Auditory Accessibility Simulation Tools
Three complementary educational simulation tools — developed by KTH Royal Institute of Technology as part of the joint master's program Master in Rehabilitation and Assistive Technologies
EU Project Deliverable
KTH Contribution
Educational Technology
Project Context
KTH & The European Program
This deliverable is being developed as part of the educational material contribution from KTH Royal Institute of Technology, within the framework of a European project supporting the creation of a joint master's program.
In this context, KTH is responsible for developing technology-oriented educational materials, with a focus on accessibility and modern assistive technologies.
This work constitutes a technological educational demonstrator — designed to be directly integrated into the curriculum and to support experiential, hands-on learning.
Partner Institutions
KTH Royal Institute of Technology
Sweden — Responsible for technology educational materials
University of Macedonia (UoM)
Greece — Program partner
Aristotle University of Thessaloniki (AUTH)
Greece — Program partner
Overview
Purpose & Vision
This proposal presents three educational simulation tools designed to offer students direct, experiential understanding of auditory disorders and multimodal interaction.
The goal is not merely a theoretical description of accessibility challenges — but to allow students to experience them first-hand and leverage that experience for design, empathy, and applied engineering.
All three deliverables were further developed and adapted for this program, ensuring full alignment with the requirements of the European project.
Lightweight, accessible tools using standard devices (web and mobile-based prototypes)
The Three Deliverables
01
Tinnitus Simulation Tool
02
Haptic "Feel Music" Tool
03
Hearing Impairment Simulator
Deliverable 01
Tinnitus Simulation Tool
What It Does
A web-based application that simulates different types and intensities of tinnitus by overlaying tinnitus profiles on real environmental sound captured via the device microphone — accessible from any smartphone or computer with headphones. No installation required.
Experience Mode: Uses environmental sound via the device's microphone, allowing users to experience tinnitus in real-world contexts.
How It Works
Adjustable sound profiles and intensity levels allow students to explore how auditory disorders affect concentration, daily activities, and interaction with digital and physical environments. Requires open-back headphones (allowing environmental sound pass-through) for accurate real-world simulation.
Learning Outcome
Bridges the gap between theoretical knowledge and lived experience — building a deeper, more empathetic understanding of auditory disorders and their impact on accessibility.
Deliverable 02
Haptic Interaction — Feeling Music
The Concept
The device continuously listens to the sound environment. When sound exceeds a defined threshold, it is translated into vibrotactile feedback. The system attempts to classify the sound using predefined audio classes (e.g., Google AudioSet) such as laughter, music, alarms, applause, and additional environmental sound classes (e.g., speech, traffic, ambient noise). If a match is found, the sound is translated into corresponding haptic patterns ("haptification").
Why It Matters
Originally designed for users with hearing impairments, this tool serves as an educational demonstrator for raising awareness about sound environments. It helps students experience how auditory information can be perceived through touch and how environmental sounds are interpreted differently by users with hearing impairments.

Technical Note: Currently implemented on iOS devices due to cross-platform limitations in haptic technology development.
Deliverable 03
Hearing Impairment Simulator
Input Source
Unlike the tinnitus tool, which adds auditory disturbance, this simulator transforms the incoming audio signal to reflect different types of hearing loss. Uses pre-recorded audio (e.g., speech, podcasts) to simulate various types of hearing impairment under controlled listening conditions. Requires closed-back headphones for accurate simulation.
Broader Hearing Loss Profiles
The tool simulates a range of hearing loss types, allowing exploration of how different impairments affect real-world listening conditions with greater realism and immediacy.
Deeper Understanding Through Immersion
Through active simulation, students develop a more nuanced and grounded understanding of auditory limitations — directly informing accessibility design and inclusive engineering.
Design Philosophy
Three Perspectives on Auditory Accessibility
Together, the three tools provide a comprehensive and complementary experiential framework — each addressing a different dimension of auditory accessibility.
TINNITUS DISRUPTION / AUDITORY DISTORTION
Distorted Auditory Experience
Tinnitus profiles overlaid on real environmental sound; auditory distortion simulating hearing loss conditions.
HAPTIC TOOL
Sound Awareness Through Vibration and Classification
Threshold-based sound detection, classification via Google AudioSet, mapped to haptic patterns ("haptification").
CONTEXTUAL SIMULATION
Contextual Auditory Simulation: Conversations, Environment, Tasks
Simulated auditory experience applied in real-world contexts — conversations, environmental listening, and task performance.
Combined with existing work on visual impairments, these tools contribute to a broader multisensory understanding of accessibility within the program.
Curriculum Integration
Application Across Multiple Courses
The deliverables were designed for direct integration across multiple courses in the master's program, supporting both theoretical understanding and practical application.
Introduction to Disability & Rehabilitation
Experiencing auditory limitations first-hand, supporting a biopsychosocial perspective beyond theoretical definitions.
Assistive Technologies & Accessibility
Identifying real-world barriers and designing appropriate AT solutions using a user-centered approach.
Multimodal Interaction & Haptics
Demonstrating sensory substitution and alternative interaction strategies in practice.
Rehabilitation Engineering
Analyzing how impairments affect interaction and designing engineering solutions that respond to user needs.

In Research Methodology & Biostatistics, the tools support small-scale experimental studies — measuring the effects of simulated impairments on task performance, cognitive load, and usability, analyzed through quantitative methods.
Pedagogical Structure
A Complete Educational Package
Each Deliverable is Structured to Include
Web-based interactive tool
Structured student activities
Instructor guidance materials
Technical documentation
Learning Scenario Design
Activities are organized around practical, real-world scenarios that move students from observation to analysis and design:
  • Performing everyday tasks under simulated auditory conditions
  • Completing focused tasks under cognitive load with active impairment simulation
  • Evaluating the accessibility of products or environments while the simulation is running
This structure supports experiential learning — the pedagogical core of the entire deliverable set.
Feasibility & Timeline
Practical, Scalable, Ready for Pilot Use
No Specialized Hardware Beyond Standard Devices
No specialized hardware beyond standard consumer devices — all tools run in the browser or on mobile. Standard devices required: smartphone, headphones; iOS device required for the haptic prototype (due to cross-platform limitations in haptic APIs). Minimal setup required (web-based and mobile prototypes).
Lightweight Technology
Built on modern web technologies — fast to develop, easy to maintain, and readily reusable across different educational contexts.
Delivery Target: May 15
Development is currently in progress, with functional demonstrators delivered within the project timeline.
Scalable & Reusable
Designed for long-term value — the tools can be used as standalone activities, incorporated into workshops, or combined within courses for a continuous accessibility learning arc.

Team Lead: Kjetil Falkenberg Hansen, with support from students and research collaborators. Existing expertise in sonic interaction, accessibility, and multimodal systems provides a strong technical and academic foundation.
Next Steps
From Proposal to Implementation
These deliverables address a critical gap in auditory accessibility education and support a broader vision of inclusive design. By allowing students to directly experience sensory limitations and alternative modes of interaction, they contribute to a more informed, human-centered engineering practice — and to the long-term impact of this European project.
Next steps include finalizing the implementation structure, confirming technical roles, and continuing development, so that functional demonstrators are delivered within the project timeline — as part of KTH's contribution to the joint master's program Master in Rehabilitation and Assistive Technologies.