## 2 Related Work  
The utilization of AR technology in enhancing the daily experiences of individuals, particularly those with visual impairments, presents a significant paradigm shift in the perceptions and interactions with our surroundings [11]. AR's potential has been extensively demonstrated through its application in various domains such as navigation systems [11], text and image readers [12], and object detection mechanisms [13]. These advancements have showcased AR's capacity to seamlessly integrate digital information into the physical world, thereby offering enriched, accessible experiences to users with visual impairments. Despite these progresses, the broader scope of AR application continues to marginally address the specific accessibility needs of this demographic, primarily due to a predominant focus on visual-centric interfaces [4; 7]. This oversight not only underscores a critical gap in the inclusive development of AR technologies but also highlights the pressing need for interfaces that embrace a wider spectrum of sensory inputs, thereby fostering a more inclusive user experience. In response to the growing awareness of these accessibility challenges, recent academic efforts have begun to pivot towards enhancing the inclusivity of AR applications. Research works conducted by [PERSON] et al. [8] and [PERSON] et al. [4] provide a thorough examination of the accessibility features within widely utilized mobile applications, revealing a significant deficiency in AR content descriptive enough for users with visual impairments to engage with it meaningfully. These studies have catalyzed the development of AR prototypes engineered to transcend traditional visual barriers by substituting visual cues with auditory information and Voice-Over commands. Such innovations mark a commendable stride towards broadening AR's accessibility. However, it is acknowledged that these adaptations, while progressive, fall short of addressing the entirety of challenges faced by users with visual impairments, indicating a need for more comprehensive solutions. The educational sector, in particular, illustrates a poignant example of how visual dependencies can restrict access to learning materials for students with visual impairments [14]. Emerging solutions have sought to bridge this gap, employing interactive tactile graphics and real-world objects augmented with audio feedback, leveraging cutting-edge technologies such as laser cutting, swell paper, and 3D printing to enhance tactile interactions and learning through auditory feedback [14; 15]. This approach is complemented by pioneering efforts such as the audio-tactile experience developed by [PERSON] et al. [16] for cultural heritage exploration and the machine-vision-based tactile graphics system by [PERSON] and [PERSON] [17], aimed at facilitating STEM education. These initiatives underscore the potential of integrating tactile and auditory feedback to provide a more accessible educational experience for students with visual impairments. Further innovations in this domain include the strategic use of QR codes to link tactile graphics to audio descriptions [18], enabling students with visual impairments to gain detailed information about graphical content through their mobile devices. Additionally, projects such as [PERSON] et al. [15] and the MapSense initiative [19] have showcased the effectiveness of augmenting physical objects and interactive maps with audio feedback and tactile inputs, thus supporting the development of social skills and spatial awareness in children with visual impairments. Despite these significant advancements, the inherent complexity and cognitive demands associated with interpreting tactile graphics highlight the ongoing challenges and the need for methodologies that simplify the process of modifying these graphics [20].