## 1 Introduction  
Augmented Reality (AR) technology has transitioned remarkably from a conceptual novelty to a transformative force across a spectrum of industries, including entertainment, healthcare, transportation, and education [1]. It distinguishes itself through the innovative overlay of digital information onto our physical reality, crafting immersive experiences that have been empirically shown to enrich learning, amplify motivation, and bolster interaction among participants [1; 2; 3]. These advancements underscore AR's unique capability to evolve traditional activities into interactive, dynamic experiences tailored to meet the diverse preferences and needs of its users. Within the educational sector, AR's potential has been particularly noteworthy, evidenced by its successful integration into a variety of learning activities [1]. These AR-enabled educational interventions have not only enhanced learning outcomes but have also invigorated the learning environment, making it more interactive and engaging [4; 5]. Additionally, the deployment of AR in special education has seen a remarkable increase, attributed to its versatility in facilitating personalized learning experiences. This adaptability has proven effective in improving comfort levels and skill sets and in promoting social interactions among students with special needs [6]. However, despite AR's extensive applicability, its development has predominantly focused on individuals with autism spectrum disorders and mental disabilities, often overlooking the creation of AR solutions tailored for people with visual impairments [6; 7]. The primary challenge in making AR technologies accessible to people with visual impairments lies in their inherent reliance on visual overlays--such as texts, images, and AR models--for user interaction [4]. This reliance constitutes a substantial barrier for userswith visual impairments, who may struggle to grasp the spatial context of these virtual elements [4; 8]. With over 2.2 billion people globally experiencing visual impairments, a statistic that includes 19 million children under the age of 15, the imperative for accessible AR technologies has never been more critical [9; 10]. This demographic includes approximately 1.4 million children facing irreversible blindness, underscoring the dire need for innovative solutions that render AR technologies accessible and beneficial for this particular group [10]. In addressing these challenges, our research endeavors to expand the application scope of AR through the development and exploration of non-visual interfaces, focusing primarily on audio feedback and sound effects. This initiative seeks to democratize AR experiences, making them accessible and enjoyable for an inclusive audience. By harnessing audio cues and eliminating reliance on haptic feedback, our prototype applies an approach that allows users to interact with AR content and digital environments through auditory senses. This design not only caters to those with visual impairments but also enhances spatial awareness and mental imagery for all users, leveraging the AR technology's potential to transcend visual limitations and offer immersive, multi-sensory experiences. Our prototype illustrates the feasibility of integrating audio descriptions and sound effects, which adjust in volume to signify the proximity of digital objects, enabling users to navigate AR settings with heightened orientation and depth perception. Furthermore, it facilitates direct interactions with virtual objects, providing continuous audio feedback and sound effects to enrich user engagement and intuitiveness within AR explorations. This paper provides a comprehensive examination of our AR prototype's concept, development, and practical application, highlighting its significance in fostering an inclusive and accessible AR landscape. Through a detailed exploration of the prototype's features and their implementation, we contribute insightful perspectives to the AR technology's evolution.