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Understanding cognitive saliency by using an online game

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Publication date20/08/2020
Host publicationSpatial Cognition XII : 12th International Conference, Spatial Cognition 2020, Riga, Latvia, August 26–28, 2020, Proceedings
EditorsJurǵis Šķilters, Nora S. Newcombe, David Uttal
Place of PublicationCham
PublisherSpringer
Pages76-87
Number of pages12
ISBN (Electronic)9783030579838
ISBN (Print)9783030579821
<mark>Original language</mark>English

Publication series

NameLecture Notes in Computer Science
PublisherSpringer
Volume12162
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Abstract

One of the most known 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 topics. Hence, in this study, our goal is to better understand cognitive saliency. 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 navigated in canal/river environments and found 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 saliency in unfamiliar environments.