XR Training · Defense & Public Safety · Design, Delivery, Measurement

Buying XR is easy. Making it actually train someone is not.

Most XR training projects fail in the same place. The headsets arrive, the environment looks impressive, and nobody can say whether anyone learned anything. I work with training centres, simulator integrators and defense organisations on the part that decides the outcome: what the XR system has to do, how it fits the training pipeline that already exists, and how you prove it changed readiness. I have written training requirements inside a General Command, run laser engagement and synthetic training systems as an instructor, and I follow the research on how XR training effectiveness can be measured closely enough to apply it.

15+ yearsDefense and military training
Former officerPolish Armed Forces
Both sidesRequirements writer & instructor
Wrocław, PLWorking across Europe
What I do

Five ways teams put XR to work

01

Training gap analysis

Before anyone buys anything: what your training pipeline actually fails to deliver, and whether XR is the right instrument for it. Sometimes the honest answer is that it is not.

  • Mapping the existing pipeline, from classroom to live exercise
  • Where throughput, cost, risk or repeatability break down
  • What XR realistically replaces, and what it never will
  • Where a low-cost trainer protects a much larger capital programme
02

Solution design and requirements

Turning a training need into a specification an engineer can build and a procurement officer can evaluate. This is the step most projects skip, and it is why they drift.

  • Learning objectives translated into system requirements
  • Fidelity decisions: where realism matters and where it wastes budget
  • Hardware selection, including headset and tracking choices
  • Acceptance criteria written around training outcomes, not specifications
03

Building XR solutions together

Development partnership with integrators, OEMs and training centres building XR into their products. I work as the training-domain side of the team, not as an outside reviewer.

  • Scenario and curriculum design grounded in real tactical procedure
  • Integration with simulators and training systems already in service
  • Bridge and part-task trainers alongside full-mission systems
  • Iterative validation with instructors and end users during development
04

Measuring training effectiveness

The question everyone eventually gets asked and almost nobody can answer. It is the area I follow most closely in the research literature, applied to your system.

  • Eye-tracking as a measure of attention, workload and expertise
  • Cognitive load assessment and objective readiness indicators
  • Adaptive scenarios that adjust to the trainee in real time
  • Before and after comparison against conventional training
05

Rollout, adoption and instructor enablement

The part most XR programmes underfund, and the reason so many headsets end up in a cupboard. A system nobody has trained the instructors to use will be judged a failure regardless of how good it is. I stay on after delivery: embedding the system into the training curriculum, training the instructors who will run it every week, building the evaluation loop that keeps it improving, and reporting outcomes in a form the organisation funding it can actually read. For a first XR deployment this determines whether there is ever a second one.

Use case

What a vehicle crew trainer project actually looks like

This is not a client reference and names no customer. It is the pattern: the shape these projects take, the decisions that determine whether they work, and the places they usually go wrong. Land systems are where I am most at home, so this is the example worth writing down.

The situation

A unit is converting to a new infantry fighting vehicle or tank. Three crew roles, commander, gunner and driver, each needing different skills and different amounts of repetition. One full-mission simulator exists or is on order, and it trains one crew at a time. Several hundred soldiers have to be converted. Live training on the vehicle is expensive, weather-dependent and rationed by ammunition and range availability. The delivery schedule does not wait for any of this.

How the pieces fit together

SHARED SYNTHETIC ENVIRONMENT One tactical picture, one terrain, one scenario Commander Physical controls, kept real XR visual and environment Situational picture Gunner Physical controls, kept real XR visual and environment Fire control Driver Physical controls, kept real XR visual and environment Motion cueing NETWORKED: THREE STATIONS BECOME ONE CREW INSTRUCTOR STATION Scenario control, live monitoring, after-action review, recorded performance data
Reference architecture, not a product. Where the split between physical and virtual falls, and whether the instructor station and after-action review are treated as core rather than optional, is what separates a training device from a demonstrator.

XR trainer

1 2 3 4 5
Schematic drawing, not a product and not a specific customer installation. It illustrates one decision from the section above: which parts of a crew station have to remain physical, and which can move into XR without training loss.
  • 1. XR headset
  • 2. Original gunner control handles
  • 3. Station geometry
  • 4. Seat
  • 5. Motion platform

Decisions that determine the outcome

  • What stays physical, what becomes virtual. Controls the crew operates under stress should stay physical. The rest of the environment can move into XR without training loss.
  • Which crew station you build first. Gunner and commander usually return the most training value per euro. The driver needs motion cueing and costs the most.
  • Individual or collective. Networked stations turn three separate trainers into a crew trainer, and crew coordination is where the real capability sits.
  • Motion or no motion. It matters for the driver and for vehicle-behaviour cues. For gunnery and procedural work it often adds cost without adding learning.
  • What the instructor sees. Without a usable instructor station and after-action review, you have a demonstrator, not a training device.

