Investigating XR Pilot Training Through Gaze Behavior Analysis Using Sensor Technology
Abstract
1. Introduction
- A fully functional avionics suite, including GNSS-based equipment;
- Realistic simulation of lateral and vertical navigation guidance;
- Accurate aerodynamic modeling and faithful response to pilot control inputs;
- A visual system providing at least 150° horizontal and 40° vertical fields of view per pilot;
- Simulation of lighting and environmental conditions representing day, night, dusk, and poor-visibility scenarios;
- An integrated system for monitoring and recording all flight parameters and pilot inputs for performance evaluation.
2. Literature Review
2.1. Engineering and Learning Aspects
2.2. Data Processing and Validation Methods
3. Materials and Methods
3.1. Participants
3.2. Tools
3.2.1. Lasta Trainer Aircraft Mock-Up Cockpit
3.2.2. XR HMD and Supporting Hardware and Software
- Intel Core i7 processor and Nvidia GeForce GTX 1060 graphics card;
- The VR headset HTC Vive;
- The gaming chair;
- The Thrustmaster HOTAS Warthog Flight Stick and throttle system.
- The VR headset HTC Vive Pro Eye with a built-in eye tracker;
- Emotiv 32-channel Electroencephalography (EEG) headset;
- Thrustmaster HOTAS Warthog Flight Stick and throttle system.
- The VR headset HTC Vive with a built-in Tobii eye tracker;
- Intel Core i7 processor and Nvidia GeForce GTX Titan V graphics card.
- The XR concept incorporating the Varjo XR-3 HMD;
- The built-in eye-tracking system;
- The Lasta trainer cockpit mock-up equipped with a fully functional avionics suite, switches, levers, a replica of the engine controls, and primary flight controls;
- Desktop PC configuration with Intel Core i7-14700K 3.40 GHz processor, Nvidia GeForce RTX 4080 16 GB AERO graphics card, and Windows 10 version 2H22 operating system.
3.2.3. VARJO Built-In Eye-Tracking System
- High-speed tracking: Operates at 200 Hz, providing fast and responsive gaze tracking.
- Sub-degree accuracy: Delivers precise tracking with sub-degree accuracy, essential for detail-oriented tasks.
- Foveated rendering: Uses eye-tracking data to render the user’s focal area at the highest resolution, while reducing resolution in the peripheral area, improving performance without compromising visual quality.
- One-dot calibration: Offers a simplified calibration process that can be completed quickly.
- Data for analysis: Provides valuable data on user gaze, attention, and interaction, which can be used to analyze and optimize user experiences in applications such as training and research.
- Automatic interpupillary distance (IPD) adjustment: The system can measure and automatically adjust the IPD to enhance user comfort and reduce eye strain, with an IPD range of 58–72 mm.
- Gaze camera resolution: 640 × 400 pixels per camera.
- The system operates at a sampling rate of 1000 Hz, measuring the position of the eyes 1000 times a second. It also provides high spatial precision, with gaze estimates typically accurate to within 2–5 mm.
- Heatmaps: Visualizing regions of the highest gaze concentration in synchrony with the corresponding screen or video recording.
- Areas of Interest (AOI): Measuring how long participants fixate on specific elements of the virtual environment.
- Scan Paths and Fixations: Identifying the sequence and duration of EMs.
3.2.4. Gaze Point Eye Tracker and Software for the Conventional Simulator
3.3. Experimental Design and Procedure
3.3.1. EM Metrics
- Saccades: Rapid, ballistic EMs that direct the gaze to another area of the visual field. Information processing is suppressed during saccades, a phenomenon known as saccadic suppression.
- Smooth pursuit movements: EMs that continuously align the gaze with a moving target (e.g., a passing aircraft). Masson and Stone [37] reported that visual perception of the target continues during smooth pursuit to update eye velocity and maintain tracking. This topic was also discussed by Agtzidis et al. [35].
- Fixations: Events in which the eyes remain focused on a point in the visual field, projecting a relatively stable image onto the retina. Visual information is primarily extracted during these fixations. Following a saccade, the eyes fixate on a new point [38].
- Revisits: Lijing & Lin [39] consider that the EM transition starts, i.e., from outside the cockpit AOI, then shifts to the airspeed indicator AOI, and then returns to outside the cockpit. This sequence can start from any other AOI and constitute a returning scan path or “revisit” with any different AOI.
- Dwell: Defined as multiple fixations on a specific region of the visual field. For example, during scene perception, a viewer may inspect a particular area of the cockpit (e.g., a single instrument) through a series of small saccades before moving to another area via a larger saccade. A group of fixations on a specific piece of information is often referred to as a dwell [38], Figure 14.
