CourseAerospace, UAM, Drones & Space Applications open

Virtual reality course in pilot training

Online course of 300 hours in virtual reality in pilot training. 6 modules covering pilot training and simulation, VR technology, cockpit environment development, instructional design and human factors, and evaluation and approval, applying EASA CS-FSTD(A), EASA CS-FSTD(H) and Regulation (EU) 1178/2011 with Unity, Unreal Engine and X-Plane 12, with an assigned technical tutor.

Duration3 months
ModeOnline
LanguageEnglish
Start datesSet by the faculty
AwardSEIUM Institute certificate

Virtual reality course in pilot training — studying from the United States

The United States leads global aerospace, anchored by clusters in Seattle, Wichita, Hartford, Huntsville and the Houston area. Major employers such as Boeing, Lockheed Martin, RTX and GE Aerospace drive demand for engineers in airframes, propulsion, avionics and systems integration. Urban air mobility and commercial drone operations are expanding quickly, creating new roles in eVTOL design, airspace integration and UAS operations. Civil and military programs both rely heavily on certified design, testing and airworthiness processes, making this a strong field for engineers seeking complex, high-impact work.

Fees for the United States: 500 US$ (US Dollars), with instalments and employer sponsorship available.

Relevant bodies in the United States

  • Federal Aviation Administration (FAA)
  • National Aeronautics and Space Administration (NASA)
  • SAE International
  • RTCA, Inc.

Typical roles

  • Aerospace Engineer
  • Flight Test Engineer
  • Propulsion Systems Engineer
  • UAS Systems Engineer

Questions from the United States

Are SEIUM qualifications accredited in the United States?

SEIUM qualifications are private qualifications and are not official state degrees or accredited higher education awards. Please check with the relevant employer or licensing board about how any credential will be viewed for your purposes.

Will this help me become a licensed Professional Engineer?

SEIUM programmes do not replace the education, examination and experience requirements set by state licensing boards. They can support your professional development, but licensure requirements must be confirmed directly with your state board.

Virtual lab · try it before you enrol

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Learning outcomes

What you will be able to do

01

Understand the regulatory framework for pilot training.

02

Select the virtual reality technology suited to each task.

03

Develop interactive real-time cockpit environments.

04

Design competency-based training scenarios.

05

Evaluate trainee performance and human factors.

06

Analyse the approval requirements for VR devices.

07

Develop a complete virtual reality training module.

Profile

Who it's for

  • Immersive simulation developers.
  • Aeronautical instructional designers.
  • Simulator flight instructors exploring VR-based training.
  • Human factors engineers.
  • Training innovation managers at airlines and flight schools.
  • FSTD approval specialists.
  • Engineering or science graduates aiming to join pilot training organisations.
Standards & tools

What you'll work with

  • EASA CS-FSTD(A) (certification specifications for aeroplane flight simulation training devices)
  • EASA CS-FSTD(H) (certification specifications for helicopter flight simulation training devices)
  • Regulation (EU) 1178/2011 (aircrew licensing and training)
  • ICAO Doc 9625 (manual of criteria for the qualification of flight simulation training devices)
  • ICAO Doc 9995 (manual of evidence-based training)
  • FAA AC 120-54A (Advanced Qualification Program)
  • ISO 9241-210:2019 (human-centred design for interactive systems)
  • OpenXR 1.0 (open standard for VR and AR interfaces)
  • Unity
  • Unreal Engine
  • X-Plane 12
  • Varjo Base
  • Lockheed Martin Prepar3D
Syllabus

