Lukas Strobel

dblp:402/9266 · DBLP profile ↗
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5ranked-venue papers
3as first author
5since 2021 · last 2025
0009-0004-3909-5710ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Making Lecture Videos Accessible for Students who are Blind or have Low Vision through AI-Assisted Navigation and Visual Question Answering
abstract
Designing accessible lectures and lecture materials is crucial to promote inclusive higher education.We conducted need-finding interviews with 12 students who are blind or have low vision to learn their perspectives on how lectures and lecture material could become more accessible through Artificial Intelligence (AI) technologies.Key insights from the interviews reveal that students envision AI to automatically customize lecture material, connect disparate information sources, for example, to better keep track of the current lecture slide, and enhance interaction and engagement with lecture material.Based on these insights, we developed the LectureAssistant prototype, employing an iterative design process with visually impaired users that features AI-assisted video navigation and chatbot interaction.In a final evaluation with seven students, the participants expressed enthusiasm for features such as AI-powered video search and the possibility of asking questions about visual content in the current video frame.They provided valuable suggestions for future improvements, including notifications for lecture slide transitions and the provision of a short overview function for a slide.Insights from the study indicate great potential of the prototype to improve accessibility of lecture videos for students with visual impairments, although they also point to crucial areas for improvement, such as more reliable and personalized image descriptions.
Katharina Anderer, Karin Müller 0001, Lukas Strobel, Matthias Wölfel, Jan Niehues, Kathrin Maria Gerling
ASSETS3
2025 "Is This Seat Accessible for Me?": An Autoethnography of a Person With a Mobility Disability Using Interactive Seat Plans for Public Events
abstract
Spectating sports matches or concerts is a popular activity, but these public live events have yet to become more accessible to people with disabilities. Inspecting the corresponding interactive seat plan before purchasing tickets online can be necessary to avoid or prepare for barriers at these venues. Unfortunately, these representations often lack valuable accessibility information. To explore how this can affect the disabled community, we leverage autoethnography to provide an in-depth introspective account through the lens of a person with a mobility disability. We apply Thematic Analysis to synthesise field notes from his research diary. The crafted themes showcase the lacking accessibility support in seat plans and illustrate the first author's adaptation strategies to facilitate accessible experiences. We further contextualise his social relationships as a key factor throughout this process. Grounded in these results, we reflect on the provision of accessibility information, the categorisation of seats, and interdependent relationships within and through these systems.
Lukas Strobel, Kathrin Maria Gerling, Jan Rixen
CHI1
2025 Understanding Disengagement From Competitive Multiplayer Games: An Exploratory Study of League of Legends
abstract
Competitive play in the multiplayer online battle arena game (MOBA) League of Legends (LoL) is a popular and engaging form of leisure.While it is well-understood what draws players into such games, less is known about the process of disengagement from play sessions in competitive multiplayer settings.However, disengagement is a necessary part of play, and one that has a significant impact on player experience.Our work addresses this knowledge gap through an exploratory interview study that examines the disengagement experiences of regular LoL players (n=8) and coaches (n=2).Leveraging grounded theory, our preliminary results identified four key contributors to the experience of disengagement: (1) satisfaction and frustration related to player performance, (2) team dynamics and social interaction, (3) individual and social aspirations, and (4) the role coaching in the structure of play sessions.These themes structure the complex dynamics of player experience at the end of play sessions.Building upon our initial findings, we propose a lens on disengagement in competitive online multiplayer games, adding nuance to the existing body of literature that has examined disengagement in single-player settings.
Yannick Seim, Lukas Strobel, Kathrin Maria Gerling, Dmitry Alexandrovsky
FDG2
2025 Exploring The Role of Technology for Accessible Stadium Experiences for People With Limited Mobility
abstract
Attending public sports events is a popular leisure activity that has yet to become more accessible for people with limited mobility. In our work, we address the role that technology, and especially, digital ticketing infrastructures play in the individual preparation for attending football matches and the experiences that disabled fans have at football stadia. Building on autoethnographic work on attending large public events with a disability, we report findings from semi-structured interviews with people with limited mobility (N=12). We apply Reflexive Thematic Analysis to craft four main themes, (1) showcasing the importance of familiarity with the processes, (2) illustrating the (in)voluntary separation of disabled and non-disabled people in current (ticketing) infrastructures, (3) highlighting social contacts as key contributor but dependency on other people also as obstruction of accessibility, and (4) contextualising the role of interactive seat plans for ticketing. Building upon these findings, we contribute an account on the experiences of people with limited mobility and the examination of current and prospective technology for this purpose with a focus on ticketing and seat plans, thereby also appraising previous findings from autoethnography.
Lukas Strobel, Kaan Göbül, Kathrin Maria Gerling, Jan Rixen
MUM1
2025 HCI, Disability and Sport: A Literature Review
abstract
Equitable access to sport for disabled people remains challenging, and technology is often viewed as a way of addressing barriers. However, little is known about how disability is approached in such research and the purpose of sport that is afforded to disabled people. We address this issue in a review of 60 publications in the field of Human-Computer Interaction. We leverage Template Analysis in combination with Mueller and Young’s lenses on virtues of sport to also explore the experiential side of sports technology for disabled people. Our results are threefold: (1) We show that disability shifts the intended purpose of sports technology away from leisure to health, and that technologies such as exergames are viewed as an opportunity to replace real-world sport to address barriers and increase motivation. (2) We highlight that in(ter)dependence plays a strong role in technology development, but that disabled people are not extensively involved in research. (3) We show that virtues beyond health as per Mueller and Young do apply to existing work, but that value frameworks need to be re-worked in the context of disability, placing a stronger emphasis on sport as leisure, and the enriching role that technology can play.
Lukas Strobel, Kathrin Maria Gerling
ACM Trans. Comput. Hum. Interact.1