XR Accessibility Simulation Lab: Altered Vision
An XR-based experiential learning and research platform for accessibility and rehabilitation — developed by KTH Royal Institute of Technology as part of the European dual Master's programme in Rehabilitation and Assistive Technologies.
Programme Context
A Joint European Initiative
This deliverable is developed as part of KTH Royal Institute of Technology's contribution to a European collaborative project supporting the creation of the dual Master's programme "Master in Rehabilitation and Assistive Technologies."
The programme is implemented through a strategic partnership of three institutions, each contributing unique expertise across technology, rehabilitation science, and interdisciplinary education. KTH holds responsibility for developing technologically oriented educational materials, with emphasis on accessibility and modern assistive technologies.
This deliverable serves as a technological educational demonstrator, designed to be integrated directly into the curriculum and support experiential, hands-on learning across multiple programme courses.
Partner Institutions
01
KTH Royal Institute of Technology
Sweden — Lead for technology-oriented educational content and XR development
02
University of Macedonia (UoM)
Greece — Partner in curriculum design and rehabilitation science
03
Aristotle University of Thessaloniki (AUTH)
Greece — Partner in interdisciplinary teaching and research methodology
Core Technology
What Is the XR Simulation Lab?
At the core of this module is a fully working XR application for Meta Quest 3, leveraging pass-through technology to simulate visual impairments directly within real-world environments. Unlike purely virtual experiences, students move physically through their actual surroundings — classrooms, corridors, and public spaces — while experiencing dynamically adjustable visual limitations in real time.
Pass-Through Technology
Real-world environments are augmented with simulated visual impairment overlays, grounding the experience in physical reality.
Dynamic Adjustability
Impairment conditions can be modified in real time, allowing instructors and students to shift intensity and type on demand.
Spectrum Representation
A continuous 0–1 intensity scale frames disability as a spectrum, not a binary state — enabling nuanced, empathetic understanding.
Prototype-Ready
The application is fully developed and ready for deployment within the Master's programme immediately.
Visual Impairment Simulations
Supported Impairment Types
The system currently supports a carefully selected range of visual impairment simulations, covering both color vision deficiency and visual field restrictions. This combination allows students to explore vastly different dimensions of visual accessibility — from subtle color perception challenges to dramatic losses of spatial vision.
The continuous intensity control (0–1 scale) is a defining feature: it enables the representation of disability as a spectrum rather than a binary on/off condition, encouraging far more nuanced understanding of how impairments affect daily life and participation.

All impairment types can be combined with adjustable intensity for rich, layered simulation experiences.
Protanopia
Red-green deficiency affecting perception of red wavelengths, altering contrast and color distinction.
Deuteranopia
Red-green color vision deficiency — the most common form, affecting perception of green wavelengths.
Tritanopia
Blue-yellow color vision deficiency, a rarer condition affecting blue and yellow hue discrimination.
Hemianopia
Loss of half the visual field, simulating partial field restriction that significantly impacts navigation and interaction.
Complete Educational Module
More Than an App — A Full Learning System
This deliverable is structured as a complete educational module, not merely a technology prototype. Every component has been designed with pedagogical intent, ensuring that instructors have the tools they need for seamless course integration and that students have clear guidance for maximizing learning outcomes.
XR Application
Prototype fully developed and ready for deployment on Meta Quest 3 hardware.
Structured Learning Scenarios
Three core activity types with clear learning objectives and scaffolded task sequences.
Student Lab Guide
Step-by-step tasks, observation worksheets, and reflection prompts for guided exploration.
Instructor Guide
Comprehensive integration notes, facilitation tips, and assessment alignment strategies.
Technical Documentation
Full setup instructions, hardware requirements, and troubleshooting guidance for lab coordinators.
Pedagogical Design
Three Core Learning Scenarios
The pedagogical approach is grounded in experiential and task-based learning — students actively perform real-world activities under simulated impairment conditions, engaging in embodied interaction that significantly enhances understanding and long-term retention. The module is organized around three interconnected scenario types.
Experiential Exploration
Students explore real-world environments — classrooms, corridors, public spaces — under different impairment conditions, directly building understanding of lived experience and daily accessibility barriers.
Task-Based Functional Analysis
Students perform specific tasks — navigation, object recognition, digital interaction — under impairment, documenting errors, delays, and usability challenges in structured observation forms.
Accessibility Evaluation & Design Reflection
Students evaluate digital and physical environments under simulated impairments and propose targeted accessibility improvements based on their observed limitations and user experience findings.

The system also includes interactive challenge-based elements, enabling direct performance comparison between impaired and non-impaired conditions for measurable learning outcomes.
Cross-Course Integration
Supporting the Full Master's Programme
The XR Simulation Lab is designed to be cross-course and reusable, directly supporting multiple courses within the Master's programme. Rather than being a one-time activity, it serves as a recurring pedagogical infrastructure that deepens in complexity and application as students progress through the programme.
1
Introduction to Disability & Rehabilitation
Students move beyond theoretical descriptions of disability and engage with the lived experience of visual impairments, building genuine understanding of barriers in daily life and social participation.
2
Assistive Technologies & Accessibility in Daily Living
Students use the tool to identify real accessibility barriers in physical and digital environments and evaluate how assistive technologies and design interventions can support independence.
3
Multimodal Interaction & Interfaces
The module supports exploration of how impaired vision affects interaction with environments and digital systems, linking sensory perception directly to interaction design decisions.
4
Rehabilitation Engineering
The XR system is positioned as a state-of-the-art rehabilitation and simulation technology, demonstrating immersive approaches to assessment, training, and user-centered system design.
Research Platform
From Teaching Tool to Research Platform
A key added value of this deliverable is its dual function: it operates not only as a teaching tool but also as a research platform directly supporting the Research Methodology and Biostatistics course. Students can design, conduct, and analyze real empirical studies using the XR system as their measurement instrument.
This transforms the lab from a passive simulation experience into an active research environment where students generate real data, test hypotheses, and produce scholarly outputs — all within the authentic context of accessibility science.

