top of page
research

Research

Eyeviation’s VCAT™ (Virtual Cognitive-Aware Trainer) stands out in the VR firearms training market due to its focus on the "cognitive layer"—tracking eye movement and decision-making before the shot is even fired.

Below are five of its closest competitors in the virtual and tech-enhanced firearms training space, followed by a comparative analysis.

Top 5 Competitors ( Pro-military Training )

​Operator XR

A highly portable system from Australia used by elite military and special forces. It focuses on using real service weapons converted for VR.

VirTra

A veteran in the industry known for massive, wrap-around projection screens and tetherless VR. They emphasize judgmental use-of-force training and "stress-fire" scenarios.

Apex Officer (Axon)

One of the most widely adopted VR systems for law enforcement in the US, offering a wide range of pre-built scenarios for de-escalation and active shooter response.

V-Armed

Focuses on high-fidelity, large-scale tactical simulations where multiple trainees can move through a 3D space simultaneously using cinematic-quality graphics.

Mantis (MantisX/Laser Academy)

While not a full VR "world" like the others, it is the primary competitor in the data-driven training space. It uses rail-mounted sensors to track muzzle movement with extreme precision.

Summary of Differences:

  • Innovation: Eyeviation is unique because it measures internal metrics (eye gaze, focus) rather than just external results (where the bullet hit).

  • Realism: Operator XR leads in hardware realism by letting you use your actual service pistol, whereas VCAT and Apex Officer often use dedicated VR controllers or modified replicas.

  • Scale: V-Armed and VirTra are better for team-based tactical maneuvers in large rooms, while Eyeviation is optimized for "micro-training" that can be done in a very small footprint.

Top 3 Competitors ( Domestic / Commersial / Sport )​

ACE Virtual Shooting

ACE is widely considered the gold standard for competitive pistol shooters. Unlike basic VR games, it uses a dedicated "Handset" that mounts your VR controller onto a weighted frame with a realistic trigger.

 

  • Why it’s different: It mimics the exact feel of a competition handgun. It’s built for "dry fire" at home, focusing on high-speed transitions and stage planning.

 

 

GAIM

 

GAIM (developed with Aimpoint) is the leader in virtual hunting. It uses high-end wooden stocks to provide a tactile experience.

  • Why it’s different: It focuses on "lead"—knowing how far in front of a running boar or flying duck you need to aim. It includes detailed anatomy charts to show where your shot hit the animal's vitals.

 

 

Texture VR (Real Stock Pro)

 

Texture VR is less about the "game" and more about the physical tool. Their Real Stock Pro V3 is an adjustable frame made of real wood and aircraft-grade aluminum.

 

  • Why it’s different: It is designed to match the exact weight and balance of your real-world shotgun (up to 10lbs). For a professional clay shooter, this allows for perfect muscle memory transfer to the range.

🎯 Most Common Shooting Targets in the U.S.

These are widely used across civilian ranges, law enforcement, and military training:

1. Silhouette Targets (Humanoid Outline)

  • Most common for defensive and tactical training

  • Examples:

    • B-27 (law enforcement qualification)

    • Simplified human torso shapes

  • Purpose:

    • Center-mass accuracy

    • Realistic engagement simulation (non-graphic)

2. Bullseye Targets

  • Classic circular targets with scoring rings

  • Used in:

    • Precision shooting

    • Competitive shooting (e.g., NRA-style)

  • Purpose:

    • Accuracy and grouping

3. Steel Targets (Reactive)

  • Metal plates that:

    • Fall

    • Swing

    • Make sound on impact

  • Common shapes:

    • Circles

    • Silhouettes

  • Purpose:

    • Immediate feedback

    • Engagement and speed drills

4. Moving Targets

  • Slide laterally or pop up/down

  • Used in:

    • Advanced training

  • Purpose:

    • Tracking and reaction time

5. Specialty Training Targets

  • “Shoot / No-shoot” decision targets

  • Numbered or colored targets

  • Purpose:

    • Cognitive + reaction training

Top Handguns in the U.S. (Common / Widely Used)

These are among the most popular and widely adopted (civilian + law enforcement influence):

1. Glock 19

  • Compact 9mm

  • Extremely widespread (civilian + police)

  • Known for reliability and simplicity

2. Smith & Wesson M&P Shield

  • Slim, concealable

  • Very common for personal use

3. SIG Sauer P320

  • Modular platform

  • Basis for U.S. Army sidearm (M17/M18 variant)

Standard U.S. Army Rifles (Assault Rifle Category)

In military terms, these are standard-issue service rifles, not civilian “assault weapons”:

1. M4 Carbine

  • Primary infantry weapon

  • Lightweight, versatile

  • Most common rifle in active service

2. M16 Rifle

  • Longer variant of M4

  • Still used in some units and roles

3. M27 Infantry Automatic Rifle

  • Used by U.S. Marine Corps

  • More accurate, heavier barrel

  • Replacing some M4 roles in specific units

history-of-the-us-military-rifles-520763_800x.jpg_v=1663670485.jpg
oak-ridge-gun-range.jpg_w=700&h=400&s=1.jpg
top-gun-indoor-range.jpg_w=700&h=400&s=1.jpg
img-20191218-wa0022-largejpg.jpg_w=1000&h=-1&s=1.jpg
shooting-in-the-range.jpg_w=700&h=400&s=1.jpg
zion-shooting-experience.jpg_w=700&h=-1&s=1.jpg
texas-stars-poppers-and.jpg_w=1000&h=-1&s=1.jpg
7e.jpg
Conclutions

Conclusions

VR UX Considerations

This project reinforces that designing for VR requires a different mindset compared to traditional UI:

  • UI is spatial, not fixed – size is relative to distance from the user

  • Object placement is critical – poor positioning directly impacts usability and comfort

  • Interaction must be explicit and forgiving – buttons and dialog elements must be easy to target using raycast or gaze

  • Proximity affects usability:

    • Elements too close → difficult to focus

    • Elements at the edge of the field of view → can cause discomfort or dizziness

Overall, VR UI should prioritize:

  • Clarity

  • Comfort

  • Spatial consistency

Design Readiness

At this stage, decisions are no longer based purely on assumptions but are informed by:

  • Competitive benchmarks

  • Domain standards (shooting training)

  • VR interaction constraints

This allows for more grounded and defensible UX decisions moving forward.

Key Questions / Thougts

Core Flow

  • When does the user choose the weapon and targets?

  • What is the default training mode?

Customization

  • Can users create and save custom environments (target setups)?

  • What level of control does the user have over target configuration?

System Constraints

  • What is the maximum number of targets allowed per session?

  • Are all training environments structurally the same, or do they vary?

Guns Logic

  • Are training scenarios consistent across all weapon types?

  • How does weapon selection impact environment?

    • Does it change difficulty?

    • Does it affect target behavior ?

VR UX Validation

  • How do we validate that UI elements are correctly positioned in 3D space?

  • Are interaction zones large and accessible enough?

  • Is the interface comfortably within the user’s field of view?

workflow

Workflow Summary

1. Initial Concept

At the start, I envisioned a spatial VR setup where weapon and target selection would take place on a virtual table positioned next to the user.

2. Research & Problem Identification

After reviewing:

  • VR UX best practices

  • Spatial interaction constraints

  • Provided reference materials

I identified two key issues with the initial approach:

a. Usability & Comfort

  • A side-positioned “table” would require a medium-to-large UI surface

  • This could push parts of the interface too close to the user, reducing readability and causing discomfort

b. System Consistency

  • Reference materials indicated an existing in-world screen/panel

  • Introducing a separate interaction surface (table) would:

    • Break consistency

    • Add unnecessary cognitive load

    • Complicate the flow

3. Direction Shift

Based on these insights, I pivoted to:

  • Leveraging the existing screen/panel as the primary interaction surface

  • Aligning UI placement with VR comfort standards (distance, field of view)

  • Designing the experience as a dialog-driven flow within that panel

This approach:

  • Improves usability

  • Maintains spatial consistency

  • Reduces interaction complexity

4. Content & System Definition

Using research on common firearms and training targets, I defined:

  • Weapon categories 

  • Target types and training scenarios

5. Exploration with AI Tools

To accelerate ideation, I generated early mockups using:

  • Figma Make

  • Google AI Studio

  • Lovable

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

​​​​​​​​​

From these explorations:

  • I extracted useful layout patterns and UI ideas

  • Combined the strongest elements into a unified direction

6. Wireframing & Flow Validation

  • Created a complete wireframe flow in Figma

  • Mapped all user interactions:

    • Weapon selection

    • Target configuration

  • Ensured:

    • Logical navigation

    • Coverage of edge cases

    • System consistency

FIGMA FLOW LINK 

7. Refinement & Spatial Communication

  • Polished the UI design for clarity and hierarchy

  • Added supporting visuals to compensate for VR’s 3D nature:

    • Dialog placement in space

    • Distance and angle considerations

    • Interaction zones

This ensures the design communicates not only what the UI is, but also how and where it exists in VR space.

Summary

The workflow evolved from a spatial concept-driven idea to a validated, system-based solution, grounded in:

  • VR usability principles

  • Existing product constraints

  • Competitive and domain research

image 112.png
image 120.png
image 118.png
image 119.png
VR_dialog_UI_202604241549.jpeg
image_112.png_202604241600.jpeg

Lovable

Figma make

Google AI studio

make_a_version_202604241950.jpeg
VR_dialog_UI_202604242010.jpeg

Empty environment

Targets

Work
Main.png

 

weapon category / Select weapon 

 

Select Training Environment - option to edit (change and save) or create new custom

Training / After Trainin

contact

Let's Talk

Cell: +972-523432018

bottom of page