Where these projects usually go wrong

  • Fidelity is written as hardware parameters instead of training objectives, so the system is impressive and trains the wrong thing
  • The synthetic environment is chosen before the training requirement is written, and everything afterwards bends to fit it
  • Nobody names who runs the device week to week, so it becomes dependent on one enthusiast and dies when they post out
  • Instructors get two days of training at handover and nothing after that
  • Nothing is measured, so when the funding question arrives there is no answer beyond opinion

What good looks like

Crews reach the vehicle already knowing the procedures, so range time is spent on what only live training can teach. Throughput stops being capped by a single simulator. Instructors run the system themselves, without a call to the supplier. And the organisation can show what changed, in numbers, when it is asked to justify the next purchase. That last point is what buys the second system, and it is the part most programmes never prepare for.

The same pattern, with different variables, applies to bridge trainers in a delivery gap, procedural stations ahead of a full-mission simulator, and unmanned platform operator training. If your project looks like any of these, the first conversation will be short and useful.

About

I have been on every side of this table

I started as a mechanised infantry platoon commander in the 20th Bartoszyce Mechanised Brigade, responsible for a platoon of soldiers, their vehicles and their readiness. Then three years commanding a cadet platoon, and five years as an academic teacher at the Military University of Land Forces in Wrocław, leading the tactical laser simulation team: instrumented field exercises on Saab GAMER, classes in the VBS synthetic environment, system maintenance, and procurement specifications for new training equipment. Eleven years of that is why I know what a training unit actually needs on a Tuesday morning, as opposed to what a capability roadmap says it needs.

I then moved to the General Command of the Polish Armed Forces, to the Department of Training and Training Devices in the Training Inspectorate. I worked on the Tactical Simulators of the Modern Battlefield programme for armoured and mechanised forces and advised on requirements for the Comprehensive Battlefield Simulation System (KSSPW). That is where I learned how a requirement is written, who quietly influences it, and why a technically superior system can still lose.

Since 2023 I have been on the commercial and technology side, working with motion platforms and, today, Varjo military-grade XR across defense, aerospace and industrial training customers in Poland, the Baltics, the Nordics and wider CEE. That means seeing what integrators are actually building, which hardware choices hold up in a training centre, and which XR projects deliver and which quietly stall.

That combination is the point. Plenty of people can build an XR environment, and plenty understand military training, but the two rarely sit in the same head. Projects fail in the gap between them: a beautiful simulation that trains the wrong thing, or a sound training concept implemented in a way instructors will not use. That gap is where I work.

I work in English and Polish, from Wrocław, across Europe.

Experience

Background

2026 – Present

Sales Manager

Varjo · Military-grade XR · Defense and simulation, CEE and Nordics

Own the defense and simulation pipeline across Poland, the Baltics, the Nordics and wider CEE for Varjo's military-grade XR headsets.

  • Regional target-account model built around simulator integrators rather than end users
  • Positioning XR hardware into national training programmes and modernisation projects
  • Partner development with simulator integrators and defense OEMs
  • Company representation at the region's principal defense exhibitions
2023 – 2026

Business Development Manager

Motion Systems · Motion platforms

Drove new business and long-term client relationships for motion platform hardware across defense, aerospace and industrial training customers.

  • Market analysis and trend identification to anticipate demand
  • Prospecting, new client acquisition and CRM ownership
  • Sales negotiation, proposal preparation and deal closing
  • Partnership development and brand representation at exhibitions
2024 – 2025

Simulation Systems Specialist

Military University of Land Forces, Wrocław · Part-time

Administration and technical support of the advanced simulation systems used in military training at the university.

  • Configuration and maintenance of simulation systems and training platforms
  • Technical support and troubleshooting during live training exercises
  • Tailoring simulation scenarios with training coordinators to specific objectives
  • Post-training evaluation of system effectiveness and improvement proposals
2021 – 2023

Specialist, Training Inspectorate

General Command of the Polish Armed Forces, Warsaw · Department of Training and Training Devices

Worked on the requirements side of national training equipment programmes, as the expert institution advising on what the armed forces should procure.

