## 3 Results  
### Behavioral Data  
The following section provides a comprehensive overview of the results obtained from the SUS presence scale and the VAS. Nineteen participants reported a high level of immersion in the VR environment, with most perceiving the surroundings as highly realistic. According to the SUS questionnaire, which measures the sense of presence on a scale from 0 (no presence at all) to 7 (a strong feeling of being physically present in the environment), scores ranged from 0 to 7, with a mean score of 6.05 \(\pm\) 1.60. Notably, one participant was unable to answer the SUS immersion item due to the severity of their cognitive condition, while another participant responded with a score of 0, indicating no sense of presence in the virtual environment. From a qualitative perspective, about half of the participants described the environment as resembling a documentary or an external visual space, whereas the other half reported the sensation of having personally visited the location. Regarding mood changes as measured by the VAS, most participants showed stable or improved emotional states following the VR experience. Specifically, 11 out of 21 participants exhibited an improvement in mood (i.e., a lower VAS score after the experience compared to before), 9 participants maintained a stable mood throughout the session, and only 1 participant reported a slight worsening of mood (an increase from 1 to 3 on the VAS). It is important to note that on the VAS scale, lower values indicate a more positive mood (0 = extremely happy, 5 = extremely sad). The participant, who expressed a negative change in mood, attributed this change to the type of landscapes presented, describing them as isolated and reminiscent of once-lived in spaces that now appeared abandoned. This was, however, an exception, because the vast majority of participants had tranquility as the most prominent sensation: apart from this one participant who reported a feeling of desolation, all the others felt a sense of calmness during the VR experience. Regarding side effects, most participants did not report any adverse reactions. However, two participants experienced mild anxiety, likely triggered by aversive memories or recent news events evoked by the VR scenario, as indicated by their VAS responses. One participant reported mental fatigue, which was attributed to the weight of the VR headset. Additionally, four participants described the headset as physically uncomfortable due to its weight. These observations point to potential limitations related to the physical burden of the Oculus headset, which should be carefully considered in future studies, particularly in terms of comfort and accessibility for older adults. Regarding memory recall, 13 participants reported recollections of past events from their childhood or adolescence, often related to time spent with family members or visits to places resembling those shown in the VR scenarios. Two participants recalled more recent positive experiences, also connected to similar environments depicted in the virtual scenes. The remaining participants did not report any memory recall during the experience. Notably, one participant with moderate cognitive impairment, despite reporting feelings of anxiety and sadness, recalled a specific episode from the past while viewing the Tokyo park scenario, since it resembled a garden where she and her mother used to play with her children. In terms of feedback, six participants expressed a desire to explore more scenarios, three wished to move around or interact with the environment, and four suggested improvements to make the VR headset lighter and more comfortable. Three participants also expressed a preference for a greater variety of music. The participant diagnosed with Alzheimer's disease, who obtained a MoCA score of 5, exhibited notable difficulties in responding to the open-ended questions included in the post-experience questionnaires.