The XR module directly aligns with course topics: inferential statistics, repeated measures analysis, and evaluation of measurement tools.
Experimental Study Design
Impact of impairments on task performance; condition comparisons; usability under varying accessibility constraints.
Data Collection
Performance metrics including task completion time and error rates; repeated measures across conditions aligned with ANOVA frameworks.
Statistical Analysis
Repeated measures ANOVA, group comparisons, and correlation analyses between impairment level and performance outcomes.
Research Output
Critical evaluation of XR as a measurement tool; validity assessment; research reports and proposals based on experimental findings.
Strategic Value
Why This Deliverable Matters
This deliverable represents a genuine integration of immersive technology, accessibility education, research methodology, and interdisciplinary teaching. It is not a standalone tool but a strategic pedagogical asset designed to grow with the programme and serve multiple stakeholder needs simultaneously.
Technological
Concrete XR-based system aligned with current state-of-the-art immersive technologies and Meta Quest 3 hardware.
Educational
Enables high-impact experiential learning across multiple programme courses through embodied, first-person engagement.
Research-Oriented
Supports empirical studies, student research projects, and data-driven analysis within the Research Methodology course.
Scalable
Can be extended to additional impairments, multimodal interaction modalities, and future research directions as the programme evolves.
Summary
Positioning the XR Accessibility Simulation Lab
"An XR-based experiential learning and research platform for accessibility and rehabilitation — integrating immersive technology, accessibility education, research methodology, and interdisciplinary teaching."
Developed by KTH Royal Institute of Technology as part of the European dual Master's programme in Rehabilitation and Assistive Technologies, this deliverable establishes a new standard for technology-enhanced accessibility education. It demonstrates how immersive XR technology can bridge the gap between theoretical knowledge and genuine lived experience — making it an invaluable asset for students, educators, and researchers alike. The XR application was developed at KTH by Ingemar Markström, under the supervision of Björn Thuresson, ensuring alignment with both technical and pedagogical objectives of the programme.
As the programme grows through the collaboration of KTH, the University of Macedonia, and the Aristotle University of Thessaloniki, the XR Simulation Lab is positioned to be a flagship example of what technology-oriented educational content can achieve when designed with purpose, rigor, and empathy.
At a Glance
Platform
Meta Quest 3 with pass-through XR technology
Impairments
4 simulation types with continuous 0–1 intensity control
Courses Supported
4+ courses across the Master's programme
Status
Prototype complete — ready for immediate deployment
Documentation
Documentation & Technical Guide
Full technical and educational documentation for the XR Accessibility Simulation Lab. Select a section below to expand.
System Requirements
Hardware: Meta Quest 3 headset, compatible controllers.
Software: XR application (APK file), developer mode enabled on Meta Quest 3.
Installation Guide
  1. Step 1 – Enable Developer Mode: Register a developer account (Meta), enable developer mode via the Meta app, restart the headset.
  1. Step 2 – Install APK (Sideload): Use SideQuest or ADB (Android Debug Bridge). Basic ADB command: adb install your_application.apk.
  1. Step 3 – Launch Application: Open from "Unknown Sources" in the headset and grant required permissions.
System Functionality
  • Visual Impairment Simulations: Protanopia, Deuteranopia, Tritanopia, Hemianopia.
  • Adjustable Intensity: Continuous scale from 0–1.
  • Real-World Interaction: Pass-through technology.
  • Challenge Mode: Game-based color identification task.
Learning Scenarios
  • Scenario 1 – Experiencing Impairment: Explore real environments and build empathy.
  • Scenario 2 – Task-Based Analysis: Navigation and object recognition under impairment.
  • Scenario 3 – Accessibility Evaluation: Test interfaces, websites, and signage.
  • Scenario 4 – Performance Comparison: Compare tasks with and without impairment to measure differences.
Course Integration
  • Introduction to Disability & Rehabilitation.
  • Assistive Technologies and Accessibility in Daily Living.
  • Multimodal Interaction and Interfaces.
  • Rehabilitation Engineering.
Research Use
  • Study Design: Experiments on impairment effects.
  • Data Collection: Task time, errors, and success rate.
  • Statistical Analysis: ANOVA and repeated measures.
  • Research Output: Proposals and critical evaluation.
Limitations & Deployment
  • Requires Meta Quest 3 hardware.
  • APK-based prototype with manual sideloading.
  • Not available on app stores.
  • Local staff coordination needed between KTH and UoM.
Future Development
  • Additional impairments such as blur and contrast loss.
  • Data logging for research.
  • LMS integration.
  • Expanded interaction scenarios.