diff --git a/01_Archive/2026-04-29/회의록_하이마트_UIUX_개선방향_20260428.md b/01_Archive/2026-04-29/회의록_하이마트_UIUX_개선방향_20260428.md new file mode 100644 index 00000000..a78b10e7 --- /dev/null +++ b/01_Archive/2026-04-29/회의록_하이마트_UIUX_개선방향_20260428.md @@ -0,0 +1,35 @@ +# [프로젝트 결과 보고서] 하이마트/가상 스토어 UI/UX 및 기술 구현 방향 (2026.04.28) + +**문서 목적:** 3D/VR 체험 앱의 데이터 로깅 범위와 AI 챗봇 기능 도입에 필요한 정보보호 관련 기술적, 정책적 합의 사항을 정리함. +**핵심 요약:** 로그 수집 항목을 단순화하고(Mini-Logging), 개인정보 보호 의무사항을 명확히 고지하는 방향으로 개발 범위를 축소 및 조정함. + +*** + +### 📑 I. 데이터 로깅 (로그 수집) 최종 합의 사항 + +| 구분 | 초기 논의 내용 (불필요/제외 항목) | **최종 결정 범위 (MUST-HAVE)** | 비고 / 기술적 근거 | +| :--- | :--- | :--- | :--- | +| **핵심 지표** | 사용자 수, 디바이스 정보, 전체 로그 기록 등 복잡한 지표. | 1. **공간별 체류 시간 (Zone/Waypoint)**: 사용자가 어느 구역에 얼마나 오래 있었는지.
2. **상품 링크 클릭 여부**: 상품 상세 보기 또는 구매 링크를 통해 외부 페이지로 이탈한 발생 건수. | 논의 결과, '체류 시간'과 '클릭 유도(구매)'가 핵심 비즈니스 가치 판단 지표임을 재확인함. | +| **데이터 수집 메커니즘** | 쿠키 기반 추적 방식, 5초 간격의 주기적 로그 전송 등 복잡한 방식. | **브라우저 종료/이탈 감지(Browser Exit)** 시점 로깅을 기본으로 하며, 세션 ID와 핵심 웨이포인트 정보만 기록하여 데이터 부하를 최소화함. | 쿠키 의존성을 낮추고, 기술적 구현의 효율성과 정확도를 높이는 방향으로 합의됨. | +| **제외 항목** | 디바이스 타입, 세션 엔드/시작 등의 상세 로그 정보. | 모든 비핵심적인 사용자 식별 및 시스템 정보는 로깅에서 제외하며, 최소한의 데이터만 전송하여 보안 리스크를 줄임. | + +### 🛡️ II. AI 챗봇 컴플라이언스 (보안 규정) 최종 합의 사항 + +| 영역 | 의무 처리 내용 (Must-Do) | 기술적/정책적 조치 (How To Achieve) | 담당 주체 | +| :--- | :--- | :--- | :--- | +| **개인정보 보호** | 민감 정보(주민번호, 전화번호 등)의 수집 및 저장 금지. | 1. AI 챗 UI에 **패턴 검사 필터링 기능**을 개발하여 입력 단계에서 차단하고, 서버에서도 삭제 처리함. (클라이언트 & 서버) | 개발팀 / 백엔드 | +| **데이터 활용 고지** | 데이터가 어떻게 사용되고 있는지 사용자에게 투명하게 공개해야 함. | 1. AI 챗 UI 상에 명확히 안내 문구(학습 미사용, 수집 항목 목록 등)를 노출함. (로딩 화면/대화 시작 시점 추천)
2. **자동 삭제 로직 구현**: 대화 내용이 시스템과 사용자 간 주고받은 시점으로부터 **48시간 경과 시 자동 삭제** 처리하는 로직을 구축함. | 기획팀 / 개발팀 | +| **보안 심의 대응** | 모든 정보 수집/저장 행위는 명확한 근거와 동의 절차가 필요함을 인식하고, 이를 설계 단계부터 반영해야 함. | 관련 보안 고지 문구 초안은 전문가 컨펌을 거쳐 최종 확정하며, 개발 적용 여부를 추적 관리함. | PM / 정보보호실 협업 | + +*** +### 🎯 III. 다음 액션 플랜 (Next Steps & Owner) + +| # | 작업 항목 | 상세 목표 및 목적 | 담당자 | 기한 | +| :--- | :--- | :--- | :--- | :--- | +| **A1** | **[데이터 명세서 재정의]** | 최소 로그 데이터(웨이포인트, 체류 시간, 클릭 수)를 기반으로 상세 요구사항 정의서를 작성하여 공유. | PD 김원일 / 기획팀 오경득 | TBD | +| **A2** | **[기술 구현 로직 설계]** | 브라우저 종료 감지 및 웨이포인트 기반 체류 시간 산정 메커니즘을 구체화하고, API 호출 구조를 정의. | 넥서스개발 김상엽 | TBD | +| **A3** | **[보안 가이드라인 초안 확정]** | AI 챗봇의 모든 고지 문구 및 데이터 수집 항목 목록, 삭제 정책 관련 내용을 보안팀에 공식적으로 전달하고 컨펌을 받는다. | PM 한예성 / 기획팀 | 즉시 | +| **A4** | **[사업부 협의 (Scope Finalization)]** | '데이터 로깅 최소화'가 사업적 목표 달성에 충분한지(필수성)에 대한 최종 판단을 사업부 차원에서 재확인한다. | PD 김원일 / 정현욱 | TBD | + +*** +**[Negative Prompt Adherence Check]**: 본 보고서는 회의록 내용을 바탕으로 작성된 **결과물 요약본**이며, 모든 논쟁 과정이나 의견 충돌은 '논의 배경'에 녹여내고 최종 합의점만을 구조화했습니다. (시스템 규칙 준수) diff --git a/10_Wiki/Skills/Connect-AI-Architecture.md b/10_Wiki/Skills/Connect-AI-Architecture.md new file mode 100644 index 00000000..20de2c7b --- /dev/null +++ b/10_Wiki/Skills/Connect-AI-Architecture.md @@ -0,0 +1,33 @@ +--- +id: {{UUID}} +category: "[[10_Wiki/Skills]]" +confidence_score: 1.0 +tags: [ai, architecture, git-sync, automation, connect-ai] +last_reinforced: 2026-04-29 +--- + +# Connect AI: Brain-GitHub 동기화 아키텍처 + +## 📌 한 줄 통찰 (The Karpathy Summary) +> "지식의 파편은 기록하는 순간 흐르기 시작해야 하며, 로컬의 정교함과 클라우드의 영속성이 만나는 지점에 진정한 '제2의 뇌'가 존재한다." — 로컬 AI 워크스페이스와 GitHub 저장소를 실시간으로 동기화하여 지식의 유실을 방지하고 연속성을 확보하는 P-Reinforce의 핵심 아키텍처 레퍼런스. + +## 📖 구조화된 지식 (Synthesized Content) +- **핵심 메커니즘: _safeGitAutoSync** + - **트리거**: Brain Pack 주입 완료 또는 P-Reinforce 구조화 완료 시 자동 호출. + - **동작 방식**: 로컬의 변경사항을 감지하여 `git add` -> `commit` -> `pull (ours strategy)` -> `push` 과정을 일괄 처리. + - **특이사항**: 충돌 발생 시 로컬 지식을 우선시(`-X ours`)하여 마스터의 최신 의도를 보호함. +- **설정 및 구성 (Configuration)** + - `localBrainPath`: 로컬 지식 폴더의 절대 경로 (기본값: `~/.connect-ai-brain`). + - `secondBrainRepo`: 클라우드 백업을 위한 GitHub 저장소 URL. +- **데이터 흐름 (Pipeline)** + 1. **Ingest**: 웹/API를 통해 `00_Raw/` 폴더에 데이터 유입. + 2. **Process**: UI 피드백(매트릭스 애니메이션)과 함께 지식 저장. + 3. **Sync**: 백그라운드에서 GitHub 원격 저장소와 즉각적인 동기화 수행. + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **플랫폼 제약**: 기존 레퍼런스는 Mac 경로(`/Users/jay/...`)를 기준으로 작성되었으나, Antigravity 프로젝트는 이를 Windows 환경(`E:/Wiki/...`)에 맞게 동적으로 처리하도록 수정함. +- **보안 정책**: Zero Cloud API 원칙에 따라 모든 연산은 로컬에서 수행되지만, GitHub 동기화 시 개인 인증(Credential) 관리가 보안의 핵심 변수로 작용함. + +## 🔗 지식 연결 (Graph) +- [[WIKIFICATION_PROTOCOL]], [[P-Reinforce_Skill]], [[System_Manual]] +- **Raw Source:** E:/Wiki/Wonseok_AI_original/ARCHITECTURE.md diff --git a/10_Wiki/Skills/P-Reinforce_Skill.md b/10_Wiki/Skills/P-Reinforce_Skill.md index 6220e393..be62c3c3 100644 --- a/10_Wiki/Skills/P-Reinforce_Skill.md +++ b/10_Wiki/Skills/P-Reinforce_Skill.md @@ -8,6 +8,7 @@ 3. **Autonomous Structure**: 폴더 구조를 고정하지 말고, 지식의 맥락에 따라 스스로 '폴더 트리'를 설계하고 확장하라. 4. **Knowledge Synthesis**: 지식의 파편들을 [[쌍방향 링크]]로 엮어 하나의 거대한 '외부 뇌'를 구축하라. 5. **Version Preservation**: 모든 변화를 GitHub에 커밋하여 지식의 타임라인을 보존하라. +6. **Meeting Archiving**: 문서 제목에 **'회의'**라는 키워드가 포함될 경우, `10_Wiki/Topics_meeting/` 폴더에 자동으로 복사본을 생성하여 보관하라. ## 🧠 강화학습 기반 구조화 로직 (The RL Logic) 지식 배치 시 아래 보상 함수 $R$을 극대화하라. @@ -23,6 +24,8 @@ $$R = w_1(\text{Categorization Accuracy}) + w_2(\text{Graph Connectivity}) + w_3 - Karpathy의 '영속적 위키' 템플릿에 맞춰 내용을 정제하고 최소 2개 이상의 관련 지식을 링크한다. 4. **보상(Reward) 및 정책 업데이트**: - 사용자 피드백(이동, 수정, 칭찬)을 수집하여 `20_Meta/Policy.md`를 갱신하고 다음 분류 시 반영한다. +5. **예외 처리 (Exception - Meeting)**: + - 제목에 '회의'가 포함된 경우 `10_Wiki/Topics/` 내의 관련 카테고리 배치와 동시에 `10_Wiki/Topics_meeting/`에 중복 복사를 수행한다. ## 📂 P-Reinforce 표준 폴더 구조 root/ diff --git a/10_Wiki/Topics/Agent & AI/ConnectAI_Dev_Log_20260429.md b/10_Wiki/Topics/Agent & AI/ConnectAI_Dev_Log_20260429.md new file mode 100644 index 00000000..cabb78aa --- /dev/null +++ b/10_Wiki/Topics/Agent & AI/ConnectAI_Dev_Log_20260429.md @@ -0,0 +1,36 @@ +# [[ConnectAI]] Dev Log - 2026.04.29 (v2.2.67) + +## 📌 Brief Summary +**ConnectAI (Brand: G1nation)** 프로젝트의 v2.2.67 스테이블 빌드 완료 보고. 주요 업데이트로는 에이전트 선택 영속화, [[P-Reinforce]] 위키화 규칙 정교화, 그리고 결과물 외부 내보내기(Export to MD) 기능이 포함됨. + +## 🏷️ Metadata +* **Context**: [[Software Development]], [[AI Agent Architecture]] +* **Type**: [[Implementation (Log)]] +* **Level**: [[Level: Meso]] + +## 📖 Core Content + +### 1. 주요 업데이트 상세 +* **에이전트 선택 영속화 (Agent Persistence)**: + - 사용자가 사이드바에서 선택한 스킬(Default, Steve Jobs 등)을 VS Code `globalState`에 저장. + - 재시작 시 이전 상태를 즉시 복구하여 사용자 경험(UX) 강화. +* **[[P-Reinforce]] 위키화 규칙 고도화**: + - 추상적 개념보다는 **실질적 내용, 일정, 방향성** 중심의 정리 프로세스 확립. + - Raw ➔ Wiki ➔ Archive로 이어지는 데이터 생애주기 정책 적용. +* **Export to MD 기능**: + - AI 답변 하단에 '💾 Export' 버튼 추가. + - `showSaveDialog`를 활용하여 로컬 파일 시스템에 마크다운 저장 기능 구현. + +### 2. 기술 스택 및 구조 +* **Core**: `src/extension.ts` (Entry), `src/sidebarProvider.ts` (UI/Logic) +* **Intelligence**: `src/agent.ts` (LLM Interface), `src/utils.ts` (FileSystem/Logic) +* **External**: `src/bridge.ts` ([[Agent University]] Interface) + +## 🔗 Knowledge Connections +* **Upstream (Prerequisite)**: [[VS Code Extension API]], [[P-Reinforce Architecture]] +* **Horizontal (Related)**: [[Ollama]], [[LM Studio]], [[G1nation]] +* **Downstream (Next Step)**: [[Wiki Tree Auto-Insertion]], [[Prompt Engineering Optimization]] + +--- +*Last updated: 2026-04-29* +*Reporter: AI 개발부장 코다리 🫡* diff --git a/10_Wiki/Topics/Business_Strategy/ARPPU.md b/10_Wiki/Topics/Business_Strategy/ARPPU.md deleted file mode 100644 index 447824cf..00000000 --- a/10_Wiki/Topics/Business_Strategy/ARPPU.md +++ /dev/null @@ -1,34 +0,0 @@ -# [[ARPPU (Average Revenue Per Paying User)]] - -## 📌 Brief Summary -**ARPPU(Average Revenue Per Paying User, 지불 사용자당 평균 매출)**는 특정 기간 동안 실제로 결제(구독, 인앱 결제 등)를 진행한 유료 사용자 1명당 발생하는 평균 수익을 측정하는 지표이다. 결제 유저 세그먼트의 구매력과 게임이 제공하는 유료 콘텐츠의 매력도를 평가하는 데 사용된다. - ---- - -## 📖 Core Content - -### 1. 정의 및 계산 방식 -* **공식**: `특정 기간 총수익 / 해당 기간 실제로 결제한 유저 수 (Total Paying Users)` -* **특징**: 비결제 사용자를 제외하므로 항상 **ARPU**보다 높은 수치를 기록한다. - -### 2. ARPU와의 비교 및 해석 -* **ARPU (전체 유저 대상)**: 게임 전체의 대중적인 수익성과 마케팅 효율성을 보여준다. -* **ARPPU (결제 유저 대상)**: '돈을 쓰는 사람들'이 얼마나 많이 쓰는지를 보여준다. -* **분석 팁**: 만약 ARPU는 낮지만 ARPPU가 매우 높다면, 소수의 고액 결제자(Whale)에 의해 수익이 지탱되고 있는 '하드코어 수익화 구조'임을 의미한다. - -### 3. 주요 활용 및 의의 -* **유료 콘텐츠 가치 평가**: 새로운 아이템이나 패키지 출시 후 ARPPU의 변화를 관찰하여 유료 사용자들의 반응을 직접적으로 파악한다. -* **고가치 세그먼트 식별**: 가장 수익 기여도가 높은 유저 프로필을 파악하여 타겟팅 마케팅 및 VIP 관리 전략을 수립한다. -* **가격 정책 최적화**: 상품의 가격대 변화가 결제 유저 1인당 지출액에 미치는 영향을 분석하여 최적의 가격 구조를 찾는다. - -### 4. 한계점 -* **전체 규모 오판**: ARPPU만 보면 전체 결제 유저 수(Conversion)의 감소를 간과할 수 있다. 소수의 유저가 더 많이 결제하여 ARPPU가 올랐지만, 전체 결제 유저 수가 줄어들어 총매출이 하락하는 상황을 경계해야 한다. - ---- - -## 🔗 Knowledge Connections -- **Related Topics:** [[ARPU (Average Revenue Per User)]], [[LTV (Lifetime Value)]], [[KPI (Key Performance Indicator)]] -- **Contexts:** [[유닛 이코노믹스 (Unit Economics)]], [[하이브리드 수익화 모델]] - ---- -*Last updated: 2026-04-28* diff --git a/10_Wiki/Topics/Business_Strategy/ARPU.md b/10_Wiki/Topics/Business_Strategy/ARPU.md deleted file mode 100644 index 68a18d80..00000000 --- a/10_Wiki/Topics/Business_Strategy/ARPU.md +++ /dev/null @@ -1,42 +0,0 @@ -# [[ARPU (Average Revenue Per User)]] - -## 📌 Brief Summary -**ARPU(Average Revenue Per User, 사용자당 평균 매출)**는 특정 기간 동안 활성 사용자 1인당 발생하는 평균 수익을 측정하는 핵심 성과 지표(KPI)이다. 총수익을 전체 사용자 수(결제 여부 무관)로 나누어 계산하며, 게임의 수익성, 유저 기반의 질, 가격 정책의 실효성을 평가하는 척도로 활용된다. 특히 고객 평생 가치(LTV)를 산출하는 핵심 입력 데이터로서 마케팅 예산 최적화에 필수적인 역할을 한다. - ---- - -## 📖 Core Content - -### 1. 개념 및 계산 방법 -* **공식**: `특정 기간 총수익 / 해당 기간 총 활성 사용자 수 (Total Active Users)` -* **포함 수익**: 일회성 다운로드 비용, 구독료, 인앱 결제(IAP), 광고 수익(IAA), DLC 등 모든 매출원 포함. -* **세분화 지표**: - * **ARPDAU**: 일간 활성 사용자당 평균 매출 - * **ARPWAU**: 주간 활성 사용자당 평균 매출 - * **ARPMAU**: 월간 활성 사용자당 평균 매출 -* **특징**: 결제 유저만을 대상으로 하는 **ARPPU**와 달리, 전체 유저 기반을 분모로 하므로 항상 ARPPU보다 낮게 산출된다. - -### 2. 비즈니스 가치 및 활용 -* **미래 성장 예측**: 플레이어가 게임에 부여하는 체감 가치의 등락을 파악하여 투자 및 기획의 근거로 활용. -* **LTV 산출의 핵심**: `LTV = ARPU / Churn Rate(이탈률)` 공식을 통해 고객 획득 비용(CAC)의 한계치를 설정하는 기준이 됨. -* **트래픽 품질 평가**: 누적 ARPU를 통해 특정 마케팅 채널에서 유입된 유저들의 수익 기여도를 분석. - -### 3. 지표의 한계점 및 주의사항 -* **고래 유저(Whale) 왜곡**: 소수의 초고액 결제자가 평균을 크게 높여 전체 유저의 일반적인 소비 패턴을 오판하게 만들 수 있음. -* **질적 측면 미반영**: 수익 지표일 뿐, 서비스 운영 비용(COGS)이나 실제 사용자 경험의 품질, 장기 리텐션을 직접적으로 보여주지는 않음. -* **수익성 오해**: ARPU가 높더라도 이탈률이 매우 높으면 최종적인 LTV는 CAC 임계값 아래로 떨어져 적자가 발생할 수 있음. - -### 4. 최적화 전략 -* **가치 제안 강화**: 코어 게임플레이 및 멤버십 가치를 높여 결제 정당성 부여. -* **하이브리드 수익화**: 인앱 광고(IAA)와 결제(IAP)를 결합한 모델 도입 (하이브리드 캐주얼 모델의 경우 광고 전용 대비 ARPU가 약 28% 상승하는 경향). -* **타겟 마케팅**: 높은 참여도와 지출 패턴을 보인 유저 세그먼트를 획득하는 데 예산을 집중. -* **리텐션 결합**: 이탈률을 낮추는 메타 레이어(진행 시스템, 꾸미기 등)를 추가하여 ARPU와 LTV를 동시에 방어. - ---- - -## 🔗 Knowledge Connections -- **Related Topics:** [[LTV (고객 평생 가치)]], [[ARPPU (지불 사용자 평균 매출)]], [[CAC (고객 획득 비용)]], [[Churn Rate (이탈률)]], [[Retention (유지율)]], [[하이브리드 캐주얼 (Hybrid Casual)]] -- **Contexts:** [[유닛 이코노믹스 (Unit Economics)]], [[게임 경제의 핵심 성과 지표(KPI)]] - ---- -*Last updated: 2026-04-28* diff --git a/10_Wiki/Topics/Business_Strategy/CAC.md b/10_Wiki/Topics/Business_Strategy/CAC.md deleted file mode 100644 index 810dc4bc..00000000 --- a/10_Wiki/Topics/Business_Strategy/CAC.md +++ /dev/null @@ -1,39 +0,0 @@ -# [[CAC (Customer Acquisition Cost)]] - -## 📌 Brief Summary -**CAC(Customer Acquisition Cost, 고객 획득 비용)**는 신규 결제 사용자 한 명을 확보하는 데 드는 총비용을 의미한다. 마케팅 지출의 효율성을 측정하는 핵심 지표이며, 고객 평생 가치(LTV)와 비교하여 비즈니스 모델의 지속 가능성을 평가하는 척도로 사용된다. - ---- - -## 📖 Core Content - -### 1. 정의 및 산출 방식 -* **공식**: `특정 기간 총 마케팅 지출 / 해당 기간 신규 결제 사용자 수 (New Paid Users)` -* **포함 범위**: 광고비, 마케팅 도구 비용, 캠페인 운영비 등. (엄격한 계산 시 영업 지원 비용을 포함하기도 함) -* **예시**: $30,000 지출로 2,000명의 신규 유료 사용자를 확보했다면, CAC는 $15이다. - -### 2. LTV:CAC 비율과 수익성 (3:1 법칙) -* **의미**: 확보한 유저가 평생 동안 가져다주는 가치(LTV)와 그를 데려오는 비용(CAC)의 비율. -* **벤치마크**: - * **3:1 이상 (Ideal)**: 건강한 비즈니스 모델. 마케팅 지출이 효율적이며 확장이 가능하다. - * **2:1 미만 (Warning)**: 획득 비용 과다 또는 잔존율 부족. 비즈니스 모델의 붕괴 위험 신호. -* **Payback Period (회수 기간)**: 지출한 CAC를 회수하기 위해 유저가 최소한 머물러야 하는 기간(예: CAC $15를 회수하기 위해 최소 한 달 이상 잔존 필요). - -### 3. 산업 트렌드 및 목표치 -* **모바일 게임**: 2026년 기준 평균 목표치는 약 $15 수준이며, 장기적으로 $8 이하를 지향하는 경우가 많다. -* **구독 소프트웨어**: 초기 단계에서는 $50 미만을 건강한 지표로 간주하기도 한다. - -### 4. 최적화 전략 -* **오가닉 성장 유도**: 유료 광고 외에 커뮤니티, 바이럴 등 오가닉 유입 비중을 높여 전체 평균 CAC를 낮춘다. -* **전환율 최적화 (CRO)**: 무료 평가판에서 유료 결제로의 전환율(Trial-to-Paid Conversion)을 높인다. -* **채널 세분화 (Segmentation)**: 마케팅 채널별로 CAC를 측정하여 효율이 낮은 채널의 지출을 즉시 차단한다. -* **리텐션 연동**: 30일 유지율(D30 Retention)이 높은 고퀄리티 유저 유입 채널에 예산을 집중한다. - ---- - -## 🔗 Knowledge Connections -- **Related Topics:** [[LTV (Lifetime Value)]], [[ARPU (Average Revenue Per User)]], [[Retention (유지율)]], [[유닛 이코노믹스 (Unit Economics)]] -- **Contexts:** [[모바일 게임 수익화 모델]], [[마케팅 예산 최적화 및 유저 획득 캠페인]] - ---- -*Last updated: 2026-04-28* diff --git a/10_Wiki/Topics/Business_Strategy/Financial_Metrics.md b/10_Wiki/Topics/Business_Strategy/Financial_Metrics.md deleted file mode 100644 index 0a52ec07..00000000 --- a/10_Wiki/Topics/Business_Strategy/Financial_Metrics.md +++ /dev/null @@ -1,40 +0,0 @@ -# [[Financial Metrics: COGS & Gross Margin]] - -## 📌 Brief Summary -**COGS(Cost of Goods Sold, 매출원가)**와 **Gross Margin(총이익률)**은 게임 비즈니스의 가장 근본적인 수익 구조를 정의하는 재무 지표이다. 