VIRTUAL REALITY FOR AJANTA CAVES

This project (my thesis) aims to create an Immersive, Interactive, Virtual environment for Cave no. 23 of Ajanta. A well defined structure for content distribution and interaction mapping has been created to help create VR for all the 29 caves. 

 

DEFINING THE USERS

To understand who the target audience is, 2 set of informal interviews were conducted. First one was to understand the visitors of the Ajanta site and the second one to understand the views of different audience on VR with context to an educational and historic site like Ajanta.

TARGET AUDIENCE

The project hopes to serve the users who are categorised as enthusiasts. Below are the people who currently visit the site and the highlighted is the target.

 

content mapping

  • Creating a VR Experience for one of the caves that follows structured distribution of diverse information.
  • Each type of content would have specific type of interactions and assets linked to them.
  • Assets would be in the form of Images, Text, 3D models, Animations and audio.

 

INTERFACE

 

TIMELINE OF THE CAVES

A timeline was designed based on the research of Walter Spink. The timeline of the caves is influenced by their layout. This the timeline was created in the form of a horse-shoe shape replicating the layout and positions of the caves.