- Blink (duration): Blink is a ubiquitous oculomotor action that lubricates and clears the corneal surface but has also been shown to correlate with mental workload in laboratory tasks [40].
- Diameter of the pupil: The pupil regulates the amount of light reaching the retina via smooth muscle adjustments in response to ambient luminance. Evidence indicates that the pupil diameter increases with rising cognitive workload [13].
3.3.2. Gaze Tracking
3.3.3. Piloting Metrics
3.4. Data Manipulation
3.4.1. Step 1: Test Sample Preparation
3.4.2. Step 2: Visual Environment Scenario Test
3.4.3. Step 3: Data Processing of Piloting Metrics and EM Metrics
3.5. Statistical Analysis
4. Results
4.1. Flight Performance
4.1.1. Piloting Performance Across Scenarios
4.1.2. Piloting Performance Across Airplane/Helicopter Groups
4.1.3. Piloting Performance Across Digital/Analog Cockpit Groups
4.2. EMs
4.2.1. EMs in a Standard Visual Environment
4.2.2. EMs in an XR Environment
5. Discussion
5.1. The Piloting Performance Outcomes of the Changes in the Visual Environment Setup
5.2. The EM Metrics Outcomes of the Changes in the Visual Environment Setup
5.3. Impact of XR Simulators
5.4. Limitations
5.4.1. Sample Size
5.4.2. Flight Scenario
5.4.3. Technological Issue
6. Conclusions
- XR Head-Mounted Display enabling immersive and realistic flight environments.
- High-Fidelity Physical Cockpit that reproduces the tactile and spatial characteristics of real aircraft controls.
- Synchronized Flight-Performance Logging that allows for precise temporal alignment between pilot inputs and aircraft responses.
- Eye-Gaze Sensing Technology for monitoring pilots’ visual attention and scanning behavior during training tasks.
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Abbreviations
| XR | Extended Reality |
| VR | Virtual Reality |
| AR | Augmented Reality |
| MR | Mixed Reality |
| FTD | Flight Training Device |
| PCATD | Personal Computer-Based Aviation Training Device |
| UPRT | Upset Prevention and Recovery Training |
| PBN | Performance-Based Navigation |
| HMD | Head-Mounted Display |
| TR | Type Rating |
| VRFS | Virtual Reality Flight Simulator |
| HF | Human Factor |
| IMC | Instrument Meteorological Conditions |
| USAF | United States Air Force |
| UPT | Undergraduate Pilot Training |
| FI | Flight Instructor |
| SD | Standard Deviation |
| IFR | Instrument Flight Rules |
| CFI | Certified Flight Instructor |
| EEG | Electroencephalography |
| FOV | Field of View |
| SDK | Software Developer Kit |
| PPD | Pixels Per Degree |
| HVCs | Holographic Visual Cues |
| EASA | European Union Aviation Safety Agency |
| FAA | Federal Aviation Administration |
| IPD | Interpupillary Distance |
| CSV | Comma-Separated Values |
| AOI | Areas of Interest |
| EM | Eye Movement |
| AGL | Above Ground Level |
| HDM | Heading Magnetic |
| RMSD | Root Mean Square Deviation |
| IAS | Indicated Airspeed |
| TAS | True Airspeed |
| PFD | Primary Flight Display |
| EI | Engine Instruments |
| RPM | Revolutions Per Minute |
| MP | Manifold Pressure |
| FFS | Full Flight Simulator |
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| Comparison Between Scenarios | ||||
|---|---|---|---|---|
| Standard FTD scenario | XR scenario | Pairwise comparison | ||
| Metric | Group | µ ± SD | µ ± SD | p-value |
| IAS Dev. (kt) | AA, AD, HA, HD | 4.76 ± 1.78 | 4.75 ± 0.99 | 0.60 |