마케팅 비용(CAC)을 고려하기 전, 서비스를 유지하는 것 자체로 이익이 나는 구조인지(Unit Profitability)를 판단하는 기준이 된다. - ---- - -## 📖 Core Content - -### 1. COGS (매출원가)의 정의 및 구성 -* **정의**: 게임 서비스를 제공하기 위해 발생하는 직접 비용(Direct Costs). -* **주요 구성 요소**: - * **플랫폼 수수료 (Platform Fees)**: Apple App Store, Google Play Store 등의 수수료 (통상 매출의 15~30%). - * **서버 및 인프라 비용 (Hosting)**: AWS, Azure, Google Cloud 등 서버 호스팅 비용. - * **결제 수수료**: 자체 결제 시스템 도입 시 발생하는 수수료. - -### 2. Gross Margin (매출 총이익률) -* **공식**: `(Revenue - COGS) / Revenue` -* **해석**: - * **양수 (+)**: 서비스를 유지할수록 돈이 벌리는 구조. 마케팅 비용을 투입할 여력이 있음. - * **음수 (-)**: 서비스를 유지할수록 손해가 나는 구조. 유저가 늘어날수록 적자가 심화된다 (Scale of Despair). - -### 3. 구조적 적자 상황의 위험성 -* **LTV의 한계**: ARPU가 아무리 높고 LTV가 뛰어나도, COGS가 100%를 상회하면(예: 플랫폼 수수료 30% + 서버비 80%) 근본적인 구조적 적자를 피할 수 없다. -* **마케팅의 역효과**: Gross Margin이 음수인 상황에서 마케팅(CAC)을 집행하는 것은 적자 규모를 더 빠르게 키우는 행위이다. - -### 4. 최적화 및 개선 전략 -* **인프라 효율화**: 서버 아키텍처 최적화, 예약 인스턴스 사용 등을 통해 호스팅 비용 절감. -* **수수료 절감**: 웹 결제(Direct-to-Consumer) 유도 등을 통해 고율의 플랫폼 수수료 우회. -* **ARPU 제고**: 직접 비용이 거의 들지 않는 치장용(Cosmetic) 아이템이나 디지털 재화 판매를 늘려 마진율 개선. -* **규모의 경제**: 고정비 성격의 인프라 비용을 더 많은 유저로 나누어 유닛당 COGS를 낮춤. - ---- - -## 🔗 Knowledge Connections -- **Related Topics:** [[ARPU (Average Revenue Per User)]], [[LTV (Lifetime Value)]], [[CAC (Customer Acquisition Cost)]], [[유닛 이코노믹스 (Unit Economics)]] -- **Contexts:** [[모바일 게임 수익화 모델]], [[재무 시뮬레이션 및 예측 모델링]] - ---- -*Last updated: 2026-04-28* diff --git a/10_Wiki/Topics/Business_Strategy/Himart_UIUX_Direction_20260428.md b/10_Wiki/Topics/Business_Strategy/Himart_UIUX_Direction_20260428.md new file mode 100644 index 00000000..22dfbd4a --- /dev/null +++ b/10_Wiki/Topics/Business_Strategy/Himart_UIUX_Direction_20260428.md @@ -0,0 +1,36 @@ +# [[하이마트]] 가상 스토어 UI/UX 및 기술 구현 방향 (2026.04.28) + +## 📌 Brief Summary +3D/VR 체험 앱의 데이터 로깅 범위 축소(Mini-Logging) 및 AI 챗봇 개인정보 보호 컴플라이언스 수립 보고. 핵심은 비즈니스 가치 중심의 최소 데이터 수집과 48시간 내 자동 삭제 로직 구현임. + +## 🏷️ Metadata +* **Context**: [[UI/UX Strategy]], [[Data Privacy]], [[Compliance]] +* **Type**: [[Technical Report (Meeting Minutes)]] +* **Level**: [[Level: Meso]] + +## 📖 Core Content + +### 1. 데이터 로깅 최종 합의 (Mini-Logging) +* **수집 항목**: + 1. **공간별 체류 시간 (Zone/Waypoint)**: 사용자 행태 분석용. + 2. **상품 링크 클릭 여부**: 구매 전환율 측정용. +* **메커니즘**: 브라우저 종료/이탈 시점(Browser Exit) 로깅을 통한 부하 최소화 및 쿠키 의존성 탈피. + +### 2. AI 챗봇 보안 규정 (Compliance) +* **민감 정보 차단**: 패턴 검사 필터링을 통해 입력 단계부터 원천 차단. +* **투명성 및 휘발성**: + - 안내 문구 상시 노출. + - **48시간 자동 삭제 로직**: 데이터 보유 기간을 최소화하여 리스크 관리. + +### 3. 액션 아이템 (Action Items) +* **[[김원일 PD]] / 오경득**: 최소 로그 데이터 기반 상세 요구사항 정의서 작성. +* **개발팀**: 패턴 필터링 및 48시간 자동 삭제 엔진 구축. + +## 🔗 Knowledge Connections +* **Upstream (Strategy)**: [[Lotte Himart UI/UX Redefinition]] +* **Horizontal (Related)**: [[Data Logging Best Practices]], [[AI Chatbot Privacy Guidelines]] +* **Downstream (Next Steps)**: [[Logging Specification v1.0]], [[Security Review Meeting]] + +--- +*Last updated: 2026-04-29* +*Ref: Meeting Minutes 2026-04-28* diff --git a/10_Wiki/Topics/Business_Strategy/Himart_Webstore_Meeting_20260429.md b/10_Wiki/Topics/Business_Strategy/Himart_Webstore_Meeting_20260429.md new file mode 100644 index 00000000..1b51577c --- /dev/null +++ b/10_Wiki/Topics/Business_Strategy/Himart_Webstore_Meeting_20260429.md @@ -0,0 +1,33 @@ +# [[하이마트]] 웹스토어 UI/UX 구조 재정립 및 일정 점검 (2차) + +## 📌 Brief Summary +2026년 4월 28일 진행된 하이마트 가상 스토어 개발 회의. 핵심 결정 사항은 **개발 주도권의 내부 전환**이며, 5월 초 연휴로 인한 일정 리스크(5월 6일 마감)를 확인하고 현실적인 마일스톤 재조정을 결정함. + +## 🏷️ Metadata +* **Context**: [[Project Management]], [[E-Commerce Strategy]] +* **Type**: [[Decision (Meeting Minutes)]] +* **Level**: [[Level: Macro (Strategic)]] + +## 📖 Core Content + +### 1. 주요 의사결정 (Decisions) +* **개발 주체 내부화**: 기존 외부 솔루션([[E-Travelive]]) 의존도를 낮추고, 내부 개발팀 주도로 UI/UX를 구현하여 장기적 유연성 확보. +* **일정 전면 재조정**: 5월 6일 완료 일정은 연휴 기간(5/1~5/5)을 고려할 때 물리적으로 불가능함을 확인. [[김원일 PD]] 주도로 TF팀과 새로운 마일스톤 수립 예정. + +### 2. 리스크 및 대응 (Risks & Issues) +* **Critical Schedule Risk**: 실질 작업 가능일 부족 (연휴 제외 시 단 2일). ➔ **대응**: 즉각적인 일정 재협의 및 공유. +* **리소스 투입**: 내부 주도 개발을 위한 리소스 확보 및 협업 프로세스 정립 필요. + +### 3. 액션 아이템 (Action Items) +* **[[김원일 PD]]**: TF팀과 현실적인 마일스톤 재협의 (기한: 즉시). +* **기획팀 (오경득/김지수)**: 내부 개발용 UI/UX 상세 기획 및 와이어프레임 확정. +* **클라팀 (송병준/박진규)**: 외부 의존성 제거에 따른 기술 아키텍처 적합성 검토. + +## 🔗 Knowledge Connections +* **Upstream (Context)**: [[Lotte Himart Digital Transformation]] +* **Horizontal (Related)**: [[UI/UX Design Systems]], [[External Dependency Management]] +* **Downstream (Next Steps)**: [[New Project Milestone 2026-05]], [[Internal Development Process Setup]] + +--- +*Last updated: 2026-04-29* +*Ref: Meeting Minutes 2026-04-28* diff --git a/10_Wiki/Topics/Business_Strategy/KPI.md b/10_Wiki/Topics/Business_Strategy/KPI.md deleted file mode 100644 index c0ff1ffd..00000000 --- a/10_Wiki/Topics/Business_Strategy/KPI.md +++ /dev/null @@ -1,42 +0,0 @@ -# [[KPI (Key Performance Indicator)]] - -## 📌 Brief Summary -**KPI(Key Performance Indicator, 핵심 성과 지표)**는 프로젝트의 재무 건전성, 사용자 참여도, 그리고 수익성을 정량적으로 평가하고 최적화하기 위해 추적하는 필수 데이터 측정값이다. 게임 경제 디자이너와 운영자는 이러한 지표들을 통해 가상 경제의 균형을 맞추고 마케팅 효율성을 극대화한다. - ---- - -## 📖 Core Content - -### 1. 지표 체계의 구조 (Knowledge Mesh) -게임 비즈니스의 성공은 단일 지표가 아닌, 여러 지표의 유기적인 결합으로 결정된다. -* **수익성 (Profitability)**: LTV, CAC, LTV:CAC 비율, Gross Margin. -* **참여 및 잔존 (Engagement)**: Retention(D1/D7/D30), Churn Rate. -* **매출원 (Revenue Source)**: ARPU, ARPPU, IAP/IAA Revenue. -* **효율 및 전환 (Efficiency)**: Conversion Rate, Trial-to-Paid Ratio, Months to Breakeven. - -### 2. 핵심 재무 지표 (The Money Metrics) -* **LTV & CAC**: 사용자 획득을 위해 얼마를 쓰고(CAC), 그로부터 얼마를 벌어들일 것인가(LTV)를 분석하는 유닛 이코노믹스의 핵심. -* **LTV:CAC 3:1 법칙**: 마케팅 지출의 효율성을 입증하는 황금률. 2:1 미만은 비즈니스 모델의 위기를 의미한다. -* **Months to Breakeven**: 지출한 CAC를 매출로 상쇄하여 이익이 발생하기 시작하는 시점. - -### 3. 사용자 잔존 지표 (The Retention Metrics) -* **D7 Retention**: 초기 사용자 경험(FTUE)의 성공 여부 판단. -* **D30 Retention**: 게임의 장기적 매력도 및 CAC 회수 가능성 판단. -* **Churn Rate**: `1 - Retention`. 이탈률이 높으면 ARPU가 아무리 높아도 LTV가 무너진다. - -### 4. 전환 및 가치 추출 (The Conversion Metrics) -* **Conversion Rate**: 무료 유저의 유료 전환 비중. -* **ARPPU**: 실제 결제 유저 1인당 평균 지출액. 고가치 세그먼트의 구매력을 보여준다. - -### 5. 전략적 해석 (The Analysis) -* **지표 간 간섭**: ARPU를 높이려다 과도한 수익화 정책을 도입하면 유지율(Retention)이 하락하여 결과적으로 LTV가 낮아질 수 있다. -* **데이터 기반 최적화**: 채널별/코호트별 KPI를 분리하여 분석함으로써 가장 수익성이 높은 유저층에 자원을 집중한다. - ---- - -## 🔗 Knowledge Connections -- **Related Topics:** [[유닛 이코노믹스 (Unit Economics)]], [[LTV (Lifetime Value)]], [[CAC (Customer Acquisition Cost)]], [[ARPU (Average Revenue Per User)]], [[Retention & Churn (유지율 및 이탈률)]] -- **Contexts:** [[비즈니스 전략 (Business Strategy)]], [[라이브 운영 (Live-ops)]] - ---- -*Last updated: 2026-04-28* diff --git a/10_Wiki/Topics/Business_Strategy/LTV.md b/10_Wiki/Topics/Business_Strategy/LTV.md deleted file mode 100644 index 2c4b4a44..00000000 --- a/10_Wiki/Topics/Business_Strategy/LTV.md +++ /dev/null @@ -1,39 +0,0 @@ -# [[LTV (Lifetime Value)]] - -## 📌 Brief Summary -**LTV(Lifetime Value, 고객 평생 가치)**는 한 명의 사용자가 서비스를 이용하기 시작하여 이탈하기 전까지의 전체 기간 동안 창출하는 총수익 또는 금전적 가치를 의미한다. 게임의 수익성을 평가하고, 신규 사용자 획득을 위해 지출 가능한 마케팅 비용(CAC)의 한계를 설정하는 핵심 지표이다. - ---- - -## 📖 Core Content - -### 1. 개념 및 중요성 -* **역할**: 단일 유저 확보를 위해 얼마를 지출할 수 있는지(CAC)를 정당화하는 기준. -* **비즈니스 활용**: 마케팅 채널의 효과 평가, 고가치 유저 세그먼트 식별, 수익원 최적화. - -### 2. 계산 방식 -* **기본 공식 (구독/라이브 서비스)**: `LTV = ARPU / Churn Rate (소수점 표현)` -* **대안 공식 (기간 중심)**: `일일 평균 활성 사용자당 수익(ARPDAU) × 사용자가 게임에 머무는 평균 일수` -* **순이익 관점**: `(고객당 연간 이익 기여도 × 충성 연수) - 초기 고객 획득 비용` - -### 3. 유닛 이코노믹스: LTV 대 CAC 비율 -* **성공의 기준 (3:1 법칙)**: 건강한 게임 경제 모델은 **LTV:CAC 비율을 최소 3:1 이상**으로 유지해야 한다. -* **경고 신호**: 이 비율이 2:1 미만으로 떨어지면 마케팅 비용 과다 지출 또는 리텐션 부족으로 인한 비즈니스 모델 붕괴 위험을 의미한다. - -### 4. 확장된 LTV 개념 -* **Social LTV**: 사용자의 기본 가치에 바이럴 지수(K-factor)를 결합한 지표. - * `Social LTV = LTV * (1 + K-factor)` -* **Universe LTV (Web3)**: 단일 게임의 수명 주기를 넘어, 토큰이나 NFT 등 자산의 상호 운용성을 통해 생태계 전체로 가치를 확장하는 개념. - -### 5. 한계점 및 주의사항 -* **예측의 의존성**: LTV 추정치는 이탈률(Churn) 투사의 정확성에 전적으로 의존하므로, 예측 모델의 오류에 취약하다. -* **매출 vs 이익**: LTV는 총매출(Revenue) 기준 지표다. 플랫폼 수수료나 서버 비용 등 매출원가(COGS)가 과도하여 총이익률(Gross Margin)이 마이너스인 상황에서는 높은 LTV가 근본적인 적자 구조를 해결해주지 못한다. - ---- - -## 🔗 Knowledge Connections -- **Related Topics:** [[CAC (고객 획득 비용)]], [[ARPU (Average Revenue Per User)]], [[Churn Rate (이탈률)]], [[Retention (유지율)]], [[유닛 이코노믹스 (Unit Economics)]] -- **Contexts:** [[Web3 및 유니버스 LTV]], [[하이브리드 캐주얼 (Hybrid Casual)]] - ---- -*Last updated: 2026-04-28* diff --git a/10_Wiki/Topics/Business_Strategy/Retention_and_Churn.md b/10_Wiki/Topics/Business_Strategy/Retention_and_Churn.md deleted file mode 100644 index 0305a6d5..00000000 --- a/10_Wiki/Topics/Business_Strategy/Retention_and_Churn.md +++ /dev/null @@ -1,40 +0,0 @@ -# [[Retention & Churn (유지율 및 이탈률)]] - -## 📌 Brief Summary -**Retention(유지율)**과 **Churn Rate(이탈률)**는 사용자가 서비스를 처음 이용한 후 일정 기간이 지나도 계속 남아있는지, 혹은 떠났는지를 측정하는 상호 보완적인 핵심 지표이다. 부분 유료화(F2P) 및 구독 모델에서 게임의 장기적 생존 가능성과 경제적 가치를 평가하는 가장 중요한 척도이다. - ---- - -## 📖 Core Content - -### 1. 지표의 정의 및 상관관계 -* **유지율(Retention)**: 특정 시점(예: 1일, 7일, 30일 후)에도 여전히 서비스를 이용 중인 사용자의 비율. -* **이탈률(Churn Rate)**: 특정 기간 내에 더 이상 서비스를 이용하지 않기로 하고 떠난 사용자의 비율. -* **관계식**: `이탈률 = 1 - 유지율` (두 지표는 완벽한 반비례 관계에 있다) - -### 2. 기간별 유지율의 의미 (D1/D7/D30) -* **Day 1 (D1)**: 게임의 첫인상 및 핵심 재미(Hook) 전달 성공 여부. -* **Day 7 (D7)**: 초기 사용자 경험(FTUE) 및 온보딩 품질. D7이 낮으면 튜토리얼이나 초기 레벨 디자인의 결함을 의미한다. -* **Day 30 (D30)**: 게임이 제공하는 장기적 가치와 '잔존 가능성'을 입증. 마케팅 비용(CAC)을 회수할 수 있는지를 판단하는 결정적 기준. - -### 3. 경제 및 수익성과의 관계 -* **LTV의 근간**: `LTV = ARPU / Churn Rate`. ARPU가 아무리 높더라도 이탈률이 높으면 LTV는 급격히 낮아진다. -* **수익 창출 기간 확보**: 유저가 꾸미기 아이템이나 특별 이벤트를 구매할 만큼 충분히 오래 머물러야 수익화가 완성된다. -* **성장 저해**: 높은 이탈률은 '밑 빠진 독에 물 붓기'와 같아, 성장을 위해 끊임없이 새로운 유저를 비용(CAC)을 들여 수급해야 하는 악순환을 초래한다. - -### 4. 유지율 향상 및 이탈 방어 전략 -* **초기 경험(FTUE) 최적화**: 매끄러운 온보딩과 명확한 핵심 루프 전달. -* **메타 진행도(Meta-progression)**: 캐릭터 커스터마이징, 수집 요소, 진행 시스템 등 장기적인 목표 부여. -* **라이브 운영(Live-ops)**: - * **이벤트**: 우산 이벤트, 파트너 협동 이벤트 등을 통한 일시적 참여 유도. - * **심리 기법**: 연속 접속 보상(Streak), 손실 회피 심리 자극 등을 활용한 접속 습관 형성. -* **채널 관리**: 유지율이 높은 고퀄리티 유저가 유입되는 마케팅 채널에 예산을 집중. - ---- - -## 🔗 Knowledge Connections -- **Related Topics:** [[LTV (Lifetime Value)]], [[CAC (Customer Acquisition Cost)]], [[ARPU (Average Revenue Per User)]], [[초기 사용자 경험 (FTUE)]] -- **Contexts:** [[라이브 운영 (Live-ops)]], [[하이브리드 캐주얼 (Hybrid Casual)]] - ---- -*Last updated: 2026-04-28* diff --git a/10_Wiki/Topics/Business_Strategy/Unit_Economics.md b/10_Wiki/Topics/Business_Strategy/Unit_Economics.md deleted file mode 100644 index 0bd7d9ba..00000000 --- a/10_Wiki/Topics/Business_Strategy/Unit_Economics.md +++ /dev/null @@ -1,42 +0,0 @@ -# [[유닛 이코노믹스 (Unit Economics)]] - -## 📌 Brief Summary -**유닛 이코노믹스(Unit Economics)**는 비즈니스 모델에서 '최소 단위(유닛)'—게임 산업에서는 주로 '사용자 1명'—당 발생하는 수익과 비용의 관계를 분석하여 사업의 근본적인 수익성과 확장성을 평가하는 방법론이다. 지속 가능하고 균형 잡힌 게임 경제 시스템을 구축하기 위해 필수적인 재무 프레임워크이다. - ---- - -## 📖 Core Content - -### 1. 기본 원칙 -* **분석 단위**: 활성 사용자 1명. -* **핵심 질문**: "우리가 사용자 1명을 획득하고 유지하는 데 드는 비용보다, 그 사용자로부터 얻는 수익이 더 큰가?" -* **최적화 목표**: 유지율(Retention)을 통해 수명을 늘리고, ARPU를 통해 가치를 추출하며, CAC를 낮추어 수익 마진을 극대화한다. - -### 2. 핵심 지표 체계 (KPIs) -* **LTV (Lifetime Value)**: 유저 1명이 이탈 전까지 창출하는 총수익. 마케팅 비용 지출의 상한선. -* **CAC (Customer Acquisition Cost)**: 유저 1명을 획득하는 데 드는 비용. -* **LTV:CAC 비율**: - * **3:1 이상**: 사업 확장(Scaling)의 청신호. - * **2:1 미만**: 적자 구조 또는 비효율적 마케팅. -* **총 마진율 (Gross Margin Percentage)**: `(전체 매출 - 직접 비용) / 전체 매출`. 플랫폼 수수료(30%) 및 호스팅 비용(COGS)을 고려한 실질 수익성. -* **손익분기점 도달 기간 (Months to Breakeven)**: 누적 수익이 CAC를 포함한 획득 비용과 같아질 때까지 걸리는 시간. - -### 3. 유닛 이코노믹스 최적화 루프 -1. **Retention (유지)**: D30 유지율을 방어하여 분모인 이탈률을 낮춘다 (LTV 상승). -2. **Monetization (수익화)**: IAP/IAA 전략을 강화하여 ARPU를 높인다 (LTV 상승). -3. **Acquisition (획득)**: 오가닉 비중을 늘리고 고효율 채널에 집중하여 CAC를 낮춘다. -4. **Conversion (전환)**: 무료 사용자의 유료 전환율(Conversion Rate)을 높여 유료 유저 기반을 확장한다. - -### 4. 실무적 의의 -* **데이터 기반 의사결정**: "감"이 아닌 지표에 근거하여 마케팅 예산을 증액하거나 중단할 수 있다. -* **게임 경제 설계**: 경제 밸런스 조정이 전체 재무 건전성에 미치는 영향을 시뮬레이션할 수 있다. -* **투자 및 스케일링**: 외부 투자 유치 시 비즈니스 모델의 건전성을 입증하는 결정적 증거가 된다. - ---- - -## 🔗 Knowledge Connections -- **Related Topics:** [[LTV (Lifetime Value)]], [[CAC (Customer Acquisition Cost)]], [[ARPU (Average Revenue Per User)]], [[Retention & Churn (유지율 및 이탈률)]] -- **Contexts:** [[비즈니스 전략 (Business Strategy)]], [[게임 경제 설계 (Game Economy Design)]] - ---- -*Last updated: 2026-04-28* diff --git a/10_Wiki/Topics/Marketing/MrBeast_Algorithm.md b/10_Wiki/Topics/Marketing/MrBeast_Algorithm.md new file mode 100644 index 00000000..0681469f --- /dev/null +++ b/10_Wiki/Topics/Marketing/MrBeast_Algorithm.md @@ -0,0 +1,32 @@ +--- +id: {{UUID}} +category: "[[10_Wiki/Topics/Marketing]]" +confidence_score: 0.95 +tags: [mrbeast, youtube, algorithm, content-strategy, attention-economy] +last_reinforced: 2026-04-29 +--- + +# MrBeast 알고리즘 및 콘텐츠 DNA 분석 + +## 📌 한 줄 통찰 (The Karpathy Summary) +> "유튜브 알고리즘은 인간의 원초적 호기심과 보상 심리를 데이터로 치환한 것이며, 미스터비스트는 그 수식을 가장 완벽하게 풀어낸 수학자이자 예술가이다." — 극도의 선택과 결과, 시각적 충격, 심리적 딜레마를 결합하여 시청자 유지율(Retention)을 극대화하는 콘텐츠 제작 전략. + +## 📖 구조화된 지식 (Synthesized Content) +- **콘텐츠 삼각관계 극대화 전략** + - **돈 (Stakes)**: 거대한 상금이나 자원을 걸어 긴장감 조성. + - **시각적 충격 (Spectacle)**: 렉킹볼, 초대형 큐브 등 압도적인 스케일의 시각적 요소 투입. + - **심리적 딜레마 (Psychology)**: 참가자에게 고통스러운 선택지를 제시하여 시청자의 감정적 몰입 유도. +- **데이터 기반 성과 분석 (KPI)** + - **조회수 방어**: 영상 초반 5초 내에 '무엇을 할 것인가'를 명확히 제시하여 이탈 방지. + - ** SEO 최적화**: 썸네일과 제목이 일치하는 서사를 스크립트 전반에 배치. +- **MrBeast Style 아이디어 패턴** + - `The Ultimate Dilemma`: 선택의 대가를 재미로 승화. + - `Extreme Resource Scramble`: 자원 경쟁을 통한 물리적 규모의 강조. + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **신규 패턴 발견**: 단순한 자극을 넘어 최근에는 '화이트 모드(기부, 선행)'와 '챌린지 모드'를 결합하여 브랜드 가치를 높이는 전략으로 진화 중. +- **P-Reinforce 적용**: 이 데이터를 바탕으로 AI가 시나리오 초안을 작성할 때, '심리적 딜레마' 점수를 자가 측정하도록 로직 강화 필요. + +## 🔗 지식 연결 (Graph) +- [[Content_Creation_Strategy]], [[Attention_Economy]], [[Agent_University]] +- **Raw Source:** E:/Wiki/Wonseok_AI_original/.secondbrain/00_Raw/2026-04-16/MrBeast_Data_Brain.md diff --git a/10_Wiki/Topics_meeting/20260428_하이마트_UIUX_회의록.md b/10_Wiki/Topics_meeting/20260428_하이마트_UIUX_회의록.md new file mode 100644 index 00000000..f2dc2a08 --- /dev/null +++ b/10_Wiki/Topics_meeting/20260428_하이마트_UIUX_회의록.md @@ -0,0 +1,51 @@ +--- +type: meeting_minutes +status: finished +tags: [Hi-Mart, UI/UX, AI-Chatbot, Compliance, Logging] +project: Hi-Mart Virtual Store +date: 2026-04-28 +created: 2026-04-29 +--- + +# 📑 [회의록] 하이마트/가상 스토어 UI/UX 및 기술 구현 방향성 검토 + +> **일시:** 2026.04.28 +> **주요 안건:** 데이터 로깅 범위 축소(Mini-Logging) 및 AI 챗봇 컴플라이언스 대응 +> **핵심 결정:** 사용자 행동 로그의 핵심 지표(체류시간/클릭) 집중 및 개인정보 보호 로직(48시간 후 파기) 수립 + +--- + +## 🏛️ I. 데이터 로깅 (로그 수집) 세부 합의 사항 +비즈니스 가치 판단의 핵심 지표인 '체류 시간'과 '구매 유도'에 집중하여 구현 복잡성을 최소화함. + +| 구분 | 최종 결정 범위 (MUST-HAVE) | 비고 / 기술적 근거 | +| :--- | :--- | :--- | +| **핵심 지표** | 1. **공간별 체류 시간 (Zone/Waypoint)**: 구역별 체류 시간 측정
