Cardboard app. N=60 users watched a scenic movie 
for one minute and answered 16 questions (of which 
11 were of quantitative nature) per device. 
The  results  in  terms  of  Mean  Opinion  Scores 
reveal an overall good(-to-fair) experience, as it was 
even  observed  in  earlier  work  by  Di  Stefano  and 
Battisti  (2017),  with  some  partly  significant 
differences  between  the  devices.  While  the  top-
ranked  device  had  a  majority  of  Good-or-Better 
(GoB)  ratings,  the  lowest-ranked  device  had  a 
significant amount of Poor-or-Worse (PoW) ratings, 
and  more  variability  in  the  user  ratings  as  such. 
Considering  the  correlations  between  the  11 
quantitative  questions,  it  becomes  obvious  that 
comfort, presence and overall assessment go hand-in-
hand with each other, while interactivity is of minor 
relevance. 
The  factors with  high  positive  correlations  with 
the  overall  MOS  are  User  Comfort  and  Presence, 
which positively boosted the user’s QoE. Low scores 
due  to  unclear  video  quality  caused  by  suboptimal 
lenses were reported by users. Interactivity features 
were either missed in the devices or reported to be 
confusing.  
We expect that our results can provide interested 
stakeholders and in particular organizations that are 
distributing  these  boxes  for  educational, 
entertainment and gaming purposes with a view of the 
overall quality perception, relationships between key 
features,  and  a  method  of  how  to  evaluate  various 
boxes as a basis for decisions which device to use for 
a  specific  task:  Upon  introducing  a  user  to  the 
cardboard  devices  of  interest,  the  watching-and-
rating task and the questionnaire, the user experiences 
one  (or  more)  360-degree  video(s) per  device.  The 
recorded opinion scores are analyzed with particular 
focus 
on MOS, SOS, confidence intervals and 
correlations,  as  well  as  on  subjective  ratings.  This 
way,  we  obtain  both  quantitative  and  qualitative 
indications about eventual superiority of devices and 
impacts of the underlying factors. 
Future  work  may  address  a  study  of  additional 
contents,  features  and  factors,  leading  to  further 
generalization  and  a  deeper  understanding  of  our 
results and findings. 
ACKNOWLEDGEMENT 
The  user  experiments  were  conducted  at  Tarento 
Technologies Bangalore with explicit consent of the 
users and the company. 
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