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A. Vitali

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Conference paper (2026) - Sophia Ppali, Mireia Yurrita, Alice Vitali, Alok Debnath, Lucie Flek, Andrea Cuadra, Sven Mayer, Michal Lahav, Himanshu Verma, More Authors
The EmpathiCH workshop series has, over three iterations, unpacked how empathy is conceptualized, measured, and used in HCI, identifying both its potential benefits and notable pitfalls. Despite these discussions, the diverse roles of empathy in research and practice remain fragmented and under-theorized. This fourth iteration seeks to consolidate perspectives by situating empathy within a sociomaterial framework. We propose exploring three dimensions-technology, social practices, and context-that shape how empathy is conceptualized and applied. The workshop will combine an interactive, discussion-centric format enabling participants to share experiences, debate perspectives, and collaboratively analyze cases across these dimensions. Outcomes will contribute to co-developing a sociomaterial taxonomy for empathy in HCI, offering conceptual clarity and practical guidance for design. Participants will engage in critical dialogue, connect with peers, and contribute directly to shaping the future of empathy-centered approaches in HCI. ...
Conference paper (2026) - Yonghao Hu, Alice Vitali, Tilman Dingler
The visual span, defined as the number of letters that can be accurately recognized in a single eye fixation, is a fundamental sensory constraint on reading speed. While well-studied on desktops, visual span in virtual reality (VR) remains largely unexplored, despite the increasing use of text-heavy VR applications. This gap is critical, as VR's unique constraints (e.g., limited angular resolution, optical distortions, and vergence-accommodation conflict) may fundamentally restrict text intake. We present the first empirical study to directly measure visual span in VR using the trigram paradigm and compare it to a matched desktop baseline. Although the profile shape of the visual span was similar across conditions, its size was significantly reduced in VR, averaging 4.28 letters versus 10.72 on desktop (a ≈60% reduction). These findings reveal a fundamental limitation and lay the groundwork for designing more readable and efficient text experiences in immersive environments. ...
Conference paper (2025) - Ambika Shahu, Philipp Wintersberger, Dinara Talypova, Alice Vitali, Charlotte Kobiella, Tilman Dingler
In today’s workplaces, digital distractions and frequent task-switching significantly impact productivity and well-being. With the integration of AI tools and Large Language Models (LLMs), we face new challenges in managing attention between human cognition and AI-assisted workflows. This workshop will explore the dual nature of AI tools, examining their potential to enhance productivity and mitigate the risks of "metacognitive laziness" and digital distraction. Through collaborative design activities and discussions, participants will examine strategies for developing attention management that support mindful task-switching between human and AI-driven work. We will focus on designing workplaces that leverage AI capabilities while preserving deep work and cognitive well-being. The workshop aims to generate practical insights for creating sustainable work practices in an AI-augmented workplace. ...
Where you read matters—so what if you could read literally inside your book? Reading in Virtual Reality (VR) has been shown to support deep immersion and narrative engagement. We argue that Generative Artificial Intelligence (GenAI) can significantly expand what is currently possible in VR reading by dynamically producing story-driven environments from text. In this vision paper, we present a pipeline that combines recent advances in language, audio, and 3D scene generation to allow automatically augmenting fiction reading with environmental backdrops. As the reader progresses, these AI-generated environments transition in real time, acting as cognitive props for visual imagery. We also describe a user evaluation, discuss limitations, and address implications and open questions raised by the proposed approach. ...

Can an AI-Generated Graphic Novel Enhance the Reading Experience of Non-Native English Readers?

Conference paper (2025) - A. Vitali, I. Alpizar-Chacon, C. Schneegass, Tilman Dingler, Ioanna Lykourentzou
Despite its well-documented benefits, reading literature in a second language remains challenging. Graphic novels, by integrating text and images, effectively support English as a Second language (ESL) readers; however, adapting literary works into this format is resource-intensive and lacks scalability.
To address this, we developed a LangChain-based pipeline that automatically transforms a story into a graphic novel. Through a user study with 76 participants, we investigated (1) how this adaptation influences ESL readers' comprehension and narrative engagement, and (2) readers' perception of AI's role in the creative process. Results showed no significant differences in comprehension or engagement between the AI-generated graphic novel and traditional text. Although 70\% of participants recognized AI involvement, attitudes toward its role as illustrator were generally positive, despite a few cross-domain concerns. This work contributes to the understanding of AI-powered storytelling from a human-centered perspective, identifying key insights for effectively supporting readers through AI-generated visual narratives. ...