This repository contains the material related to an immersive VR experiment on cat calling experiences. The included files describe the subjects' data, their verbal reports, the knowledge graph (catcalling_reports.owl and catcalling-wneur.ttl) extracted from the reports, jointly with an ontology (the schema from catcalling_reports.owl) of the extracted frames and their clusters, and files describing statistical data about the clustering of frames, their correlations with subjective measures, and the scoring method (ISIT: Implicit Situation Intensity Test) used to quantify the intensity of cognitive/emotional frames. Frames have been extracted from the reports using neurosymbolic knowledge extraction techniques. The article to be cited for this project is Lucifora, C., Gangemi, A., Miglietta, C. et al. Virtual embodiment increases male sensitivity to catcalling experiences. Sci Rep 15, 35376 (2025). https://doi.org/10.1038/s41598-025-19418-4, https://www.nature.com/articles/s41598-025-19418-4. The article describing the method for neurosymbolic knowledge extraction is De Giorgis, S., Gangemi, A., Russo, A. Neurosymbolic graph enrichment for grounded world models. Information Management and Processing, 2025, https://www.sciencedirect.com/science/article/pii/S030645732500069X.
aldogangemi/catcalling
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