Human-Computer Interaction


XRoads (Cross Reality On A Digital Surface) explores novel and multimodal interaction techniques for tabletop games. It is a Mixed Reality platform which combines touch, speech, and gestures as input modalities for turn-based and real-time strategy games.

XRoads is built on top of the in-house software framework Simulator X [Latoschik & Tramberend, 2011].

The utilization of Intelligent Realtime Interactive Systems (IRIS) plays a decisive role in the area of virtual reality, augmented reality and mixed (or rather cross) reality. These fields yield assistive technology for numerous everyday situations, offering the user intuitive options to interact with the system. Besides many other application areas, the development of novel games benefits from such interactions.

Funding and Collaboration

The development of XRoads has been supported by our cooperation partner Pegasus Spiele, a german tabletop game distributor. Support includes basic game mechanics, digital assets for prototype implementations, as well as financial support for student workers.


2012-2013 a mixed reality version of the role-play-based board game Quest: Zeit der Helden was implemented in the context of student projects: A multitouch table with object recognition capabilities (Samsung’s SUR40) serves as a shared interaction space for tangible game elements (pawns, cards, …). The system augments these real objects with multimedia content, according to the ongoing game. The integration of portable devices allows for private interaction spaces. This prototype unifies different interaction techniques, like touch input or tangible interaction, in order positively affect the user experience [Giebler-Schubert, Zimmerer, Wedler, Fischbach & Latoschik, 2013].

Until now the Quest-prototype has been enhanced with additional multimodal interfaces [Fischbach, Zimmerer, Giebler-Schubert, Latoschik, 2014]:

Recently the prototype has been extended by a location-based adventure played on a mobile-device [Fischbach, Lugrin, Latoschik, Fendt, 2014; Zimmerer, Fischbach, Latoschik, 2014]. The extension devides the gameplay into two phases an adventure phase, where players follow a non-linear storyline by visiting various real-world locations to acquire rewards and information and a skirmish phase, where strategic plans and collaboration is required to defeat enemies in a turn-based battle.


During the skirmish phase, the mobile device is utilized to extend the interaction possibilities with the interactive table:

This enhanced versions has been demonstrated at several events where user feedback was continuously collected.

Future Goals


M.Sc. Martin Fischbach
Telefon: 0931 31 86314


Current state of the realtime strategy prototype

Current state of the Quest-prototype

Basic functionality of the Quest-prototype


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