Understanding Cognitive Saliency by Using an Online Game

Yesiltepe, Demet, Dalton, Ruth Conroy, Torun, Ayse Ozbil, Hornberger, Michael and Spiers, Hugo (2020) Understanding Cognitive Saliency by Using an Online Game. In: Spatial Cognition XII. Spatial Cognition XII . Springer, pp. 76-87. ISBN 978-3-030-57982-1

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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.

Item Type: Book Section
Faculty \ School: Faculty of Medicine and Health Sciences > Norwich Medical School
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Depositing User: LivePure Connector
Date Deposited: 15 Sep 2020 00:05
Last Modified: 15 Sep 2020 00:05
URI: https://ueaeprints.uea.ac.uk/id/eprint/76881
DOI: 10.1007/978-3-030-57983-8_6

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