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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