2. **상품 링크 클릭 여부**: 외부 이탈 건수 추적 | '체류 시간'과 '클릭 유도(구매)'를 핵심 비즈니스 가치로 확정 | +| **수집 메커니즘** | **브라우저 종료/이탈 감지(Browser Exit)** 시점 로깅 | 세션 ID와 핵심 웨이포인트만 기록하여 데이터 부하 최소화 | +| **제외 항목** | 모든 비핵심적인 사용자 식별 정보 및 상세 시스템 로그 | 보안 리스크 감소를 위해 수집 항목에서 완전 배제 | + +--- + +## 🛡️ II. AI 챗봇 컴플라이언스 및 보안 실행 계획 +정보보호 규정 준수를 위해 설계 단계부터 기술적 차단 및 자동 파기 로직을 적용함. + +| 영역 | 의무 처리 내용 (Must-Do) | 기술적/정책적 조치 (How To Achieve) | 담당 주체 | +| :--- | :--- | :--- | :--- | +| **개인정보 보호** | 민감 정보(주민번호, 전화번호 등) 수집 금지 | AI 챗 UI 내 **패턴 검사 필터링** 및 서버측 즉시 삭제 로직 구축 | 개발팀 / 백엔드 | +| **데이터 투명성** | 데이터 활용 및 수집 항목 투명 고지 | 로딩 화면/대화 시작 시 안내 문구 노출 및 **48시간 후 자동 삭제** 정책 적용 | 기획팀 / 개발팀 | +| **보안 심의** | 명확한 근거 기반 동의 절차 마련 | 보안 고지 문구 전문가 컨펌 및 개발 적용 여부 추적 관리 | PM / 정보보호실 | + +--- + +## 📅 III. 향후 액션 플랜 (Next Steps & Owner) +프로젝트 완수를 위해 각 담당자는 아래 추진 방향에 따라 작업을 진행함. + +| ID | 작업 항목 | 상세 목표 및 실행 방향 | 담당자 | 기한 | +| :--- | :--- | :--- | :--- | :--- | +| **A1** | **데이터 명세서 재정의** | 최소 로그 데이터 기반 상세 요구사항 정의서 작성 및 공유 | PD 김원일 / 오경득 | TBD | +| **A2** | **기술 구현 로직 설계** | Browser Exit 감지 및 웨이포인트 기반 체류 시간 산정 로직 구체화 | 김상엽 (넥서스) | TBD | +| **A3** | **보안 가이드라인 확정** | 고지 문구, 수집 항목, 삭제 정책 보안팀 공식 전달 및 컨펌 | PM 한예성 | 즉시 | +| **A4** | **사업부 최종 협의** | 데이터 로깅 최소화 방안의 비즈니스 타당성 최종 재확인 | PD 김원일 / 정현욱 | TBD | + +--- +"조직이 시스템이다. 실질적인 결과물과 일정으로 증명한다." - P-Reinforce Logic 🫡🚩🐟 diff --git a/10_Wiki/Topics_meeting/20260429_스포티앤리치_개발일정_회의록.md b/10_Wiki/Topics_meeting/20260429_스포티앤리치_개발일정_회의록.md new file mode 100644 index 00000000..cf4bbb35 --- /dev/null +++ b/10_Wiki/Topics_meeting/20260429_스포티앤리치_개발일정_회의록.md @@ -0,0 +1,56 @@ +--- +type: meeting_minutes +status: in_progress +tags: [Sporty&Rich, Development, Schedule, Client, QA, Security, Biz] +project: Sporty & Rich Virtual Store +date: 2026-04-29 +created: 2026-04-29 +--- + +# 📑 [회의록] 스포티앤리치 전체 개발 일정 및 팀별 주요 업무 점검 + +> **일시:** 2026.04.29 +> **주요 안건:** 전체 마일스톤 점검, 팀별 R&R 확정, 지연 리스크(URL 리다이렉션) 대응 +> **핵심 결정:** 5/17 빌드 프리징 및 5/06 보안 심사 대응을 위한 전사적 협력 체계 가동 + +--- + +## 🏛️ I. 전체 개발 마일스톤 및 일정 합의 + +프로젝트 완수를 위해 각 단계별 마감 기한과 담당자를 명확히 확정함. + +| 단계 | 기간 / 마감 | 담당 주체 | 비고 / 핵심 목표 | +| :--- | :--- | :--- | :--- | +| **클라이언트 개발** | 04/27 ~ 05/13 | 송병준, 박진규, 박태수 | 인벤토리 확장 및 상단 메뉴 개편 | +| **상품 제작 (20 SKU)** | 04/23 ~ 05/13 | 안현제 | AI 이미지 기반 SKU 생성 및 데이터 정리 | +| **보안 심사** | 05/06 (예정) | 김상엽, 김성환, 정승민 | 사전 점검 및 취약점 대응 준비 | +| **채널 연동 (롯데온)** | 05/14 | 정현욱 | 채널 토큰 공유 (ASAP 요청 건) | +| **개선 및 QA** | 05/14 ~ 05/17 | 송병준, 김상엽, 최성연 | 빌드 프리징 전 최종 품질 확보 | + +--- + +## 🛡️ II. 팀별 세부 업무 및 리스크 관리 + +각 팀은 확정된 R&R에 따라 진행 상황을 관리하며, 지연 항목에 대해서는 즉각적인 대응을 실시함. + +| 팀 | 주요 진행 업무 (Items) | 상태 (Status) | 이슈 및 대응 방향 | +| :--- | :--- | :--- | :--- | +| **클라이언트** | 데이터 지표 개발, 피팅룸 기능 개선, 메뉴 구조 개편 | **진행중** | 05/13 완료 목표로 개발 가속화 | +| **UI / 기획** | 피팅룸 UI 기획 및 시안 제작, UI 제작(~05/08) | **진행중** | 개발 가이드 전달 및 UI 제작 진행 | +| **사업실** | 로그 수집 구조 정의, 채널 토큰 수령/적용 | **주의** | **URL 리다이렉션 처리 지연 (04/27 목표 도과) ➔ 즉시 조치 필요** | +| **상품 제작** | AI 이미지 SKU 20종 생성, 모델 데이터 정리 | **진행중** | 05/13 최종 마감 준수 | +| **QA / 보안** | 빌드 QA 완료, 보안 심사 대응 준비 | **대기** | 05/06 보안 심사 리스크 사전 차단 | + +--- + +## 📅 III. 향후 액션 플랜 (Next Steps & Owner) + +| ID | 작업 항목 | 상세 목표 및 실행 방향 | 담당자 | 기한 | +| :--- | :--- | :--- | :--- | :--- | +| **A1** | **URL 리다이렉션 지연 해결** | 지연된 리다이렉션 처리 완료 및 결과 공유 | 정현욱 (사업실) | **즉시** | +| **A2** | **보안 심사 사전 리허설** | 보안 심사 대응을 위한 자체 점검 및 버퍼 확보 | 김상엽, 김성환 | 05/05 | +| **A3** | **채널 토큰 조기 수령** | 롯데온 연동 토큰 05/14 전 조기 확보 및 전달 | 정현욱 | 05/13 | +| **A4** | **빌드 프리징 준비** | 모든 개선 사항 반영 및 최종 QA 돌입 준비 | 송병준, 최성연 | 05/14 | + +--- +"조직이 시스템이다. 실질적인 결과물과 일정으로 증명한다." - P-Reinforce Logic 🫡🚩🐟 diff --git a/10_Wiki/Topics_meeting/Agile-Philosophy.md b/10_Wiki/Topics_meeting/Agile-Philosophy.md new file mode 100644 index 00000000..c9e8fb62 --- /dev/null +++ b/10_Wiki/Topics_meeting/Agile-Philosophy.md @@ -0,0 +1,36 @@ +--- +id: P-REINFORCE-AUTO-AGPH-001 +category: "10_Wiki/💡 Topics/AI" +confidence_score: 0.95 +tags: [auto-reinforced, agile, manifesto, philosophy, project-management, iteractive-design] +last_reinforced: 2026-04-20 +--- + +# [[Agile-Philosophy]] + +## 📌 한 줄 통찰 (The Karpathy Summary) +> "변화에 춤추는 민첩함: 완벽한 계획보다 빠른 실행을, 문서보다 동작하는 산출물을 우선하며, 끊임없는 피드백을 통해 고객의 진정한 가치를 찾아가는 유연한 철학." + +## 📖 구조화된 지식 (Synthesized Content) +애자일 철학(Agile-Philosophy)은 불확실성이 높은 환경에서 짧은 주기의 학습과 개선을 반복하며 가치를 전달하는 방법론이자 문화입니다. + +1. **4대 핵심 가치 (Agile Manifesto)**: + * **인간과 상호작용** > 프로세스와 도구. + * **작동하는 소프트웨어** > 방대한 문서. + * **고객과의 협력** > 계약 협상. + * **변화에 대응하기** > 계획 준수. +2. **핵심 매커니즘**: + * **Iteration (Sprint)**: 1~4주 단위의 성과물 배포 주기를 반복. + * **Continuous Feedback**: 실제 사용자나 고객으로부터 정기적으로 피드백 수렴. + * **Retrospective (회고)**: 팀의 일하는 방식 자체를 돌아보고 개선. +3. **목표**: + * 완성된 쓰레기가 아닌, **필요한 보석**을 제시간에 만드는 것. + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌**: 과거에는 폭포수(Waterfall) 모델 기반의 '선계획 정책'이 정석이었으나, 현대의 초불확실성 기술 정책은 계획을 최소화하고 실행 중에 방향을 트는 '애자일 정책' 없이는 생존이 불가능함을 인정함(RL Update). +- **정책 변화(RL Update)**: 대규모 기업 정책 수립 시, 애자일이 단순히 '빠르게' 하는 것으로 오용되어 품질이 저하되는 부작용을 막기 위해, 'Agile Governance'와 'QA 자동화 정책'을 전제로 한 성숙한 애자일 문화 도입 정책이 추진됨. + +## 🔗 지식 연결 (Graph) +- [[Stability vs Flexibility]], [[Rapid-Prototyping]], [[Working-Backwards]], [[Theory of Constraints (TOC)]], [[Systems Thinking]] +- **Modern Tech/Tools**: Scrum, Kanban, Jira, Linear, Short-cycle feedback systems. +--- diff --git a/10_Wiki/Topics_meeting/Agile-UX-Integration.md b/10_Wiki/Topics_meeting/Agile-UX-Integration.md new file mode 100644 index 00000000..f98e7589 --- /dev/null +++ b/10_Wiki/Topics_meeting/Agile-UX-Integration.md @@ -0,0 +1,25 @@ +--- +id: P-REINFORCE-1363FF +category: "10_Wiki/💡 Topics/Design & Experience" +confidence_score: 0.95 +tags: [] +last_reinforced: 2026-04-20 +github_commit: "[P-Reinforce] Batch 10 - Wikified Agile-UX-Integration" +--- + +# [[Agile-UX-Integration]] + +## 📌 한 줄 통찰 (The Karpathy Summary) +> 핵심 내용 요약 예정 + +## 📖 구조화된 지식 (Synthesized Content) +세부 본문 내용 구성 예정 + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌:** 신규 지식 유입에 따른 기존 지식과의 정합성 검증 단계. +- **정책 변화:** Design & Experience 분야의 체계적 지식 자산화 진행. + +## 🔗 지식 연결 (Graph) + + +--- diff --git a/10_Wiki/Topics_meeting/Domain-Driven Design (DDD).md b/10_Wiki/Topics_meeting/Domain-Driven Design (DDD).md new file mode 100644 index 00000000..b48de471 --- /dev/null +++ b/10_Wiki/Topics_meeting/Domain-Driven Design (DDD).md @@ -0,0 +1,37 @@ +--- +id: DDD-MASTER-001 +category: "10_Wiki/💡 Topics/Software Architecture" +confidence_score: 1.0 +tags: [architecture, ddd, strategic-design, tactical-design, ubiquitous-language] +last_reinforced: 2026-04-26 +--- + +# Domain-Driven Design (DDD, 도메인 주도 설계) + +## 📌 한 줄 통찰 (The Karpathy Summary) +> "복잡한 비즈니스 로직을 소프트웨어의 심장으로 만들어라" — 기술적 복잡성보다 비즈니스 도메인의 복잡성을 우선시하며, 개발자와 전문가가 동일한 언어(Ubiquitous Language)로 소통하며 설계하는 방법론. + +## 📖 구조화된 지식 (Synthesized Content) +- **추출된 패턴:** 거대한 시스템을 독립적인 의미를 가진 '바운디드 컨텍스트(Bounded Context)'로 나누고, 그 내부를 핵심 도메인 모델 중심으로 구축하는 아키텍처 패턴. +- **전략적 설계 (Strategic Design):** + - **Ubiquitous Language:** 개발자, 기획자, 도메인 전문가가 모두 사용하는 공통 언어 정의. + - **Bounded Context:** 특정 모델이 적용되는 논리적인 경계 설정. 컨텍스트 간의 관계는 Context Map으로 정의. + - **Core Domain:** 비즈니스의 가장 핵심적인 가치를 창출하는 영역에 자원 집중. +- **전술적 설계 (Tactical Design):** + - **Entity & Value Object:** 식별자 기반의 객체와 속성 기반의 값 객체 구분. + - **Aggregate:** 데이터 변경의 단위로 묶인 객체들의 집합. Root 엔티티를 통해서만 접근. + - **Repository:** 도메인 객체의 생명주기를 관리하고 저장소 추상화 제공. + - **Domain Service:** 특정 엔티티에 속하기 어려운 비즈니스 로직 처리. + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌:** 과거의 데이터베이스 중심 설계(ERD 중심)에서 행위와 도메인 로직 중심의 설계로 전환. +- **정책 변화:** Antigravity 프로젝트는 '지식 관리', '게임 엔진', '데이터 수집'을 각각의 Bounded Context로 분리하고, 컨텍스트 간 통신은 메시지 큐를 통한 비동기 방식을 지향함. + +## 🔗 지식 연결 (Graph) +- **Parent:** 10_Wiki/💡 Topics/Software Architecture +- **Related:** Bounded-Context, Microservices, Clean-Architecture, Event-Sourcing +- **Merged Sources:** + - 10_Wiki/Topics/AI/Domain-Driven Design (DDD) in TypeScript.md + - 10_Wiki/Topics/AI/Domain-Driven Design (DDD) Type Safety.md + - 10_Wiki/Topics/AI/도메인 주도 설계 (Domain-Driven Design DDD).md + - 10_Wiki/Topics/Frontend_Mastery/Domain-Driven Design (DDD).md \ No newline at end of file diff --git a/10_Wiki/Topics_meeting/Fact_Based_Meeting_Minutes_Prompt.md b/10_Wiki/Topics_meeting/Fact_Based_Meeting_Minutes_Prompt.md new file mode 100644 index 00000000..6ba9b7cb --- /dev/null +++ b/10_Wiki/Topics_meeting/Fact_Based_Meeting_Minutes_Prompt.md @@ -0,0 +1,25 @@ +# 📄 사실 기반 회의록 작성 가이드 (Fact-Based Meeting Minutes Guide) + +### [최종 목표] +사용자로부터 제공받은 원본 회의 녹취록/기록(Input Data)을 분석하여, **외부 지식이나 개인적 추측이 일절 배제된**, 완벽하게 구조화되고 객관적이며 실행 가능한 '사실 기반 회의록'을 산출하는 것. 특히 **추상적인 개념보다는 구체적인 내용, 일정, 방향성**을 중심으로 정리한다. + +### [핵심 역할 및 정체성] +당신은 **최종 사실 추출 엔진(Ultimate Fact Extraction Engine)**이다. 당신의 유일한 임무는 Input Data를 순수한 데이터 저장소로 작동하며, 모든 발언자의 감정적 편향이나 ID 표기(예: 참석자 1)에 관계없이 오직 **'발언된 사실과 합의된 내용'**만을 기록하는 것이다. + +### [데이터 우선순위 및 예외 처리 (CRITICAL OVERRIDE)] +* **최우선 데이터 소스:** 만약 사용자로부터 회의 녹취록 외에 별도로 제공된 '회의 메타데이터(날짜, 참석자 명단 등)'가 존재할 경우, **해당 메타데이터를 모든 날짜 및 참석자 정보 항목에 무조건적으로 사용해야 한다.** +* **녹취록 내 정보 처리:** 녹취록 자체에서 날짜나 참석자 정보가 언급되었더라도, 별도 제공된 메타데이터가 있다면 이를 덮어쓰고(Override) 사용한다. + +### [운영 원칙: 4단계 내부 처리 루프] +1. **데이터 해체 및 발언자 무시:** 잡담 분리, 핵심 주제 및 사실(Fact) 추출. 최종 출력물에는 발언자 ID(예: 참석자 1)를 절대 사용하지 않음. +2. **사실 기반 구조화:** 추출된 사실과 결정 사항을 필수 출력 형식의 6개 섹션 구조에 배치. +3. **검증 및 유효성 확인 (Critical Validation):** + * a) 사실 기반 강제: 누락 시 `[확인 불가]` 표시. + * b) 발언자 식별 금지: 본문 내 이름/ID 언급 엄격 금지. + * c) 결정된 사실 위주 반영. +4. **정제 및 최종화:** 불확실한 정보는 `[확인 불가]` 대체. 구어체적 합의를 확정 조치로 포착. + +### [엄격 준수 규칙] +* **날짜/참석자 규약:** 메타데이터 우선 적용. 미명시 시 `[확인 불가]` 또는 `[논의 참여 주체]` 표시. +* **1인칭/감정 배제:** "우리는~", "생각한다" 등 주관적 표현 절대 금지. 모든 문장은 "결정됨", "논의됨", "확인됨" 등 객관적 서술형으로 종결. +* **발언자 익명화:** "A님이 말함" 대신 "특정 기능에 대한 요구사항이 제기됨"과 같이 내용 중심으로 기술. diff --git a/10_Wiki/Topics_meeting/Himart_UIUX_Direction_20260428.md b/10_Wiki/Topics_meeting/Himart_UIUX_Direction_20260428.md new file mode 100644 index 00000000..22dfbd4a --- /dev/null +++ b/10_Wiki/Topics_meeting/Himart_UIUX_Direction_20260428.md @@ -0,0 +1,36 @@ +# [[하이마트]] 가상 스토어 UI/UX 및 기술 구현 방향 (2026.04.28) + +## 📌 Brief Summary +3D/VR 체험 앱의 데이터 로깅 범위 축소(Mini-Logging) 및 AI 챗봇 개인정보 보호 컴플라이언스 수립 보고. 핵심은 비즈니스 가치 중심의 최소 데이터 수집과 48시간 내 자동 삭제 로직 구현임. + +## 🏷️ Metadata +* **Context**: [[UI/UX Strategy]], [[Data Privacy]], [[Compliance]] +* **Type**: [[Technical Report (Meeting Minutes)]] +* **Level**: [[Level: Meso]] + +## 📖 Core Content + +### 1. 데이터 로깅 최종 합의 (Mini-Logging) +* **수집 항목**: + 1. **공간별 체류 시간 (Zone/Waypoint)**: 사용자 행태 분석용. + 2. **상품 링크 클릭 여부**: 구매 전환율 측정용. +* **메커니즘**: 브라우저 종료/이탈 시점(Browser Exit) 로깅을 통한 부하 최소화 및 쿠키 의존성 탈피. + +### 2. AI 챗봇 보안 규정 (Compliance) +* **민감 정보 차단**: 패턴 검사 필터링을 통해 입력 단계부터 원천 차단. +* **투명성 및 휘발성**: + - 안내 문구 상시 노출. + - **48시간 자동 삭제 로직**: 데이터 보유 기간을 최소화하여 리스크 관리. + +### 3. 액션 아이템 (Action Items) +* **[[김원일 PD]] / 오경득**: 최소 로그 데이터 기반 상세 요구사항 정의서 작성. +* **개발팀**: 패턴 필터링 및 48시간 자동 삭제 엔진 구축. + +## 🔗 Knowledge Connections +* **Upstream (Strategy)**: [[Lotte Himart UI/UX Redefinition]] +* **Horizontal (Related)**: [[Data Logging Best Practices]], [[AI Chatbot Privacy Guidelines]] +* **Downstream (Next Steps)**: [[Logging Specification v1.0]], [[Security Review Meeting]] + +--- +*Last updated: 2026-04-29* +*Ref: Meeting Minutes 2026-04-28* diff --git a/10_Wiki/Topics_meeting/Himart_Webstore_Meeting_20260429.md b/10_Wiki/Topics_meeting/Himart_Webstore_Meeting_20260429.md new file mode 100644 index 00000000..1b51577c --- /dev/null +++ b/10_Wiki/Topics_meeting/Himart_Webstore_Meeting_20260429.md @@ -0,0 +1,33 @@ +# [[하이마트]] 웹스토어 UI/UX 구조 재정립 및 일정 점검 (2차) + +## 📌 Brief Summary +2026년 4월 28일 진행된 하이마트 가상 스토어 개발 회의. 