
Inside the Vimana Museum: A SIN School of AI × PSSM Student Case Study
What happens when an ancient story becomes a prompt for making, testing and explaining a new digital experience? At Parmanand Sharma Smriti Mahavidyalaya (PSSM), Jodhpur, the AMC Rangers student team worked with SIN School of AI to create the Vimana Museum: an interactive exhibition that brings together student design concepts, historical storytelling, browser-based simulations and a transparent record of how the project was made.
The project at a glance
17 credited student design records
19 original submitted browser experiences
17 interactive concept flight labs
2 downloadable research and project reports
This is a student-built digital invention and educational case study. Its flying vehicles are concepts and visual simulations; the project does not claim to have built or flight-tested a physical aircraft.

The museum homepage: real interface screenshot from the project build.
The challenge: make heritage explorable without blurring evidence
Indian itihāsa and Purana texts include striking accounts of aerial travel. The Ramayana describes Pushpaka; the Mahabharata and Bhāgavata Purāṇa include Saubha; and the Bhāgavata Purāṇa describes Kardama's aerial mansion. These narratives offered the team a powerful creative starting point. The later Vaimānika Śāstra supplied another set of named design motifs, including Shakuna, Sundara, Rukma and Tripura.
The team faced a real design challenge: invite visitors into these stories while keeping distinct sources, modern interpretations and speculative engineering clearly labelled. The museum therefore identifies where a name comes directly from a text, where a student design is only thematically related, and where a modern concept has no defensible ancient classification. Its source notes also acknowledge the 1974 Indian Institute of Science critique of the surviving Vaimānika Śāstra manuscript.

Curatorial concept art, not a historical reconstruction or a student-submitted design.
What the students built
The project build organizes 17 credited design records in a swipeable collection and a navigable 3D-style hall. Visitors can open each design to learn its maker's name, textual or design category, proposed contemporary purpose, candidate materials and visual details. A comparison view places concepts side by side. A story archive brings together Pushpaka, Saubha and Kardama's aerial mansion with illustrations, source links and carefully qualified student connections.
The project build also preserves 19 submitted browser experiences and offers a new interactive concept flight lab for every credited design. Some original student demos use Three.js and may need a network connection; the museum's own interface and flight labs are packaged in a single HTML file. The flight displays are illustrative digital interactions, not validated physics or airworthiness evidence. Two downloadable reports document design attribution, history, code, simulations and the project's limits.

The Story Archive uses source links and separates direct name inspiration from thematic comparisons.

Concept illustration used to explain the design question; it is not an engineering specification.
How generative AI helped—and where human judgement mattered
The team used generative AI and prompt engineering to explore visual directions, draft explanations and develop parts of the interactive presentation. The CRAFT method gave prompts a repeatable structure: Context, Role, Action, Format and Tone. HTML, CSS and JavaScript then turned the approved material into a responsive museum. Original student code remained identifiable within its own experiences instead of being presented as one invented simulator.
AI helped the team move from a question to a prototype. Human review remained necessary for names, credit, source interpretation, visual selection and technical claims. This distinction is part of the project's value: students did more than produce images—they assembled a coherent, reviewable visitor experience.

Illustrative artwork. It does not depict the actual PSSM students or their classroom.
Five visual windows into the project
The gallery pairs generated curatorial art with screenshots from the working museum. Saubha's iron aerial city and Kardama's airborne mansion represent distinct literary accounts. Tripura and Shakuna concept images represent later design motifs as contemporary interpretations. The student-work illustration shows the process in symbolic form; actual museum screenshots show what visitors can use today.

A modern imaginative visual inspired by the Purana account.

A concept image for this case study, not a photographed installation.

The actual museum collection allows visitors to move through credited student designs.
Meet the credited student makers
The museum's 17 credited records name Lovejeet Singh (Tri-Vimana), Antriksh Vyas (Tripura Vimana), Dipesh Balotiya (Magnetic Flyer / Tripura Lab), Dushyant Vyas (Pushpak eVTOL), Aman (AeroMed One), Manisha Sharma (Garuda / Shakuna study), Niharika Sewani (Flower Palace / Pushpak), Pradeep Panwar (Tripura-X), Priyanka Sharma (Tripura Vimana Assembly), Rakshit Gaur (SAKUNA-X), Shailendra Reniwal (Aqua Cycle), Shivranjani Rathore (Garuda-Tripura), Siddhi (TRIPURA X), Suraj Rajpurohit (Vayusetu), Vijay Kumar Jangid (Blender aircraft study), Pragyan Jangid (Vimana eVTOL) and Arnav Rajpurohit (Tripura-X image).
These names follow the supplied design folders and visible attribution. A separate Sky Defender browser game remains unassigned because no personal attribution was confirmed in the archive.

A live browser interaction from the museum; its telemetry is illustrative.
The people and institutions behind the work
The case study was created by SIN School of AI with the AMC Rangers at Parmanand Sharma Smriti Mahavidyalaya. The museum credits Dr Vinod Purohit Sir, Chairman, SIN School of AI; Er Harshvardhan Purohit, Founder and CEO of SIN School of AI Innovation Centers India and Commanding Officer of the project; Dr. Bhagwat Singh Shishodia, Professor and Vice Principal at PSSM College, as the Officer whose support made the project possible; and SIN School of AI Business Executive Officers Kanika Gehlot and Shefali Agarwal. The team also offers special thanks to God for guidance and support during the project's creation.
SIN School of AI describes its mission as preparing the next generation of AI leaders through flexible, project-based learning. This project illustrates that approach in a concrete way: students researched, designed, coded, explained and presented a public artifact rather than stopping at a static concept board.

The prepared museum build includes an institution profile and two downloadable project reports.
What this case study demonstrates
The Vimana Museum demonstrates how cultural inspiration, generative AI, source checking and web development can become a serious student-led digital exhibition. It is a new public-facing learning product: interactive, credited, responsive and accompanied by documentation. The aircraft concepts remain ideas for exploration; any real vehicle would need independent engineering, safety and regulatory work.
Explore the museum and take the research with you
Step into the exhibition, compare the student concepts, read the source-aware stories and try the illustrative flight labs. The Designs & Attribution Report records the makers, categories and source context. The Simulator & Code Audit Report explains the browser experiences and their technical limits.
Follow SIN School of AI on LinkedIn.
Source and image notes
Ramayana, Yuddha Kanda 123: read the passage.
Indian Institute of Science: critical study of Vaimānika Śāstra.
The six new campaign artworks are AI-generated curatorial illustrations. The five website screenshots are captured from the local project build. Neither the illustrations nor the simulations document a historical aircraft or a flight-tested design.


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