# Connecting the Elderly Using VR: A Novel Art-Driven Methodology
## 2 Literature Review  
A variety of VR experiences designed for the elderly have been explored in the literature. For instance, in [36], the authors assessed the effectiveness of 360\({}^{\circ}\) immersive VR interventions on the well-being of older adults with and without cognitive impairment. The review of 10 articles found that VR 360\({}^{\circ}\) video interventions were feasible, safe, and enjoyable for older adults in community or residential care settings.  
In another study [37], researchers explored the use of head-mounted display (HMD) VR with individuals suffering from dementia. The evaluation involved interviews and reports, revealing that users were excited about the application and experienced increased pleasure during and after VR sessions compared to before exposure. [PERSON] et al. [38] proposed an experimental design to investigate the feasibility of using VR for rehabilitating patients with moderate to severe dementia. The authors reported the challenges faced during the design, development, and implementation of the experiment. Furthermore, in [39], authors presented a VR-based approach to address social isolation among elderly users.  
Regarding VR technology acceptance among older adults, a study [40] investigated the use of VR as a tool for active aging. Thirty older adults used selected VR applicationstwice a week for six weeks and completed a questionnaire assessing their acceptance of VR technology. The results indicated that perceived usefulness, perceived ease of use, social norms, and perceived enjoyment significantly influenced their intention to use VR. The study concluded that older adults had positive perceptions of VR, considering it useful, easy to use, and enjoyable for active aging. Another study [41] explored the use of VR in engaging older adults residing in care facilities. The study involved residents and staff members who evaluated a VR system for two weeks, utilizing interviews, research notes, and video recordings. The study revealed that interactive VR technology's usability was affected by the abilities of aged care residents, particularly those with dementia. Additionally, it identified that VR technology could engage older residents who might otherwise isolate themselves. Overall, the study emphasized the potential benefits of using VR in aged care while highlighting the need for design improvements to ensure effective utilization with older adults.  
Furthermore, regarding the social aspect of VR, authors in [42] evaluated a novel social VR platform that connected older adults from different locations, enabling them to engage in virtual travel and activities together. The study suggested that VR social applications could facilitate social engagement among older adults.  
On the commercial side, there is Rendever [43], a VR application that allows elderly individuals to immerse themselves in and explore virtual worlds using customized VR hardware and 360-degree videos. The acceptance of Rendever demonstrates the potential of VR for the elderly community, while also emphasizing the need to study and develop evaluation methodologies that best meet the needs of the elderly.  
In this article, we propose an art-driven social VR platform implementation methodology, developed as part of a European project, which combines art, technology, AI, and VR, having a goal to preserve and enhance neurological, cognitive, and emotional functions while considering mental health. This social platform represents a novelty in the context of the existing literature on social platforms for elderly people. Artists can utilize interactive installations and design environments that incorporate VR, visual analysis, and AI algorithms to create spaces that elicit positive cognitive and emotional responses and memories. By tailoring these environments to the preferences and behaviors of the end users, artists can intellectually stimulate seniors, evoke positive emotions and memories, and encourage communication to address the emotional and cognitive needs of seniors.