Pandemics, economic issues, and physical constraints have made it hard to visit sacred sites. Researchers built a virtual Boudhanath Stupa environment to address this need. They applied userβcentered design (UCD) and behaviorβdriven development (BDD) to create interactive ritual spaces. Users can freely explore a nonβphotorealistic but symbolically rich world. The setting runs on Minecraft VR, a 3D game platform. Each "node" stands for a ritual moment, like a prayer station. Fiftyβseven participants of various ages and cultures tested the system. Two Tibetan Buddhist experts reviewed the design. Aesthetic scores averaged 4.36 out of 5. Perceived user control reached 4.62 out of 5. Even with its stylized graphics, users felt a strong sense of presence. Experts called it a "digital Dharma gate" suitable for younger audiences. The sample was small and the trial short, lacking social features. Developers plan to add tutorials, richer narratives, and community coβcreation tools. Multiβuser functions will enable remote group worship. This framework could be scaled to other virtual cultural heritage sites, showing how technology can preserve and share religious traditions.
The study uses a mixedβmethods approach to evaluate a virtual pilgrimage environment. UCD design engaged users and stakeholders early, mapping ritual expectations and spatial preferences of Tibetan Buddhists. BDD scenarios were written as clear interaction stories, e.g., "a worshipper approaches the offering node and virtually places a gift." Spatial layout arranges nodes in a sequence mirroring the traditional circumambulation around the stupa, incorporating symbolic elements such as lamps, prayer flags, and mandalas. The MinecraftβVR platform provides a lightweight, accessible 3D engine, lowering hardware barriers and encouraging adoption among youth and people with mobility challenges. Participants completed standardized questionnaires (presence, social presence, sense of presence) and took part in thinkβaloud sessions. Average scores (4.36 for aesthetics, 4.62 for control) indicate a positive experience, though lower than fully photorealistic environments. Experts highlighted cultural value, calling the environment a "digital Dharma gate." Limitations include the small sample size (57 participants), short evaluation period (one week), and lack of social interaction features. Future work will add guided tutorials, richer seasonal narratives, community coβcreation tools, and multiβuser functionalities for synchronized worship. These enhancements will make the framework scalable for other religious cultural heritage sites worldwide.