| Heading Dev. (deg.) | AA, AD, HA, HD | 10.36 ± 3.88 | 8.55 ± 5.98 | 0.23 |
| Comparison Between Airplane/Helicopter Groups | Comparison Between Analog/Digital Groups | ||||||
|---|---|---|---|---|---|---|---|
| Airplane pilots (AA, AD) | Helicopter pilots (HA, HD) | Pairwise comparison | Pilots flying an analog cockpit (AA, HA) | Pilots flying a digital cockpit (AD, HD) | Pairwise comparison | ||
| Metric | Scenario | µ ± SD | µ ± SD | p-value | µ ± SD | µ ± SD | p-value |
| IAS Dev. (kt) | Standard and XR | 4.38 ± 1.71 | 5.13 ± 0.97 | 0.57 | 5.09 ± 1.71 | 4.42 ± 1.25 | 0.28 |
| Heading Dev. (deg.) | Standard and XR | 11.23 ± 4.81 | 7.69 ± 4.74 | 0.08 | 9.26 ± 4.16 | 9.65 ± 4.97 | 1 |
| Pilot Groups | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| AA | AD | HA | HD | |||||||
| Single AOI | ||||||||||
| AOI name | Metric | µ | ||||||||
| Instrument panel | Fixations No | 136 | ∧ | 131 | ∧ | 136 | ∧ | 101 | ∨ | 126 |
| Revisits No | 21 | <> | 22 | <> | 15.5 | ∨ | 25.5 | ∧ | 21 | |
| time % | 45.5 | ∨ | 53 | <> | 59.5 | ∧ | 41 | ∨ | 49.75 | |
| Multiple AOI | ||||||||||
| PFD + EI | Fixations No | 124 | ∧ | 98.5 | <> | 48.5 | ∨ | 50 | ∨ | 80.25 |
| Revisits No | 24.5 | ∨ | 40.5 | ∧ | 44 | ∧ | 27 | ∨ | 34 | |
| PFD | Fixations No | 121 | ∧ | 93.5 | ∧ | 24 | ∨ | 49 | ∨ | 71.875 |
| EI | Fixations No | 3 | ∨ | 5 | ∨ | 29.5 | ∧ | 1 | ∨ | 9.625 |
| PFD | Revisits No | 22.5 | ∨ | 38.5 | ∧ | 19 | ∨ | 27 | <> | 26.75 |
| EI | Revisits No | 2 | ∨ | 2 | ∨ | 25 | ∧ | 0 | ∨ | 7.25 |
| PFD | Time % | 42.5 | ∧ | 37.5 | ∧ | 6 | ∨ | 16.5 | ∨ | 25.625 |
| EI | Time % | 0.5 | ∨ | 1 | ∨ | 6 | ∧ | 0.35 | ∨ | 1.9625 |
| Pilot Groups | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| AA | AD | HA | HD | ||||||||
| The whole visual field as a single AOI | |||||||||||
| Metrics | µ | Expert | |||||||||
| Fixations | No. | 98.5 | ∧ | 116.5 | ∧ | 101.5 | ∧ | 59 | ∨ | 93.875 | 181 |
| Avg. duration (ms) | 125.5 | ∨ | 183.5 | ∨ | 200.5 | <> | 310.5 | ∧ | 205 | 93 | |
| Saccades | No. | 198 | ∧ | 233 | ∧ | 177 | <> | 123.5 | ∨ | 182.875 | 431 |
| Avg. duration (ms) | 77.5 | ∧ | 75 | ∧ | 66.5 | ∨ | 72 | <> | 72.75 | 58 | |
| Smooth pursuits | No. | 265 | ∧ | 277.5 | ∧ | 118 | ∨ | 81 | ∨ | 185.375 | 1118 |
| Avg. duration (ms) | 239.5 | ∨ | 327 | ∨ | 636 | ∧ | 701.5 | ∧ | 476 | 44 | |
| Blinks | No. | 42.5 | ∧ | 22 | ∨ | 15.5 | ∨ | 12.5 | ∨ | 23.125 | 61 |
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Share and Cite
Knežević, A.; Krstić, B.; Bukvić, A.; Petrović, D.; Rašuo, B. Investigating XR Pilot Training Through Gaze Behavior Analysis Using Sensor Technology. Aerospace 2026, 13, 97. https://doi.org/10.3390/aerospace13010097
Knežević A, Krstić B, Bukvić A, Petrović D, Rašuo B. Investigating XR Pilot Training Through Gaze Behavior Analysis Using Sensor Technology. Aerospace. 2026; 13(1):97. https://doi.org/10.3390/aerospace13010097
Chicago/Turabian StyleKnežević, Aleksandar, Branimir Krstić, Aleksandar Bukvić, Dalibor Petrović, and Boško Rašuo. 2026. "Investigating XR Pilot Training Through Gaze Behavior Analysis Using Sensor Technology" Aerospace 13, no. 1: 97. https://doi.org/10.3390/aerospace13010097
APA StyleKnežević, A., Krstić, B., Bukvić, A., Petrović, D., & Rašuo, B. (2026). Investigating XR Pilot Training Through Gaze Behavior Analysis Using Sensor Technology. Aerospace, 13(1), 97. https://doi.org/10.3390/aerospace13010097