6 modules

  1. 1.1Framework for pilot training
  2. 1.2FSTD devices and levels
  3. 1.3Competency-based training
  4. 1.4Evidence-based training
  5. 1.5Limitations of the classic simulator
  6. 1.6Emerging role of virtual reality
  7. 1.7Presence and immersion
  8. 1.8Experiences of manufacturers and airlines
  9. 1.9Cost per training hour
  10. 1.10Case study: approval of an FTD with virtual reality
  1. 2.1Standalone and tethered headsets
  2. 2.2Head and hand tracking
  3. 2.3Field of view and resolution
  4. 2.4Motion-to-photon latency
  5. 2.5Mixed reality and passthrough
  6. 2.6Haptic gloves and physical controls
  7. 2.7Motion platforms
  8. 2.8Eye tracking
  9. 2.9Graphics performance and foveated rendering
  10. 2.10Lab: setting up a VR station
  1. 3.13D modelling of cockpits
  2. 3.2Interaction with virtual controls
  3. 3.3Integration with X-Plane and Prepar3D
  4. 3.4Development in Unity and Unreal
  5. 3.5Virtual instrumentation and avionics
  6. 3.6Simulated communications and radio
  7. 3.7Weather and visual scenarios
  8. 3.8Real-time performance
  9. 3.9OpenXR interfaces
  10. 3.10Practical exercise: interactive cockpit in Unity
  1. 4.1Flight task analysis
  2. 4.2Procedures and checklists
  3. 4.3Training of normal procedures
  4. 4.4Failures and abnormal procedures
  5. 4.5Crew resource management
  6. 4.6Simulator sickness
  7. 4.7Workload and the NASA-TLX scale
  8. 4.8Transfer of learning
  9. 4.9Accessibility and ergonomics
  10. 4.10Workshop: engine failure on take-off scenario
  1. 5.1Trainee performance metrics
  2. 5.2Learning analytics
  3. 5.3Instructor and operating station
  4. 5.4Training data recording
  5. 5.5Effectiveness studies
  6. 5.6EASA requirements for devices
  7. 5.7Specific VR approvals
  8. 5.8Helicopter training with VR
  9. 5.9Costs and return on investment
  10. 5.10Case study: evaluation of a procedures programme
  1. 6.1Definition of the training objective
  2. 6.2Task analysis
  3. 6.3Design of the virtual environment
  4. 6.4Cockpit development
  5. 6.5Training scenarios
  6. 6.6Evaluation metrics
  7. 6.7User testing
  8. 6.8Approval plan
  9. 6.9Report and presentation
  10. 6.10Final project: final review with the tutor
Methodology, software & labs

How you'll learn

Training is 100% online on the SEIUM campus, with downloadable material, recorded classes and an assigned technical tutor. There are no fixed timetables: you progress at your own pace within the intake, so the programme is compatible with work.

Each module combines theory, guided reading of the original standard and applied exercises. The working software is Unity, Unreal Engine, X-Plane 12, Varjo Base and Lockheed Martin Prepar3D, in free, academic or evaluation versions. Tests are studied on real procedures: training of cockpit procedures in VR, an engine failure on take-off scenario and workload assessment with NASA-TLX. Assessment is continuous by module, plus the final integrating project.

Standards covered: EASA CS-FSTD(A), EASA CS-FSTD(H), Regulation (EU) 1178/2011, ICAO Doc 9625, ICAO Doc 9995, FAA AC 120-54A, ISO 9241-210:2019, OpenXR 1.0.

Assigned technical tutor:every module ends with a deliverable that your tutor marks individually.
Standards-based learning:guided reading of EASA CS-FSTD(A), EASA CS-FSTD(H) and Regulation (EU) 1178/2011 applied to real cases, not as a theoretical annex.
Industry software:Unity, Unreal Engine, X-Plane 12, Varjo Base, Lockheed Martin Prepar3D, in free, academic or evaluation versions.
Final project:a complete virtual reality training module, from task analysis to user testing and an approval plan, reviewed by your tutor.
Flexible format:100% online, no fixed timetables, compatible with full-time work.
Capstone project

Build it end to end

Your final project follows the real engineering workflow, step by step, reviewed by your tutor.

Define the training objective
Set the learning goal and analyse the flight tasks involved.
Design the virtual environment
Plan the VR cockpit, interactions and hardware set-up.
Develop cockpit and scenarios
Build the interactive cockpit and the competency-based scenarios.
Test with users
Measure performance and workload and draft the approval plan.
Final project
Document the complete VR training module and present it for review by your tutor.
Career opportunities

Where this takes you

Immersive simulation developerAeronautical instructional designerSimulator flight instructorHuman factors engineerTraining innovation managerFSTD approval specialist
Admissions & scholarships

Requirements

  • No prior qualification is required.
  • Internet connection and a computer capable of running the programme software.
  • English sufficient to read technical standards.

Ready to start?

Send your application today. Our admissions team replies within 72 hours with your study plan and funding options.

FAQ

Frequently asked questions

The programme totals 300 hours over 3 months. You set your own pace within each intake, and your tutor helps you plan the workload around your job.

You work with Unity, Unreal Engine, X-Plane 12, Varjo Base, Lockheed Martin Prepar3D, using free, academic or evaluation versions. Your tutor indicates the free alternative wherever one exists.

A SEIUM Institute certificate, awarded on passing the continuous assessment and the final project. It is SEIUM's own qualification, not an official state degree; its recognition depends on the programme completed and the regulations of each country.

Yes. Modules passed are recognised in a higher programme in the same area (postgraduate diploma or master's). Ask about the recognition policy when you enrol.

No prior qualification is required; you need an internet connection, a computer capable of running the programme software and English sufficient to read technical standards.

Start dates are set by SEIUM's faculty for each intake. Our admissions team will confirm the next available date when you apply.

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