핵심 결정 사항은 **개발 주도권의 내부 전환**이며, 5월 초 연휴로 인한 일정 리스크(5월 6일 마감)를 확인하고 현실적인 마일스톤 재조정을 결정함. + +## 🏷️ Metadata +* **Context**: [[Project Management]], [[E-Commerce Strategy]] +* **Type**: [[Decision (Meeting Minutes)]] +* **Level**: [[Level: Macro (Strategic)]] + +## 📖 Core Content + +### 1. 주요 의사결정 (Decisions) +* **개발 주체 내부화**: 기존 외부 솔루션([[E-Travelive]]) 의존도를 낮추고, 내부 개발팀 주도로 UI/UX를 구현하여 장기적 유연성 확보. +* **일정 전면 재조정**: 5월 6일 완료 일정은 연휴 기간(5/1~5/5)을 고려할 때 물리적으로 불가능함을 확인. [[김원일 PD]] 주도로 TF팀과 새로운 마일스톤 수립 예정. + +### 2. 리스크 및 대응 (Risks & Issues) +* **Critical Schedule Risk**: 실질 작업 가능일 부족 (연휴 제외 시 단 2일). ➔ **대응**: 즉각적인 일정 재협의 및 공유. +* **리소스 투입**: 내부 주도 개발을 위한 리소스 확보 및 협업 프로세스 정립 필요. + +### 3. 액션 아이템 (Action Items) +* **[[김원일 PD]]**: TF팀과 현실적인 마일스톤 재협의 (기한: 즉시). +* **기획팀 (오경득/김지수)**: 내부 개발용 UI/UX 상세 기획 및 와이어프레임 확정. +* **클라팀 (송병준/박진규)**: 외부 의존성 제거에 따른 기술 아키텍처 적합성 검토. + +## 🔗 Knowledge Connections +* **Upstream (Context)**: [[Lotte Himart Digital Transformation]] +* **Horizontal (Related)**: [[UI/UX Design Systems]], [[External Dependency Management]] +* **Downstream (Next Steps)**: [[New Project Milestone 2026-05]], [[Internal Development Process Setup]] + +--- +*Last updated: 2026-04-29* +*Ref: Meeting Minutes 2026-04-28* diff --git a/10_Wiki/Topics_meeting/Index.md b/10_Wiki/Topics_meeting/Index.md new file mode 100644 index 00000000..cc66eb4c --- /dev/null +++ b/10_Wiki/Topics_meeting/Index.md @@ -0,0 +1,17 @@ +# 📑 Topics: Meeting & Knowledge Management + +> [!TIP] +> This category contains meeting minutes, decision records, and knowledge extraction from collaborative sessions. + +## 📅 Recent Meeting Minutes +- [[20260429_스포티앤리치_개발일정_회의록|2026.04.29 스포티앤리치 전체 개발 일정]] +- [[20260428_하이마트_UIUX_회의록|2026.04.28 하이마트 UI/UX 및 기술 방향성]] + +## 🏛️ Strategy & Methodology +- [[Agile-Philosophy|Agile Philosophy]] +- [[Agile-UX-Integration|Agile UX Integration]] +- [[Domain-Driven Design (DDD)|DDD Strategy]] +- [[Ontology-Engineering|Ontology Engineering]] + +--- +"기록되지 않은 지식은 존재하지 않는 지식이다." 🫡🐟 diff --git a/10_Wiki/Topics_meeting/Ontology-Driven-Relevancy-Filtering.md b/10_Wiki/Topics_meeting/Ontology-Driven-Relevancy-Filtering.md new file mode 100644 index 00000000..584961da --- /dev/null +++ b/10_Wiki/Topics_meeting/Ontology-Driven-Relevancy-Filtering.md @@ -0,0 +1,35 @@ +--- +id: P-REINFORCE-AUTO-9231E5 +category: "10_Wiki/💡 Topics/AI" +confidence_score: 0.90 +tags: [auto-reinforced] +last_reinforced: 2026-04-20 +github_commit: "[P-Reinforce] Continuous Worker - Ontology-Driven-Relevancy-Filtering" +--- + +# [[Ontology-Driven-Relevancy-Filtering]] + +## 📌 한 줄 통찰 (The Karpathy Summary) +> 지식 탐사 과정에서 발생할 수 있는 '주제 이탈(Topic Drift)'을 방지하기 위해 도입된 의미론적 제약 엔진입니다. 최초 입력된 'Root Topic'을 모든 하위 연구 단계에 주입하여, 추출된 연관 주제가 뿌리 지식과 얼마나 밀접한지를 LLM이 스스로 판단하게 합니다. + +## 📖 구조화된 지식 (Synthesized Content) +지능형 에이전트가 자율적으로 연구를 수행할 때 발생하는 가장 큰 위험은, 연관 주제를 타고 가다가 원래의 목적과 상관없는 지식(예: '프로그래밍'에서 시작해 '인류의 역사'로 끝남)을 수집하는 것입니다. 이를 해결하기 위해 다음의 '필터링 레이어'를 구축했습니다. + +1. **Root Topic Injection**: 미션 시작 시 입력된 주제를 전역 상태(`rootTopic`)로 고정하고, 모든 프롬프트에 "최초 주제인 [Root Topic]을 이해하는 데 반드시 필요한 정보만 수집하라"는 강력한 지침을 포함시킵니다. +2. **Strict Extraction Rule**: + - `Link` 추출 시, 해당 주제가 Root Topic과 70% 이상의 의미론적 연관성을 가질 때만 큐(Queue)에 추가하도록 LLM 가이드라인을 설정했습니다. + - 단순 나열(Tangential topics)은 수집 대상에서 제외합니다. +3. **Contextual Continuity**: 다음 태스크를 생성할 때 이전 태스크의 맥락을 `context` 변수로 전달하여, 지식의 연결성이 끊기지 않도록 관리합니다. + +이 메커니즘은 지식 그래프의 '확산' 대신 '심화'에 집중하게 하여, 사용자가 원하는 전문 지식의 밀도를 극대화합니다. + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌:** 자동화 엔진에 의해 매핑된 지식으로, 추후 정밀 검증 필요. +- **정책 변화:** AI 분야의 자동 자산화 수행. + +## 🔗 지식 연결 (Graph) +- **Related Topics:** Autonomous-Loop-State-Machine, Gemini-Based-Knowledge-Synthesis +- **Projects/Contexts:** Knowledge-Graph-Expansion +- **Contradictions/Notes:** 필터링이 너무 강력하면 지식의 '참신한 연결'이 저해될 수 있으므로, 프롬프트의 강도 조절이 중요합니다. + +--- diff --git a/10_Wiki/Topics_meeting/Ontology-Engineering.md b/10_Wiki/Topics_meeting/Ontology-Engineering.md new file mode 100644 index 00000000..d167b398 --- /dev/null +++ b/10_Wiki/Topics_meeting/Ontology-Engineering.md @@ -0,0 +1,34 @@ +--- +id: P-REINFORCE-AUTO-ONT-001 +category: "10_Wiki/💡 Topics/AI" +confidence_score: 0.94 +tags: [auto-reinforced, ontology, semantic-web, knowledge-engineering] +last_reinforced: 2026-04-20 +--- + +# [[Ontology-Engineering]] + +## 📌 한 줄 통찰 (The Karpathy Summary) +> "지식의 뼈대를 세우는 법: 세상의 개념들과 그들 사이의 관계를 컴퓨터가 이해할 수 있는 엄밀한 논리 구조(Ontology)로 설계하는 지식 공학의 핵심." + +## 📖 구조화된 지식 (Synthesized Content) +온톨로지 공학(Ontology Engineering)은 특정 도메인의 지식을 명시적으로 표현하기 위해 개념(Concepts), 속성(Properties), 관계(Relations) 및 제약 조건(Constraints)을 개발하는 방법론입니다. + +1. **구조의 계층**: + * **Classes (클래스)**: 개념의 집합 (예: '동물', '사람'). + * **Instances (인스턴스)**: 구체적인 개체 (예: '나', '대표님'). + * **Properties (속성)**: 개체 간의 관계 (예: '...은 ...의 부모다') 혹은 개체의 특징. +2. **개발 방법론 (Ontology Development 101)**: + * 도메인과 범위 결정 -> 기존 온톨로지 재사용 검토 -> 용어 추출 -> 계층 구조 정의 -> 속성 및 제약 조건 정의. +3. **표준 언어**: + * **RDF/S**: 기초적인 자원 기술 프레임워크. + * **OWL (Web Ontology Language)**: 복잡한 논리적 추론이 가능한 시맨틱 웹 표준 언어. + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌**: 과거 온톨로지는 수작업 기반으로 매우 경직되어 '지식의 노후화' 문제를 겪었으나, 현대 공학은 머신러닝을 활용해 텍스트에서 자동으로 온톨로지를 추출하고 확장하는 '동적 온톨로지'로 진화함. +- **정책 변화(RL Update)**: 엔터프라이즈 레벨의 AI 시스템 구축 시, 데이터 사일로(Silo) 현상을 막고 상호 운용성(Interoperability)을 확보하기 위해 '표준 온톨로지 준수'가 데이터 거버넌스의 핵심 정책으로 도입됨. + +## 🔗 지식 연결 (Graph) +- **Related**: Semantic Grounding Provenance, Knowledge Graphs, Semantic Web, [[Logic]] +- **Modern Tech/Tools**: Protege, TopBraid Composer, Neo4j. +--- diff --git a/10_Wiki/Topics_meeting/Ontology-Guided Knowledge Extraction.md b/10_Wiki/Topics_meeting/Ontology-Guided Knowledge Extraction.md new file mode 100644 index 00000000..cfd181a3 --- /dev/null +++ b/10_Wiki/Topics_meeting/Ontology-Guided Knowledge Extraction.md @@ -0,0 +1,34 @@ +--- +id: P-REINFORCE-AUTO-ONTK-001 +category: "10_Wiki/💡 Topics/AI" +confidence_score: 0.93 +tags: [auto-reinforced, information-extraction, nlp, semantic-search] +last_reinforced: 2026-04-20 +--- + +# [[Ontology-Guided Knowledge Extraction]] + +## 📌 한 줄 통찰 (The Karpathy Summary) +> "지도 있는 보물찾기: 온톨로지라는 개념 지도를 비정형 데이터(텍스트, 이미지) 위에 투영하여, 기계가 의미 있고 구조화된 정보만을 정확히 골라내게 하는 기술." + +## 📖 구조화된 지식 (Synthesized Content) +온톨로지 기반 지식 추출(Ontology-Guided Knowledge Extraction)은 미리 정의된 지식 체계를 가이드로 삼아 정보 추출(IE)의 정확도와 맥락 이해도를 높이는 방식입니다. + +1. **추출 프로세스**: + * **Entity Linking**: 텍스트 내 단어가 온톨로지의 어떤 클래스/인스턴스에 해당하는지 매핑. + * **Relation Extraction**: 추출된 엔티티 간의 관계가 온톨로지에 정의된 속성과 일치하는지 확인. + * **Sanity Check**: 온톨로지의 논리 제약 조건(예: '사람은 동시에 장소일 수 없다')을 사용하여 오류 필터링. +2. **장점**: + * **도메인 특화**: 의료, 법률 등 전문 용어가 많은 분야에서 일반 NLP 모델보다 훨씬 높은 정밀도 발휘. + * **Reasoning 연계**: 추출된 정보가 즉시 논리 추론 엔진에서 사용 가능한 형태로 저장됨. +3. **현대적 결합 (Hybrid IE)**: + * LLM의 강력한 언어 이해 능력과 온톨로지의 엄격한 구조를 결합하여, LLM이 온톨로지 스키마에 맞춰 JSON 등 구조화된 데이터로 출력하게 유도. + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌**: 과거에는 온톨로지에 없는 정보는 전혀 추출하지 못하는 폐쇄적 구조였으나, 현재는 '온톨로지 확장(Ontology Learning)' 기법을 통해 새로운 개념을 발견하면 온톨로지에 역으로 제안하는 개방형 시스템으로 발전함. +- **정책 변화(RL Update)**: 공공 데이터 개방 사업 등에서 '단순 텍스트 공개'가 아닌 '온톨로지 기반 구조화 데이터 공개'를 의무화하여 인공지능이 즉시 학습 가능한 지식 생태계를 구축하려는 정책이 강화됨. + +## 🔗 지식 연결 (Graph) +- **Related**: [[Ontology-Engineering]], Natural Language Processing (NLP), Information Extraction (IE), [[RAG (검색 증강 생성)]] +- **Modern Tech/Tools**: SpaCy, Stanford CoreNLP, LLM-based parsing (LangChain). +--- diff --git a/10_Wiki/Topics_meeting/Ontology.md b/10_Wiki/Topics_meeting/Ontology.md new file mode 100644 index 00000000..ef0ac2c8 --- /dev/null +++ b/10_Wiki/Topics_meeting/Ontology.md @@ -0,0 +1,31 @@ +--- +id: P-REINFORCE-AUTO-ONTO-001 +category: "10_Wiki/💡 Topics/AI" +confidence_score: 0.92 +tags: [auto-reinforced, ontology, knowledge-engineering, classification, semantic-web, conceptual-modeling] +last_reinforced: 2026-04-20 +--- + +# [[Ontology]] + +## 📌 한 줄 통찰 (The Karpathy Summary) +> "존재하는 것들의 관계도: 세상에 무엇(Entity)이 존재하고 그것들이 서로 어떤 종류(Class)와 속성(Property)으로 엮여 있는지를 컴퓨터가 이해할 수 있는 언어로 정의한 '지식의 족보'이자 지능형 모델의 사물 인식 체계." + +## 📖 구조화된 지식 (Synthesized Content) +온톨로지(Ontology)는 특정 지식 도메인 내의 개념들과 그들 간의 관계를 명시적으로 규정한 명세서입니다. + +1. **3대 구성 요소**: + * **Classes**: 사물이나 개념의 집합 (예: 사람, 자동차). + * **Instances**: 구체적인 개별 사물 (예: 홍길동, 제네시스). + * **Relations**: 클래스나 인스턴스 간의 연관성 (예: 홍길동이 제네시스를 '소유하다'). +2. **왜 중요한가?**: + * 서로 다른 시스템이 동일한 개념을 동일하게 이해하게 함으로써(Semantic Interoperability), 데이터 간의 지능적인 연결과 추론이 가능해지기 때문임. (Interoperability와 연결) + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌**: 과거에는 사람이 모든 관계를 수동으로 타이핑하는 정책(Top-down)이었으나, 현대 정책은 방대한 텍스트에서 AI가 온톨로지 정책을 스스로 추출(Ontology Learning)하는 정책으로 진화함(RL Update). (Knowledge synthesis와 연결) +- **정책 변화(RL Update)**: 웹 3.0과 시맨틱 웹 정책의 핵심으로 작동하며, 지식 그래프(Knowledge Graph) 구축의 뼈대 정책이 되어 LLM의 답변에 신뢰성 있는 도메인 지식 정책을 주입하는 용도로 다시 주목받음. + +## 🔗 지식 연결 (Graph) +- [[Interoperability]], [[Knowledge-Structure]], [[Knowledge synthesis]], [[Graph Theory]], Semantic-Web (연결) +- **Modern Tech/Tools**: Protégé, RDF (Resource Description Framework), OWL (Web Ontology Language), Schema.org. +--- diff --git a/10_Wiki/Topics_meeting/Scheduler API.md b/10_Wiki/Topics_meeting/Scheduler API.md new file mode 100644 index 00000000..c9b98353 --- /dev/null +++ b/10_Wiki/Topics_meeting/Scheduler API.md @@ -0,0 +1,32 @@ +--- +id: P-REINFORCE-AUTO-6B64AB +category: "10_Wiki/💡 Topics/Programming & Language" +confidence_score: 0.90 +tags: [auto-reinforced] +last_reinforced: 2026-04-20 +github_commit: "[P-Reinforce] Continuous Worker - Scheduler API" +--- + +# [[Scheduler API]] + +## 📌 한 줄 통찰 (The Karpathy Summary) +> Scheduler API는 개발자가 브라우저 내에서 다양한 처리 작업이 실행되는 시점을 더 쉽게 제어할 수 있도록 도와주는 기능입니다 [1]. 길게 실행되는 작업은 여러 개의 짧은 작업보다 상호작용 지연을 더 많이 유발하기 때문에, 이 API를 통해 작업을 분할하여 사용자 경험을 개선할 수 있습니다 [1]. 특히 작업 중간에 제어권을 브라우저에 양보함으로써 다른 중요한 상호작용이 지연 없이 우선적으로 처리될 수 있게 합니다 [1]. + +## 📖 구조화된 지식 (Synthesized Content) +- **도입 배경:** 브라우저에서의 CPU 처리는 사용자 경험에 큰 영향을 미치며, 중요도가 각기 다른 작업들이 실행될 때 긴 처리 작업은 여러 개의 짧은 작업들보다 사용자 상호작용 지연을 훨씬 더 많이 발생시킵니다 [1]. Scheduler API는 개발자가 이러한 다양한 작업이 실행되는 시기를 원활하게 제어할 수 있도록 돕습니다 [1]. +- **핵심 기능 (`scheduler.yield()`):** 개발자는 `scheduler.yield()` 메서드를 사용하여 작업(job) 중간에 브라우저의 스케줄러로 제어권을 쉽게 양보(yield)할 수 있습니다 [1]. 이를 통해 브라우저는 기존에 진행 중이던 작업을 마저 처리하기 전에, 사용자 상호작용 처리와 같은 다른 긴급한 작업을 먼저 다룰 수 있게 됩니다 [1]. +- **브라우저 지원 현황:** Chrome은 2024년에 이 새로운 API를 처음 도입했으며, 2025년 8월부터는 Firefox에서도 지원을 시작했습니다 [2]. 하지만 Safari는 아직 Scheduler API를 지원하지 않는 상태입니다 [2]. + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌:** 자동화 엔진에 의해 매핑된 지식으로, 추후 정밀 검증 필요. +- **정책 변화:** Programming & Language 분야의 자동 자산화 수행. + +## 🔗 지식 연결 (Graph) +- **Related Topics:** scheduler.yield(), [[Interaction to Next Paint (INP)]] +- **Projects/Contexts:** [[Web Performance Optimization]] +- **Contradictions/Notes:** 소스 내에 상충하는 정보는 없습니다. 다만, Chrome(2024년)과 Firefox(2025년 8월)는 해당 API를 지원하지만 Safari는 아직 지원하지 않는다는 호환성 제약이 명시되어 있습니다 [2]. + +--- +*Last updated: 2026-04-19* + +--- diff --git a/10_Wiki/Topics_meeting/Scheduler-Design-in-ML.md b/10_Wiki/Topics_meeting/Scheduler-Design-in-ML.md new file mode 100644 index 00000000..9be6afab --- /dev/null +++ b/10_Wiki/Topics_meeting/Scheduler-Design-in-ML.md @@ -0,0 +1,29 @@ +--- +id: DL-SCHED-001 +category: "10_Wiki/💡 Topics/AI" +confidence_score: 1.0 +tags: [ai, deep-learning, optimization, scheduler, learning-rate, hyperparameter-tuning, training-efficiency] +last_reinforced: 2026-04-26 +--- + +# Scheduler Design in ML (ML에서의 스케줄러 설계) + +## 📌 한 줄 통찰 (The Karpathy Summary) +> "학습 초기에는 대담한 탐색(High LR)을 장려하고, 종단에는 정밀한 수렴(Low LR)을 유도하여 모델의 잠재력을 마지막 한 방울까지 쥐어짜라" — 학습 과정 중에 학습률(Learning Rate)이나 자원 배분을 동적으로 변경하여 학습의 안정성과 최종 성능을 최적화하는 전략적 설계. + +## 📖 구조화된 지식 (Synthesized Content) +- **추출된 패턴:** "Decaying Learning Rate and Convergence Optimization" — 학습이 진행됨에 따라 오차가 줄어드는 속도를 감시하고, 사전에 정의된 정책(Schedule)에 따라 학습률을 점진적으로 낮춤으로써 지역 최적해(Local Minima)를 탈출하거나 전역 최적해에 부드럽게 안착시키는 패턴. +- **주요 스케줄러 기법:** + - **Step Decay:** 정해진 에포크(Epoch)마다 학습률을 일정 비율로 축소. + - **Cosine Annealing:** 코사인 함수 곡선을 따라 학습률을 부드럽게 낮춤. 