01534nas a2200325 4500000000100000000000100001008004100002260005900043653002200102653001700124653002900141653002400170653003600194653002000230653002300250653003500273653001000308653002400318653002300342653002000365653002000385100001600405700002100421700001300442245006800455856015200523300001200675520049600687020002501183 2022 d bInstitute of Electrical and Electronics Engineers Inc.10aEmpirical studies10aGamification10aHuman-centered computing10aInformation systems10aInformation systems application10aInformation use10aInteraction design10aMultiMedia Information Systems10aMusic10aMusical instruments10aSystem information10aUser interfaces10aVirtual reality1 aJiali Zhang1 aNick Bryan-Kinns1 aIEEE Soc00aQiaoLe: Accessing Traditional Chinese Musical Instruments in VR uhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85129611855&doi=10.1109%2fVRW55335.2022.00080&partnerID=40&md5=3e8c0f710edc38875a109086aee8d4f0 a348-3533 aVirtual Reality (VR) offers the potential for more engaging access to Intangible Cultural Heritage. We present the design of a VR system (QiaoLe) in which people can access and learn about traditional Chinese musical instruments. We undertook a user study of QiaoLe (24 participants) comparing three interaction modes. Results suggest that embodied interaction and gamification improved users expe-rience, presence, and enjoyment in QiaoLe, but gamification may distract from rote learning. a9781665484022 (ISBN)