  • Preparation of doctrine and documentation for the army training process
  • Expert-institution representative on the Tactical Simulators of the Modern Battlefield programme for armoured and mechanised forces
  • Advisory on requirements for the Comprehensive Battlefield Simulation System (KSSPW)
2016 – 2021

University Lecturer · Team Leader, Laser Engagement System

Military University of Land Forces, Wrocław · Tactical Simulation Branch

Academic teacher and technical lead for the university's instrumented live training capability, running exercises for troops and students.

  • Teaching military and civilian students, including classes in the VBS synthetic training environment
  • Conducting instrumented field exercises with troops on the Saab GAMER system
  • Managing maintenance and repair of the GAMER training system
  • Preparing specifications for the procurement of training systems
  • Organising scientific conferences and publishing in academic journals
2013 – 2016

Training Platoon Commander

Military University of Land Forces, Wrocław

Commanded a platoon of officer cadets through their military training, responsible for turning candidates into commissioned officers.

  • Command, discipline and daily military functioning of the cadet platoon
  • Delivery of field and garrison training, and preparation for exercises and examinations
  • Individual assessment, appraisal and development of each cadet
  • Mentoring cadets in the practical side of command they cannot learn in a lecture hall
2010 – 2013

Mechanised Infantry Platoon Commander

20th Bartoszyce Mechanised Brigade, Morąg · Infantry fighting vehicle platoon

First posting after commissioning. Commanded a mechanised infantry platoon equipped with infantry fighting vehicles, responsible for its soldiers, its vehicles and its readiness.

  • Command of the platoon in garrison, in the field and on live-fire ranges
  • Planning and delivery of the platoon's tactical, gunnery and physical training
  • Combat readiness of the platoon's vehicles, weapons and equipment
  • Safety of soldiers during live-fire and field training
  • Assessment and record-keeping of individual and crew proficiency
  • Development of the section and vehicle commanders reporting to me
Research interest

Making XR training measurable

Alongside the commercial work I follow one question closely, and intend to pursue it as doctoral research: everyone agrees XR trains people, but almost nobody can prove how well, or adapt the training to the individual while it is happening. It is the same question clients keep running into, which is why I keep reading in it rather than treating it as a side interest.

Adaptive tactical XR scenarios driven by eye-tracking and AI

Armies are fielding equipment faster than they can field the trainers for it. Existing XR simulators deliver environmental realism but have no real-time adaptation layer based on what the trainee is actually doing with their attention. The direction I am working towards integrates immersive XR, eye-tracking and an adaptive engine so that a tactical scenario reshapes itself in real time to the operator's cognitive load and skill level, validated experimentally against conventional training.

Cognitive load theory Endsley situation awareness Pupillometry Intelligent tutoring systems Manned-unmanned teaming Training effectiveness measurement

Applied focus

  • Operators of automated weapon systems and turrets, including the ZSSW-30 station on the BORSUK IFV
  • Teleoperated unmanned ground platforms, where the operator works from an indirect camera image
  • Integration of XR headsets with national simulation systems already in service
  • Cost-effectiveness of XR training against conventional and full-mission alternatives

Why it matters for the work

It keeps the advice grounded in evidence rather than vendor claims. When a client asks whether XR will actually improve readiness, which effect sizes the literature supports, or how to write a procurement that measures training outcomes instead of headset specifications, that is the same ground.

Work in progress

Nothing below is published yet. These are drafts I am preparing for conference submission in 2027, listed so you can see where my thinking is going rather than as a publication record.

  • Eye-tracking and artificial intelligence in adaptive XR training of unmanned platform operators. Literature review, in draft.
  • Immersive XR in the training and readiness assessment of civil protection and civil defence personnel. Conference chapter, in draft.
  • When the headset sees more than the instructor. Popular science article on VR, eye-tracking and AI in training, in draft.
  • Earlier academic articles and scientific conference organisation during the university lecturer period, 2016 to 2021.
Approach

How an engagement usually runs

STEP 01

Intro call

Thirty minutes. What you train, where the pipeline is failing, and what you have already tried. If XR is the wrong answer for it, I will say so on that call.

STEP 02

Scoped assessment

A short paid piece of work: your training gap mapped against what XR can and cannot solve, with a concrete recommendation and a rough cost envelope. Useful even if we stop there.

STEP 03

Design and delivery

Requirements, development partnership, effectiveness measurement and rollout, scoped per phase. Reviewed at each milestone, no lock-in beyond the notice period.

Contact

Tell me what you are trying to train

Whether you are scoping a first XR trainer, building XR into a product, or holding headsets you cannot yet prove are working, the intro call is free and reasonably direct.

Pick a slot directly