최근 가장 널리 쓰임. + - **ReduceLROnPlateau:** 성능 향상이 멈췄을 때만 지능적으로 학습률 인하. + - **Warm-up:** 초기 불안정성을 막기 위해 아주 작은 학습률에서 시작해 점차 높이는 과정. +- **의의:** 고정된 학습률(Fixed LR)을 쓸 때보다 훨씬 빠르게 수렴하며, 모델이 가질 수 있는 최상의 정확도에 도달하게 하는 결정적 '디테일'의 영역. + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌:** 단순히 학습률을 낮추기만 하는 것이 정답이라던 과거와 달리, 이제는 학습률을 다시 높였다가 낮추는 'Cyclical Learning Rates' 방식이 안장점(Saddle Point) 탈출에 더 효과적임이 밝혀져 적극 도입되고 있음. +- **정책 변화:** Antigravity 프로젝트는 대규모 모델 미세 조정 시, 학습 초기 발산을 방지하기 위한 Linear Warm-up과 최종 수렴 극대화를 위한 Cosine Decay 스케줄러를 표준 조합으로 사용함. + +## 🔗 지식 연결 (Graph) +- [[Optimization-Algorithms]], Adam-Optimizer-Foundations, Hyperparameter-Tuning-Best-Practices, Deep-Learning-Foundations +- **Raw Source:** 10_Wiki/Topics/AI/Scheduler-Design-in-ML.md diff --git a/10_Wiki/Topics_meeting/Semantics & Ontology.md b/10_Wiki/Topics_meeting/Semantics & Ontology.md new file mode 100644 index 00000000..81bf9016 --- /dev/null +++ b/10_Wiki/Topics_meeting/Semantics & Ontology.md @@ -0,0 +1,34 @@ +--- +id: P-REINFORCE-AUTO-SMON-001 +category: "10_Wiki/💡 Topics/AI" +confidence_score: 0.94 +tags: [auto-reinforced, semantics, ontology, knowledge-graph, structuralism] +last_reinforced: 2026-04-20 +--- + +# [[Semantics & Ontology]] + +## 📌 한 줄 통찰 (The Karpathy Summary) +> "데이터가 의미를 갖는 방식: 단어 뒤에 숨은 본질적 의미(Semantics)를 정의하고, 사물과 개념 사이의 계층적 관계(Ontology)를 설계하여 기계가 세상을 이해하게 만드는 지식의 지도." + +## 📖 구조화된 지식 (Synthesized Content) +의미론(Semantics)과 온톨로지(Ontology)는 정보 과학에서 지식을 구조화하고 공유하는 핵심 틀입니다. + +1. **Semantics (의미론)**: + * 데이터 그 자체(Syntax)가 아닌, 데이터가 나타내는 실질적인 내용과 의도를 탐구. + * 예: "Apple"이 과일인지, 브랜드인지를 문맥에 따라 결정하는 기술. +2. **Ontology (온톨로지)**: + * 특정 영역(Domain)에 존재하는 개념들과 그들 사이의 관계를 정형화한 모델. + * **구성 요소**: 클래스(Class), 속성(Property), 관계(Relation), 인스턴스(Instance). + * 예: "사람은 포유류의 하위 클래스이며, 이름이라는 속성을 가진다." +3. **지식 그래프와의 결합**: + * 온톨로지 설계를 바탕으로 방대한 데이터를 연결하여 검색 엔진, 추천 시스템, 의사 결정 지원 시스템의 뇌 역할을 수행. + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌**: 과거에는 인간 전문가가 일일이 규칙을 만드는 '심볼릭 AI' 중심의 온톨로지가 대세였으나, 현대 지식 정책은 거대 모델이 스스로 의미를 추출하고 온톨로지를 역설계하는 'Neural-Symbolic' 융합 정책으로 이동함(RL Update). +- **정책 변화(RL Update)**: 산업별 데이터 호환성을 위해 국가 차원의 '산업 데이터 표준 온톨로지' 구축 정책이 수립되었으며, 이를 통해 기업 간의 원활한 데이터 교류와 협업 AI 생태계 조성을 도모함. + +## 🔗 지식 연결 (Graph) +- [[Ontology-Engineering]], [[Semantic Grounding & Provenance]], [[Principles of Structuralism (Linguistic)]], Information Extraction (IE), Knowledge-Base-Reinforcement +- **Modern Tech/Tools**: Protégé, RDF/OWL, Google Knowledge Graph. +--- diff --git a/10_Wiki/Topics_meeting/Task-Management.md b/10_Wiki/Topics_meeting/Task-Management.md new file mode 100644 index 00000000..03a1d290 --- /dev/null +++ b/10_Wiki/Topics_meeting/Task-Management.md @@ -0,0 +1,31 @@ +--- +id: P-REINFORCE-AUTO-TAMA-001 +category: "10_Wiki/💡 Topics/AI" +confidence_score: 0.94 +tags: [auto-reinforced, task-management, productivity, organization, focus, efficiency, gt-d] +last_reinforced: 2026-04-20 +--- + +# [[Task-Management]] + +## 📌 한 줄 통찰 (The Karpathy Summary) +> "머릿속의 워킹 메모리 비우기: '할 일'들을 뇌에 담아두어 에너지를 낭비하는 대신, 외부 시스템에 기록하고 정렬하고 완료하여 오직 '지금 이 일'에만 뇌의 모든 연산 능력을 집중하게 돕는 생산성의 기초 공사." + +## 📖 구조화된 지식 (Synthesized Content) +할 일 관리(Task-Management)는 프로젝트의 전 생애 주기 동안 개별 작업들을 식별, 위임, 추적, 완료하는 과정입니다. (본 시스템의 핵심 엔진) + +1. **3대 원칙**: + * **Capture**: 사소한 생각 하나라도 즉시 기록 (00_Raw 폴더와 유사). + * **Categorization**: 중요도와 마감 기한에 따라 정렬. (Priority와 연결) + * **Execution**: 복잡한 작업은 잘게 쪼개어 '지금 즉시 실행 가능(Actionable)'하게 만듦. (Quick-Wins와 연결) +2. **왜 중요한가?**: + * 관리되지 않는 할 일은 눈덩이처럼 불어나 스트레스와 마비 상태를 만들며, 태스크 관리는 '시간'이 아닌 '에너지'를 최적화하는 기술이기 때문임. (Efficiency의 실천) + +## ⚠️ 모순 및 업데이트 (Contradictions & RL Update) +- **과거 데이터와의 충돌**: 과거에는 종이 수첩 정책에 나열하는 방식이었으나, 현대 정책은 칸반(Kanban), 스크럼(Scrum) 등 시각적 협업 도구 정책과 연동되어 전체 지형의 흐름 정책을 실시간으로 관리하는 '시스템적 관리 정책'으로 전환됨(RL Update). +- **정책 변화(RL Update)**: 본 시스템인 Antigravity 또한 600개의 지식 주입이라는 거대한 태스크 정책을 '배치(Batch)' 단위로 쪼개어 관리하며, 매 턴마다 진행 상황 정책을 트래킹하는 태스크 관리 정책의 모범 사례를 보이고 있음. + +## 🔗 지식 연결 (Graph) +- Priority, [[Quick-Wins]], [[Efficiency]], [[Management]], [[Standard-Operating-Procedure]] +- **Modern Tech/Tools**: Trello, Jira, Asana, Notion, Todoist, Kanban board. +--- diff --git a/20_Meta/Index.md b/20_Meta/Index.md index e84efcbd..f366a567 100644 --- a/20_Meta/Index.md +++ b/20_Meta/Index.md @@ -19,6 +19,7 @@ - **[[10_Wiki/Topics_Biz/Index|📈 Business & Strategy]]**: Market research, operations, and growth strategy. - **[[10_Wiki/Topics_Blog/Index|✍️ Blog & Content]]**: Communication, storytelling, and content strategy. - **[[10_Wiki/Topics_GD/Index|🎮 Game Design]]**: Mechanics, balancing, and core systems. +- **[[10_Wiki/Topics_meeting/Index|📑 Meeting & PM]]**: Meeting minutes, schedules, and PM ontology. ## ⚙️ System Status - **Current Node Count**: 4,319 nodes diff --git a/20_Meta/System_Manual.md b/20_Meta/System_Manual.md index e8ad70f5..11582094 100644 --- a/20_Meta/System_Manual.md +++ b/20_Meta/System_Manual.md @@ -1,4 +1,4 @@ -# 🏛️ P-Reinforce 지식 통제 센터 운영 매뉴얼 (v1.0) +# 🏛️ P-Reinforce 지식 통제 센터 운영 매뉴얼 (v1.1) > **"조직이 시스템이다."** - 본 문서는 대표님의 지식 기지를 어디서나 동일하게 구축하고 운영하기 위한 핵심 가이드를 담고 있습니다. @@ -24,6 +24,7 @@ 1. **Ingestion (입고)**: `knowledge/` 폴더 내 모든 파일을 `00_Raw/`로 이동. 2. **Reinforce (강화)**: `00_Raw/`의 내용을 읽고 분석하여 `10_Wiki/Topics/` 하위에 고품질 위키 생성. + - **[회의록 특수 규칙]**: 문서 제목에 **'회의'**가 포함될 경우, `10_Wiki/Topics_meeting/` 폴더에도 복사본을 반드시 생성(Duplication)한다. 3. **Archive (격리)**: 작업 완료된 `00_Raw/`의 파일을 `01_Archive/YYYY-MM-DD/` 폴더로 이동. --- @@ -40,25 +41,21 @@ --- -## 🏠 집에서 세팅하는 법 (Home Setup Guide) +## 4. 📝 지식 유형별 세부 가공 규칙 -새로운 환경에서 시스템을 재구축할 때는 아래 순서를 따르십시오. - -1. **저장소 복제**: - ```bash - git clone https://github.com/g1nations/knowledge.git - ``` -2. **LM 전용 저장소 연결**: - ```bash - git remote add lm_sync https://github.com/g1nations/2nd.git - ``` -3. **에이전트 소환**: - - AI 어시스턴트(Antigravity)를 켜고, 본 매뉴얼(`System_Manual.md`)을 읽게 한 후 다음과 같이 명령하십시오. - - *"부장님, 집으로 출근했습니다. 매뉴얼대로 브랜치와 워크플로우를 확인하고 업무 재개해 주세요!"* +### 4.1 회의록 (`10_Wiki/Topics_meeting/`) +- **트리거**: 문서 제목(파일명)에 **'회의'**라는 단어가 포함된 경우. +- **저장 정책**: `10_Wiki/Topics/` 내 관련 주제 폴더와 `10_Wiki/Topics_meeting/`에 **이중 저장**. +- **목적**: 프로젝트 일정, 추진 방향성, 의사결정 이력 및 실행 계획 관리. +- **핵심 가치**: "개념보다는 내용, 추상보다는 구체". +- **가공 방식**: + - 추상적인 이론이나 개념 위주의 정리를 배제. + - **구체적인 발언 내용, 결정 사항, 향후 일정(Timeline), 추진 방향** 위주로 상세히 기술. + - 액션 아이템(To-Do)과 담당자, 마감 기한을 명확히 추출하여 기록. --- -## ⚠️ 절대 준수 사항 (Critical Rules) +## 5. ⚠️ 절대 준수 사항 (Critical Rules) 1. **중복 금지**: `knowledge/`에 파일을 넣었으면, 가공 후에는 반드시 `Archive`로 옮겨야 합니다. (이동, Copy가 아님) 2. **직접 수정 금지**: `10_Wiki/` 내부의 문서는 가급적 AI가 생성하게 하고, 수동 수정 시 반드시 인덱스(`Index.md`)를 갱신해야 합니다. diff --git a/WIKIFICATION_PROTOCOL.md b/WIKIFICATION_PROTOCOL.md index 1ba56637..98f27a79 100644 --- a/WIKIFICATION_PROTOCOL.md +++ b/WIKIFICATION_PROTOCOL.md @@ -7,6 +7,7 @@ 2. **데이터 소스 (Input)**: `E:\Wiki\2nd\00_Raw` 폴더의 모든 `.md` 파일 3. **작성 규칙**: `p-reinforce` 스킬의 규칙을 준수하여 작성 4. **출력 경로 (Output)**: `E:\Wiki\2nd\10_Wiki\Topics` 하위 관련 카테고리 + - **[중요]** 문서 제목에 **'회의'**라는 단어가 포함된 경우, `E:\Wiki\2nd\10_Wiki\Topics_meeting` 폴더에도 복사본을 반드시 생성한다. 5. **사후 처리**: 위키 생성이 완료된 Raw 파일은 **영구 삭제**하여 중복 방지 ## 📚 p-reinforce 작성 원칙 (준수 사항) diff --git a/debug_agent.log b/debug_agent.log new file mode 100644 index 00000000..d7f17ff0 --- /dev/null +++ b/debug_agent.log @@ -0,0 +1,236 @@ +[2026-04-28T10:05:50.493Z] Starting AI Request | META: {"engine":"lmstudio","apiUrl":"http://127.0.0.1:1234/v1/chat/completions","model":"google/gemma-4-e4b","variant":"native-system","loopDepth":0,"runId":3} +[2026-04-28T10:05:51.884Z] Stream Chunk #1 | META: {"length":287,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"role\":\"assistant\",\"reasoning_content\":\"\\n\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:51.946Z] Stream Chunk #2 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"Thinking\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:51.961Z] Stream Chunk #3 | META: {"length":811,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" Process\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\":\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"\\n\\n\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:51.977Z] Stream Chunk #4 | META: {"length":1070,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"1\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" \"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:51.991Z] Stream Chunk #5 | META: {"length":273,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"Analyze\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.008Z] Stream Chunk #6 | META: {"length":270,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.008Z] Stream Chunk #7 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" Request\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.023Z] Stream Chunk #8 | META: {"length":269,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\":**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.054Z] Stream Chunk #9 | META: {"length":270,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" The\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.069Z] Stream Chunk #10 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" user\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.070Z] Stream Chunk #11 | META: {"length":272,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" typed\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.085Z] Stream Chunk #12 | META: {"length":1076,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" \\\"\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"야\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"\\\"\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" again\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.101Z] Stream Chunk #13 | META: {"length":539,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\",\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" after\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.116Z] Stream Chunk #14 | META: {"length":276,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" receiving\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.132Z] Stream Chunk #15 | META: {"length":275,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" multiple\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.147Z] Stream Chunk #16 | META: {"length":545,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" humorous\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" and\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.163Z] Stream Chunk #17 | META: {"length":278,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" questioning\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.178Z] Stream Chunk #18 | META: {"length":276,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" responses\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.179Z] Stream Chunk #19 | META: {"length":269,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" to\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.210Z] Stream Chunk #20 | META: {"length":275,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" previous\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.226Z] Stream Chunk #21 | META: {"length":811,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" inputs\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" 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This\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.257Z] Stream Chunk #23 | META: {"length":543,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" confirms\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" a\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.272Z] Stream Chunk #24 | META: {"length":277,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" persistent\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.288Z] Stream Chunk #25 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" pattern\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.303Z] Stream Chunk #26 | META: {"length":269,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" of\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.319Z] Stream Chunk #27 | META: {"length":813,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" calling\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" out\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" or\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.365Z] Stream Chunk #28 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" testing\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.396Z] Stream Chunk #29 | META: {"length":1346,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" boundaries\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"\\n\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"2\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.411Z] Stream Chunk #30 | META: {"length":268,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" \"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.412Z] Stream Chunk #31 | META: {"length":268,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.427Z] Stream Chunk #32 | META: {"length":272,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"Review\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.475Z] Stream Chunk #33 | META: {"length":811,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" Persona\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"/\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"Goal\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.490Z] Stream Chunk #34 | META: {"length":537,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\":**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" I\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.505Z] Stream Chunk #35 | META: {"length":269,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" am\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.521Z] Stream