Virtual Cultural Experiences for the Elderly: Formative Studies and First Findings Regarding Cultural Content

In societies with aging populations, the active participation of elders in all aspects of societal life is crucial. Cultural heritage provides a rich vehicle for engaging elders, stimulating both cognitive and affective responses, and keeping human brains active. This study focused on gathering requirements for creating content for virtual cultural experiences. Specifically, participants were shown various images and a film, and their self-reported thoughts and emotions were collected. The images were chosen by experts for the specific emotions they could trigger. The same images were analyzed with sentiment analysis software and finally given to the elders to express their emotions. The results of sentiment analysis, the analysis of experts, and the data from the participants were compared, showing differences between the perceived emotions. Regarding the historical film, the participants discussed the main emotions they experienced. The results were analyzed to extract guidelines for the content creation of VR applications.

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Publication Details

Journal
Applied Sciences
Published
2025-02-11
DOI
https://doi.org/10.3390/app15041820
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94

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Virtual Cultural Experiences for the Elderly: Formative Studies and First Findings Regarding Cultural Content

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article

Virtual Cultural Experiences for the Elderly: Formative Studies and First Findings Regarding Cultural Content

Stella Sylaiou, Costas Vassilakis, Angeliki Antoniou, Georgios Kantianis, George Kolokithas
article en
1 citations

Abstract

In societies with aging populations, the active participation of elders in all aspects of societal life is crucial. Cultural heritage provides a rich vehicle for engaging elders, stimulating both cognitive and affective responses, and keeping human brains active. This study focused on gathering requirements for creating content for virtual cultural experiences. Specifically, participants were shown various images and a film, and their self-reported thoughts and emotions were collected. The images were chosen by experts for the specific emotions they could trigger. The same images were analyzed with sentiment analysis software and finally given to the elders to express their emotions. The results of sentiment analysis, the analysis of experts, and the data from the participants were compared, showing differences between the perceived emotions. Regarding the historical film, the participants discussed the main emotions they experienced. The results were analyzed to extract guidelines for the content creation of VR applications.

Applied SciencesVol. 15(4)
University of Peloponnese (GR), International Hellenic University (GR), University of West Attica (GR)
European Commission
Openalex Percentile: Top 19%
Virtual Reality Applications and Impacts
1.94
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