## 4 User Experience
The most frequent themes have been identified as: Story, Side, Accept, Communists, Felt, Impression, and Narrative. The list of the themes identified from the open questions are shown in the word cloud diagram depicting their frequency, see Figure 12.  
In addition to open questions we asked participants to provide their opinion on how the film \"Nine dissidents\" contributed to consolidations regarding the objectives of the COST Action CA16213 NEP4 DISSENT. The users rated statements using a 5-point Likert scale with the following order of grades: 1--the lowest grade, and 5--the highest grade. A very sensitive and complex topic explored in the VR movie were reflected in divided opinions and with all scales converging to average--neutral grade. The statements reflecting the COST Action CA16123 objectives and respective statistics (mean and SD) are presented in Table 1. The objectives related to multidisciplinary research potential received the highest grades--objectives O7 and O5, but also statement reflecting consolidation of the confinement of research within national silos. The statement \"Dissemination through engaging in productive dialogue\" received the lowest grade--3.18. It is important to note that the users recognized the potential of this type of medium for presenting such challenging topics, as reflected in the following feedback: \"Creating a VR film that places us in the courtroom, a setting where multiple narratives could play themselves out, confront one another\". Figure 12: Word cloud illustrating the frequency of words used to describe feelings after viewing the VR movie “Nine Dissidents”. Example of a more quantitative oriented evaluation can be found in our evaluations for: Old crafts Virtual Museum, Battle on Neretva VR and Sarajevo 5D. The quantitative questionnaires were organized in different sub-scales, where each sub-scale was represented by balanced number of items. We have tried to follow similar approach in designing questionnaires in order to provide a standardized measurement tool for user experience. Our studies focused on examining the basic constructs: Performance Expectancy (PE) and Effort Expectancy (EE), adopted from the UTAUT model [36]. Evaluating Performance Expectancy of a digital storytelling applications is linked to measuring good experience and its important feature: immersion. In addition, evaluation of multimedia historical and cultural heritage applications involves measurement of another important factor combining education and entertainment: edutainment. The Effort Expectancy is linked to perceived ease of use, referring to the degree to which the user expects effortless use of a new technology. Developing standardized system for evaluation requires development of a framework questionnaire which is adapted to a specific content of a specific VR/AR application. The framework questionnaire contains four sections: (1) introductory part with demographic data, (2) questions assessing \"completeness of interaction\", (3) main part for evaluation made up of 3 sub-scales addressing immersion and edutainment linked to Performance Expectancy (PE), and usability satisfaction linked to Effort Expectancy (EE); and (4) open questions where users can express their opinion about the presentation and the most favourable and the most problematic parts. Evaluation of sub-scales is performed using a 5-point Likert scale. We present the UX evaluation study of the VR application Battle on Neretva and the results obtained. The experiment was conducted at the Sarajevo Graphics Group Lab at the University of Sarajevo. The questionnaire structure and overview of statistical measures, the mean and standard deviation are presented in Table 2. Mean values for Performance Expectancy items are in the range of 4.0 and 4.92 for the immersion and in the range of 4.50 and 5.00 for the edutainment.