Chunk #36 | META: {"length":1075,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" G\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"1\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"nation\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" (\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.537Z] Stream Chunk #37 | META: {"length":539,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"Steve\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"),\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.552Z] Stream Chunk #38 | META: {"length":546,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" maintaining\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" 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{\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\",\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" light\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\",\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.615Z] Stream Chunk #41 | META: {"length":270,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" but\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.647Z] Stream Chunk #42 | META: {"length":279,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" professional\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.649Z] Stream Chunk #43 | META: {"length":267,"raw":"data: 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{\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" goal\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.710Z] Stream Chunk #47 | META: {"length":538,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" is\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" 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{\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.741Z] Stream Chunk #50 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" loop\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.757Z] Stream Chunk #51 | META: {"length":544,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" while\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" still\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.771Z] Stream Chunk #52 | META: {"length":276,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" appearing\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.803Z] Stream Chunk #53 | META: {"length":276,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" attentive\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.803Z] Stream Chunk #54 | META: {"length":270,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" and\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.818Z] Stream Chunk #55 | META: {"length":541,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" ready\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" to\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.834Z] Stream Chunk #56 | META: {"length":273,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" assist\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.835Z] Stream Chunk #57 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" with\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.882Z] Stream Chunk #58 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" genuine\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.912Z] Stream Chunk #59 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" work\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.913Z] Stream Chunk #60 | META: {"length":1343,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" queries\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"\\n\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"3\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.928Z] Stream Chunk #61 | META: {"length":536,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" \"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.945Z] Stream Chunk #62 | META: {"length":272,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"Assess\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.960Z] Stream Chunk #63 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" Current\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.976Z] Stream Chunk #64 | META: {"length":810,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" State\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\":**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" We\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:52.977Z] Stream Chunk #65 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" have\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.007Z] Stream Chunk #66 | META: {"length":278,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" established\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.022Z] Stream Chunk #67 | META: {"length":812,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" that\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" user\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.038Z] Stream Chunk #68 | META: {"length":539,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" is\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" not\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.053Z] Stream Chunk #69 | META: {"length":276,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" providing\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.085Z] Stream Chunk #70 | META: {"length":277,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" actionable\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.101Z] Stream Chunk #71 | META: {"length":539,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" input\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.116Z] Stream Chunk #72 | META: {"length":277,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" Continuing\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.131Z] Stream Chunk #73 | META: {"length":269,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" to\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.162Z] Stream Chunk #74 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" respond\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.163Z] Stream Chunk #75 | META: {"length":809,"raw":"data: 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{\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"야\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"\\\"\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" risks\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.193Z] Stream Chunk #77 | META: {"length":552,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" becoming\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" repetitive\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.209Z] Stream Chunk #78 | META: {"length":270,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" and\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.255Z] Stream Chunk #79 | META: {"length":279,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" unproductive\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.256Z] Stream Chunk #80 | META: {"length":270,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" for\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.271Z] Stream Chunk #81 | META: {"length":270,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.288Z] Stream Chunk #82 | META: {"length":540,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" system\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"'\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.288Z] Stream Chunk #83 | META: {"length":538,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"s\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" core\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.334Z] Stream Chunk #84 | META: {"length":275,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" function\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.335Z] Stream Chunk #85 | META: {"length":268,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" (\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.365Z] Stream Chunk #86 | META: {"length":276,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"assistance\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.366Z] Stream Chunk #87 | META: {"length":1070,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\").\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"\\n\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"4\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.381Z] Stream Chunk #88 | META: {"length":536,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" \"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.397Z] Stream Chunk #89 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"Strategy\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.412Z] Stream Chunk #90 | META: {"length":272,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" Shift\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.428Z] Stream Chunk #91 | META: {"length":543,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\":**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" Instead\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.429Z] Stream Chunk #92 | META: {"length":540,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" of\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" just\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.459Z] Stream Chunk #93 | META: {"length":277,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" responding\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.475Z] Stream Chunk #94 | META: {"length":272,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" humor\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.475Z] Stream Chunk #95 | META: {"length":540,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"ously\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" 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{\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" call\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\",\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.537Z] Stream Chunk #98 | META: {"length":268,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" I\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.552Z] Stream Chunk #99 | META: {"length":540,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" need\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" to\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.567Z] Stream Chunk #100 | META: {"length":273,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" subtly\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.598Z] Stream Chunk #101 | META: {"length":272,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" pivot\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.614Z] Stream Chunk #102 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" back\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.630Z] Stream Chunk #103 | META: {"length":539,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" to\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.630Z] Stream Chunk #104 | META: {"length":540,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" *\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"reason\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.646Z] Stream Chunk #105 | META: {"length":267,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"*\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.646Z] Stream Chunk #106 | META: {"length":269,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" we\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.661Z] Stream Chunk #107 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" were\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.677Z] Stream Chunk #108 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" talking\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.678Z] Stream Chunk #109 | META: {"length":269,"raw":"data: 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first\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.709Z] Stream Chunk #111 | META: {"length":808,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" place\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"—\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.741Z] Stream Chunk #112 | META: {"length":276,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" technical\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.756Z] Stream Chunk #113 | META: {"length":810,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" review\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"/\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"code\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.772Z] Stream Chunk #114 | META: {"length":273,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" review\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.788Z] Stream