ad8dcb2b15fda8,
title = "Understanding Cognitive Saliency by Using an Online Game",
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.",
keywords = "Landmarks, Navigation, Saliency, Spatial cognition, Virtual environments",
author = "Demet Yesiltepe and Ruth Dalton and {Ozbil Torun}, Ayse and Michael Hornberger and Hugo Spiers",
year = "2020",
month = jan,
day = "1",
doi = "10.1007/978-3-030-57983-8_6",
language = "English",
isbn = "9783030579821",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
publisher = "Springer",
pages = "76--87",
editor = "Jurgis Skilters and Newcombe, {Nora S.} and David Uttal",
booktitle = "Spatial Cognition XII",
address = "Germany",
edition = "1",
}