---
id: wiki-2026-0508-실재감-presence
title: 실재감(Presence)
category: 10_Wiki/Topics
status: duplicate
canonical_id: presence
duplicate_of: "[[Presence]]"
aliases: []
source_trust_level: A
confidence_score: 0.9
verification_status: redirected
tags: [duplicate, vr, ar, xr, immersion, ux]
last_reinforced: 2026-05-10
github_commit: pending
---

# 실재감(Presence)

> **이 문서는 [[Presence]] 의 중복본입니다.** Canonical 문서로 redirect.

## 핵심 요약 (Korean specialization)
- 매 VR/XR 의 core UX metric — 매 "being there" 의 subjective sense.
- 매 3 dimensions: spatial presence, social presence, self-presence.
- 매 latency budget < 20ms motion-to-photon — 매 break presence 의 threshold.
- 매 Apple Vision Pro·Quest 3·PSVR2 매 2026 mainstream device.
- 매 hand tracking + eye tracking + spatial audio 매 presence 의 핵심.

## 🔗 Graph
- 부모: [[Presence]] (canonical)

## 🕓 변경 이력
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | 중복 처리 — canonical 문서로 redirect |
