## 3 Methodology
### Contextual Analysis  
We developed a contextual analysis framework for the first stage of the critical review, aiming to extract principal factors that focused on older adults' wellbeing in the use of AR and VR (Table 1). As for the analysis framework, six elements comprising AR architecture (user, interaction, device, virtual content, real content, and tracking) which [PERSON] [9] introduced, were modified for this study's purposes. The categories were divided into five divisions: Domain, User, Device, Interaction, and Virtual Experiences. \begin{table}
\begin{tabular}{c c c c c c} \hline \hline
**Applications** & \multicolumn{4}{c}{**AR and VR System Architecture**} \\ \cline{2-6}  & **Domain** & **Elderly User** & **Devices** & **Interaction** & **Virtual Experience** \\ \hline Aging and avatar & & & VR headsets, Microsoft Kinect & & \\ [PERSON] et al. [9] & & & & motion sensitive camera, large & VR, Natural Gesture & Having social interaction in virtual environment \\ \hline Nocedal project & & & & display & \\ [PERSON] et al. [40] & & & & & \\ \hline Indoor & & & & & \\ [PERSON] et al. [41] & Health, Fun & & & & \\ \hline \multirow{2}{*}{Drinking Water [42]} & \multirow{2}{*}{Health, Convenience} & \multirow{2}{*}{Need healthcare reminder} & \multirow{2}{*}{Need healthcare reminder} & \multirow{2}{*}{Dashtop, VR headsets, mobile, wearable device} & \multirow{2}{*}{Rovering virtual information} \\  & & & & & \\ \hline Rehabilitation & & & VR headsets, position sensor, & & \\ [PERSON] et al. [53] & & & & & \\ \hline AR-301 & & & & & \\ [PERSON] et al. [44] & Health, Fun & & & & \\ [PERSON] et al. [44] & & & & & \\ \hline Eldergrams & & & & & \\ [PERSON] et al. [45] & & & & & \\ [PERSON] et al. [45] & & & & & \\ \hline Rehabilitation & & & & & \\ \hline [PERSON] et al. [46] & & & & & \\ \hline
3D ARS & & & & & \\ [PERSON] et al. [47] & & & & & \\ \hline V-Time & & & & & \\ \hline [PERSON] et al. [48] & & & & & \\ \hline Alpha [49] & & & & & \\ \hline Gesture-based AR game & & & & & \\ [PERSON] and [PERSON]. [50] & & & & & \\ \hline \hline CoogARC & & & & & \\ \hline [PERSON] and [PERSON]. [51] & & & & & \\ \hline Assistive navigation & & & & & \\ \hline [PERSON] et al. [52] & & & & & \\ \hline Driver hazard perception & & & & & \\ [PERSON] et al. [53] & & & & & \\ \hline \hline \end{tabular}
\end{table} 
Table 1: Contextual analysis of Augmented reality (AR) and virtual reality (VR) factors from each application. Through the critical review of these 15 publications, we found that AR and VR applications for older adults could be mainly classified into four domains: Health, Social, Fun, and Convenient. The user in AR and VR environments is the individual who has direct control of the system and who directly undergoes virtual experiences; the users considered in the present study were older adults. There are various types of older adults: those who are socially isolated, have physical problems and mental impairment, require aid in daily life, and find new and interesting activities. It is necessary to examine the class of older adults for whom AR and VR systems have been developed. Within the virtual world, a device is a carrier or object that makes it possible to realize users' vivid virtual experiences. It can take the form of a mobile phone, tablet, desktop computer, handheld device, etc. [37]. All AR devices incorporate three basic functions: displays, processors, and sensors [9]. For a great VR experience, VR headsets, head-mounted display, high-end computers, and a high-end processor will be needed to assist in positional tracking and control the real and immersive virtual environment [33]. Older adults do not easily undergo virtual experiences, because of the price of the devices required for the experiences. They have difficulty in setting up the devices and feel uncomfortable in always wearing the devices, although the devices tend to be light. Such problems should be considered in depth when finalizing the devices to be used to support their VR experiences.