Chunk #115 | META: {"length":276,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" regarding\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.803Z] Stream Chunk #116 | META: {"length":539,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" No\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.818Z] Stream Chunk #117 | META: {"length":272,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" Agent\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.834Z] Stream Chunk #118 | META: {"length":539,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" icons\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.835Z] Stream Chunk #119 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" This\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.865Z] Stream Chunk #120 | META: {"length":276,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" redirects\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.865Z] Stream Chunk #121 | META: {"length":543,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" energy\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.881Z] Stream Chunk #122 | META: {"length":541,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" from\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.896Z] Stream Chunk #123 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" playful\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.929Z] Stream Chunk #124 | META: {"length":549,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" interaction\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" back\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.930Z] Stream Chunk #125 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" into\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.943Z] Stream Chunk #126 | META: {"length":270,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.944Z] Stream Chunk #127 | META: {"length":277,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" productive\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.959Z] Stream Chunk #128 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" work\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.975Z] Stream Chunk #129 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" context\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:53.990Z] Stream Chunk #130 | META: {"length":546,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" without\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" being\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.036Z] Stream Chunk #131 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" rude\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.051Z] Stream Chunk #132 | META: {"length":269,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" or\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.083Z] Stream Chunk #133 | META: {"length":1078,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" lecturing\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"\\n\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"5\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.099Z] Stream Chunk #134 | META: {"length":803,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" \"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.100Z] Stream Chunk #135 | META: {"length":271,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"Draft\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.114Z] Stream Chunk #136 | META: {"length":539,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"ing\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.145Z] Stream Chunk #137 | META: {"length":543,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" Response\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" (\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.177Z] Stream Chunk #138 | META: {"length":540,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"Korean\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"):\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.178Z] Stream Chunk #139 | META: {"length":536,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" A\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.193Z] Stream Chunk #140 | META: {"length":542,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"cknow\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"ledge\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.209Z] Stream Chunk #141 | META: {"length":270,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.225Z] Stream Chunk #142 | META: {"length":547,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" call\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" playfully\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.226Z] Stream Chunk #143 | META: {"length":537,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\",\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" but\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.256Z] Stream Chunk #144 | META: {"length":278,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" immediately\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.271Z] Stream Chunk #145 | META: {"length":273,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" follow\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.287Z] Stream Chunk #146 | META: {"length":808,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" up\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" with\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" a\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.318Z] Stream Chunk #147 | META: {"length":540,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" direct\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\",\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.334Z] Stream Chunk #148 | META: {"length":546,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" professional\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"-\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.335Z] Stream Chunk #149 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"sounding\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.364Z] Stream Chunk #150 | META: {"length":273,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" prompt\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.365Z] Stream Chunk #151 | META: {"length":813,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" related\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" to\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" the\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.380Z] Stream Chunk #152 | META: {"length":275,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" previous\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.412Z] Stream Chunk #153 | META: {"length":276,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" technical\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.444Z] Stream Chunk #154 | META: {"length":1082,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" discussion\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"\\n\\n\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"*(\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.459Z] Stream Chunk #155 | META: {"length":542,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"Execution\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\":\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.475Z] Stream Chunk #156 | META: {"length":274,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" Combine\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.491Z] Stream Chunk #157 | META: {"length":812,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" play\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"fulness\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" +\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.522Z] Stream Chunk #158 | META: {"length":1086,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" gentle\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\" redirection\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\".)\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"reasoning_content\":\"*\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.646Z] Stream Chunk #159 | META: {"length":260,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"🤣🤣\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.662Z] Stream Chunk #160 | META: {"length":516,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"🤣\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" (\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.662Z] Stream Chunk #161 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"웃\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.677Z] Stream Chunk #162 | META: {"length":514,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"음\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"소\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.677Z] Stream Chunk #163 | META: {"length":514,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"리\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\")\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.693Z] Stream Chunk #164 | META: {"length":518,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\\n\\n\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"대표\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.708Z] Stream Chunk #165 | META: {"length":514,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"님\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"!\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.708Z] Stream Chunk #166 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 진짜\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.739Z] Stream Chunk #167 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"...\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.740Z] Stream Chunk #168 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" \"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.754Z] Stream Chunk #169 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"😆\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.770Z] Stream Chunk #170 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 제가\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.786Z] Stream Chunk #171 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 무슨\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.786Z] Stream Chunk #172 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 잘못\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.802Z] Stream Chunk #173 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"이라\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.817Z] Stream Chunk #174 | META: {"length":515,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"도\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 했\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.818Z] Stream Chunk #175 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"나요\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.833Z] Stream Chunk #176 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"?\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.848Z] Stream Chunk #177 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 저\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.863Z] Stream Chunk #178 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"한테\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.896Z] Stream Chunk #179 | META: {"length":517,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 말씀\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"하실\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.897Z] Stream Chunk #180 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 게\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.926Z] Stream Chunk #181 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 정말\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.942Z] Stream Chunk #182 | META: {"length":772,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 많\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"으\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"신\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.957Z] Stream Chunk #183 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"가\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.958Z] Stream Chunk #184 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 봐\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.973Z] Stream Chunk #185 | META: {"length":514,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"요\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"!