Rights statement: This is an Accepted Manuscript of an article published by Taylor & Francis in Spatial Cognition and Computation on 12/10/2020, available online: https://www.tandfonline.com/doi/full/10.1080/13875868.2020.1830993
Accepted author manuscript, 1.57 MB, PDF document
Available under license: CC BY-NC: Creative Commons Attribution-NonCommercial 4.0 International License
Final published version
Research output: Contribution to Journal/Magazine › Journal article › peer-review
Research output: Contribution to Journal/Magazine › Journal article › peer-review
}
TY - JOUR
T1 - Computer models of saliency alone fail to predict subjective visual attention to landmarks during observed navigation
AU - Yesiltepe, Demet
AU - Ozbil Torun, Ayse
AU - Coutrot, Antoine
AU - Hornberger, Michael
AU - Conroy-Dalton, Ruth
AU - Spiers, Hugo
N1 - This is an Accepted Manuscript of an article published by Taylor & Francis in Spatial Cognition and Computation on 12/10/2020, available online: https://www.tandfonline.com/doi/full/10.1080/13875868.2020.1830993
PY - 2021/3/1
Y1 - 2021/3/1
N2 - In this study, it was aimed to understand whether or not computer models ofsaliency could explain landmark saliency. An online survey was conducted andparticipants were asked to watch videos from a spatial navigation video game(Sea Hero Quest). Participants were asked to pay attention to the environmentswithin which the boat was moving and to rate the perceived saliency of eachlandmark. In addition, state-of-the-art computer saliency models were used toobjectively quantify landmark saliency. No significant relationship was foundbetween objective and subjective saliency measures. This indicates that duringpassive observation of an environment being navigated, current automatedmodels of saliency fail to predict subjective reports of visual attention tolandmarks.
AB - In this study, it was aimed to understand whether or not computer models ofsaliency could explain landmark saliency. An online survey was conducted andparticipants were asked to watch videos from a spatial navigation video game(Sea Hero Quest). Participants were asked to pay attention to the environmentswithin which the boat was moving and to rate the perceived saliency of eachlandmark. In addition, state-of-the-art computer saliency models were used toobjectively quantify landmark saliency. No significant relationship was foundbetween objective and subjective saliency measures. This indicates that duringpassive observation of an environment being navigated, current automatedmodels of saliency fail to predict subjective reports of visual attention tolandmarks.
KW - Landmark
KW - saliency
KW - Object recognition
KW - Spatial knowledge
KW - Virtual reality
KW - Virtual environments
U2 - 10.1080/13875868.2020.1830993
DO - 10.1080/13875868.2020.1830993
M3 - Journal article
VL - 21
JO - Spatial Cognition and Computation
JF - Spatial Cognition and Computation
SN - 1387-5868
IS - 1
ER -