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Understanding Cognitive Saliency by Using an Online Game

Part of the Lecture Notes in Computer Science book series (LNAI,volume 12162)

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
  • Saliency
  • Navigation
  • Spatial cognition
  • Virtual environments

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Notes

  1. 1.

    By conditions, we refer 1. weather (clear/foggy weather), 2. map (clear/obscured), 3. environment (5 different environments) conditions, and landmarks (visibility and saliency of landmarks vary).

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Yesiltepe, D., Dalton, R.C., Torun, A.O., Hornberger, M., Spiers, H. (2020). Understanding Cognitive Saliency by Using an Online Game. In: Šķilters, J., Newcombe, N., Uttal, D. (eds) Spatial Cognition XII. Spatial Cognition 2020. Lecture Notes in Computer Science(), vol 12162. Springer, Cham. https://doi.org/10.1007/978-3-030-57983-8_6

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  • DOI: https://doi.org/10.1007/978-3-030-57983-8_6

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