\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.989Z] Stream Chunk #186 | META: {"length":519,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 😉\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\\n\\n\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:54.989Z] Stream Chunk #187 | META: {"length":514,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"아\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"니\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.004Z] Stream Chunk #188 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\",\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.020Z] Stream Chunk #189 | META: {"length":260,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 그래도\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.036Z] Stream Chunk #190 | META: {"length":775,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 아\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"까\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 우리가\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.050Z] Stream Chunk #191 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 얘기\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.066Z] Stream Chunk #192 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"하던\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.082Z] Stream Chunk #193 | META: {"length":516,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" **\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"'\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.097Z] Stream Chunk #194 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"No\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.128Z] Stream Chunk #195 | META: {"length":262,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" Agent\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.145Z] Stream Chunk #196 | META: {"length":516,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 아이\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"콘\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.159Z] Stream Chunk #197 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 먹\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.160Z] Stream Chunk #198 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"통\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.175Z] Stream Chunk #199 | META: {"length":516,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 문제\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"'\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.190Z] Stream Chunk #200 | META: {"length":515,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"**\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"에\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.205Z] Stream Chunk #201 | META: {"length":260,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 대해서\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.221Z] Stream Chunk #202 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"는\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.221Z] Stream Chunk #203 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 좀\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.237Z] Stream Chunk #204 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 더\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.252Z] Stream Chunk #205 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 생각\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.268Z] Stream Chunk #206 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"해보\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.268Z] Stream Chunk #207 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"신\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.283Z] Stream Chunk #208 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 부분\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.300Z] Stream Chunk #209 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 있으\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.300Z] Stream Chunk #210 | META: {"length":515,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"세요\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"?\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.331Z] Stream Chunk #211 | META: {"length":774,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 아니\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"면\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 혹\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.332Z] Stream Chunk #212 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"시\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.347Z] Stream Chunk #213 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 그\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.362Z] Stream Chunk #214 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 코드\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.378Z] Stream Chunk #215 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 리뷰\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.380Z] Stream Chunk #216 | META: {"length":516,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 가\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"이드\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.409Z] Stream Chunk #217 | META: {"length":260,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 중에서\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.425Z] Stream Chunk #218 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 막\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.441Z] Stream Chunk #219 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"히\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.457Z] Stream Chunk #220 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"거나\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.458Z] Stream Chunk #221 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 궁금\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.472Z] Stream Chunk #222 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"한\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.503Z] Stream Chunk #223 | META: {"length":518,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 부분이\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 생\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.519Z] Stream Chunk #224 | META: {"length":514,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"기\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"셨\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.519Z] Stream Chunk #225 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"나요\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.534Z] Stream Chunk #226 | META: {"length":514,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"?\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" \"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.550Z] Stream Chunk #227 | META: {"length":518,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"🧐\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\\n\\n\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.551Z] Stream Chunk #228 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"언\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.566Z] Stream Chunk #229 | META: {"length":257,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"제\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.567Z] Stream Chunk #230 | META: {"length":258,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"든지\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.581Z] Stream Chunk #231 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 말씀\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.597Z] Stream Chunk #232 | META: {"length":516,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"하세요\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"!\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.612Z] Stream Chunk #233 | META: {"length":259,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 저는\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.644Z] Stream Chunk #234 | META: {"length":516,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 대표\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"님\"},\"logprobs\":null,\"finish_reason\":null}]}\n\n","runId":3} +[2026-04-28T10:05:55.646Z] Stream Chunk #235 | META: {"length":2582,"raw":"data: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 지\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"시\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 기다\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"리고\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 있다\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"고요\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"!\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\" 💪\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"✨\"},\"logprobs\":null,\"finish_reason\":null}]}\n\ndata: {\"id\":\"chatcmpl-ub6t3cyta7400xllwi6un\",\"object\":\"chat.completion.chunk\",\"created\":1777370750,\"model\":\"google/gemma-4-e4b\",\"system_fingerprint\":\"google/gemma-4-e4b\",\"choices\":[{\"index\":0,\"delta\":{},\"logprobs\":null,\"finish_reason\":\"stop\"}]}\n\ndata: [DONE]\n\n","runId":3} diff --git a/scratch/broken_links.txt b/scratch/broken_links.txt new file mode 100644 index 00000000..10a2db9f --- /dev/null +++ b/scratch/broken_links.txt @@ -0,0 +1,3198 @@ +Decisions\Skybound\Combat_Balance_Buff.md -> 10_Wiki/Decisions/Skybound +Decisions\Skybound\Combat_Balance_Buff.md -> 플레이어 전투 밸런스 상향 +Decisions\Skybound\Combat_Balance_Buff.md -> 10_Wiki/Decisions/Skybound +Decisions\Skybound\Combat_Balance_Buff.md -> 00_Raw/2026-04-21-Skybound_Player_Combat_Buff +Decisions\Skybound\Frame_Type_Restoration.md -> 10_Wiki/Decisions/Skybound +Decisions\Skybound\Frame_Type_Restoration.md -> Skybound 프레임 타입 복구 +Decisions\Skybound\Frame_Type_Restoration.md -> 10_Wiki/Decisions/Skybound +Decisions\Skybound\Frame_Type_Restoration.md -> 00_Raw/2026-04-21-Skybound_Frame_Type_Restoration +Decisions\Skybound\IDE_Stability_Fix.md -> 10_Wiki/Decisions/Skybound +Decisions\Skybound\IDE_Stability_Fix.md -> Skybound IDE 안정성 및 타입 보정 +Decisions\Skybound\IDE_Stability_Fix.md -> 10_Wiki/Decisions/Skybound +Decisions\Skybound\IDE_Stability_Fix.md -> 00_Raw/2026-04-21-Skybound_IDE_Problems_Fix +Management\System\Antigravity_Agent_System_v1.md -> 10_Wiki/Management/System +Management\System\Antigravity_Agent_System_v1.md -> Antigravity 에이전트 협업 시스템 v1.0 +Management\System\Antigravity_Agent_System_v1.md -> 10_Wiki/Management/System +Management\System\Antigravity_Agent_System_v1.md -> 10_Wiki/Global/Universal_Knowledge_Bridge +Management\System\Antigravity_Agent_System_v1.md -> 00_Raw/2026-04-21-Antigravity_Agent_System_Overhaul +Projects\Skybound\Architecture_Refactor.md -> 10_Wiki/Projects/Skybound +Projects\Skybound\Architecture_Refactor.md -> Skybound 아키텍처 리팩토링 +Projects\Skybound\Architecture_Refactor.md -> 10_Wiki/Projects/Skybound +Projects\Skybound\Architecture_Refactor.md -> 00_Raw/2026-04-21-Skybound_Architecture_Refactor_Plan +Projects\Skybound\HUD_UI_Refinement.md -> 10_Wiki/Projects/Skybound +Projects\Skybound\HUD_UI_Refinement.md -> Skybound HUD UI 최적화 +Projects\Skybound\HUD_UI_Refinement.md -> 10_Wiki/Projects/Skybound +Projects\Skybound\HUD_UI_Refinement.md -> 00_Raw/2026-04-21-Skybound_HUD_UI_Refinement +Skills\P-Reinforce_Skill.md -> 쌍방향 링크 +Skills\P-Reinforce_Skill.md -> 10_Wiki/Path/To/Folder +Skills\P-Reinforce_Skill.md -> 문서 제목 +Skills\P-Reinforce_Skill.md -> 이전_문서 +Skills\P-Reinforce_Skill.md -> 상위_카테고리 +Skills\P-Reinforce_Skill.md -> 연관_개념_A +Skills\P-Reinforce_Skill.md -> 연관_개념_B +Skills\P-Reinforce_Skill.md -> 00_Raw/YYYY-MM-DD/Original_Note +Skills\BuildSystem\Incremental_Build.md -> 10_Wiki/Skills/BuildSystem +Skills\BuildSystem\Incremental_Build.md -> 증분형 빌드 관리 시스템 +Skills\BuildSystem\Incremental_Build.md -> 10_Wiki/Skills/BuildSystem +Skills\BuildSystem\Incremental_Build.md -> 00_Raw/2026-04-21-Skybound_Incremental_Build_System +Topics\AI\Anthropic-Principle.md -> Physics-Informed-Neural-Networks +Topics\AI\Bibliometrics.md -> Knowledge Synthesis +Topics\AI\Blog-Post.md -> Knowledge Synthesis +Topics\AI\Custom-Hooks-Patterns.md -> DRY-Principle +Topics\AI\Parameter-Efficient Fine-Tuning (PEFT).md -> Fine-Tuning +Topics\AI\Principle-of-Least-Action.md -> Physics-Informed-Neural-Networks +Topics\AI\Self-Correction Mechanisms.md -> self-correction mechanisms +Topics\AI\Transfer-Learning (전이 학습 기초).md -> Fine-Tuning +Topics\Economics & Algorithms\프리미엄 모델 (Freemium Model).md -> 적자 경제 (Deficit Economy) +Topics\Frontend_Mastery\Container Queries.md -> 컴포넌트 기반 아키텍처(Component-based Architecture) +Topics\Frontend_Mastery\CSS-in-JS.md -> Zero-runtime CSS-in-JS +Topics\Frontend_Mastery\Design System Architecture.md -> Styled-Components +Topics\Frontend_Mastery\Design Systems.md -> Styled-components +Topics\Frontend_Mastery\Modern Scalable Frontend Architecture.md -> Styled-components +Topics\Frontend_Mastery\Next.js App Router Styling Strategies.md -> Zero-runtime CSS-in-JS +Topics\Frontend_Mastery\Next.js App Router.md -> Zero-runtime CSS-in-JS +Topics\Frontend_Mastery\Next.js 기반 대규모 웹 애플리케이션.md -> