# Connecting the Elderly Using VR: A Novel Art-Driven Methodology
## 1 Introduction
This project was more than just a technical performance; it was an intercontinental virtual reality artwork, referred to as \"tele-virtuality\" by [PERSON] in 1994. This installation was a unique example of what [PERSON] calls \"reactive architecture of communication\", and it was another way to explore the limits of communication after _Hole in Space_ by [PERSON] and [PERSON] [19]. In addition, over the last thirty years, numerous works of art have showcased the potential of VR as an expressive medium. Opting for VR as a form of artistic creation not only offers boundless creativity but also expands the scope of artistic interaction [20]. In general, there has been ample attention paid to the interaction of cognitive and emotional aspects of engaging with arts. During the last several decades, many studies have shown that experiencing and making art have many positive effects on individual well-being [21]. As art addresses the quest of purpose and meaning, experiencing art may forge social bonds. The positive effects of art experiences are produced by various mechanisms, such as being \"carried away\" by the art or being prompted to question worldviews and values [21]. Many studies point to positive neurological and physiological changes, such as lower levels of cortisol, a stress hormone, or galvanic skin response [22]. In addition, psychological competencies may improve, such as increased creativity or adaptation to circumstances [23; 24] while other studies point out an increased self-reported (subjective) well-being. Additionally, there are a plethora of studies that advocate how active engagement and physical involvement in a virtual environment (VE) contribute to improved long-term memory abilities, aligning with the enactment effect observed in various memory studies [25]. More specifically, the enactment effect suggests that individuals who physically engage in an action are more likely to remember the corresponding event compared to those who merely listen to verbal descriptions or observe someone else performing the task [26]. This phenomenon extends to various scenarios, such as actively rotating objects versus passively observing their rotation, resulting in a faster recognition speed [27]. Additionally, studies indicate that virtually manipulating body parts, as opposed to observing another individual performing the manipulation, enhances anatomical memory, especially benefiting individuals with lower spatial abilities at baseline [28]. When talking about the elderly, actively encoding information during virtual navigation [29] or engaging in physical activities like walking [30] and actively controlling VR navigation by deciding the itinerary [31,32] have been found to enhance distinctive memory traces, boost source memory, and improve episodic memory. Participating in such exercises that simulate daily life activities has been associated with improvements in visual memory, attention, and cognitive flexibility among older adults [33]. Additionally, even seemingly simple but enjoyable tasks have been linked to increased hippocampal gray volume in both older and younger adults [34,35]. Considering the above, we propose a new methodology in which artists and creative thinkers are invited to propose innovative, art-related ideas concerning the quality of elderly-friendly environments and the level of emotional and functional friendliness with an aim to address challenges of a sensitive audience, such as older people and their domestic isolation. In particular, artists showed interest in the process of memory formation and consolidation as well as the neural connections between toolmaking and communicating. Consequently, the goal of our paper is twofold:  
1. Combine art and technology via AI and VR. 2. Create a social virtual space for elderly people by proposing a novel art-driven methodology.