## 4 Results
### Important Observations  
During the interaction with the study participants, there were some important observations that could significantly affect the VR experiences designed for this age group, as discussed below:  
1. The initial planning of the different phases of the study regarding time was not followed because participants needed significantly more time for each activity than younger adults would. Although the time spent on the activities was not measured nor compared against younger individuals' activity completion times, based on the involved researchers' past experience, there are potentially significant time delays for this age group. There seem to be two main reasons for this. The first reason is that reaction times for the different stimuli are slower compared to younger people. The second reason is that for most stimuli, participants recollected an event from their lives that they wanted to share with the researchers. Therefore, although it was originally planned to collect data from 21 individuals, there was time for only 12 people to view the images and state their emotions.
2. While viewing new cultural content, participants seem to process information in a serial manner and not as a whole. That was observed in most cases when the participants saw a new image. The way they described the images was by discussing different parts of the image, one after the other. Only a couple of participants described the image as a whole or performed parallel processing. In addition, many details of the images were neglected, even if they were important for understanding. For example, regarding the image showing a gigantic nail polish bottle hanging in the air, all participants talked about the dimensions of the bottle and not the fact that it was defying gravity.
3. The technologies presented to the participants (AR and VR) seemed to have a very high novelty effect since there were strong emotional reactions, spanning from enthusiasm to hesitation. A few individuals were hesitant toward this type of technology and the use of VR and AR glasses, either for practical issues (e.g., if such technology would interfere with hearing aids, if the glasses could remove a wig, etc.) or because they felt insecure about their abilities in using technologies. In addition, participants seemed very reluctant to touch and handle the equipment for fear of doing something wrong. With the help of the researchers, the participants felt confident enough to try the equipment. This observation raises questions regarding the autonomy of older adults with the use of VR and AR technologies. In the scenario of remote access, older adults might avoid using such technologies alone. Issues of technology acceptance are therefore crucial. Thus, issues of technology acceptance and motivation for use are very important when VR experiences are designed for older adults.
4. Many participants expressed an increased concern about history and how it is taught to younger generations. The realization that cultural content is not easy to approach and the need to provide multiple views on historical phenomena seemed to concern participants. A fear of the potential for unethical uses of VR and AR technologies was expressed often during the study session. Finally, one participant asked the researchers about the funding of the study and its goals and requested a report with a summary of our findings. In addition, many participants expressed their hope that researchers around the world will use AR and VR following ethical principles, and they mentioned that images (offered through VR) are a powerful medium. Finally, one participant reflected further on the framework of the use of such technologies: \"_The content_ (of VR) _should be created with emotion and honesty, leaving aside political agendas... and with moderation so that we don't become slaves to technology... and avoid overloading our minds with images, leaving them empty_\".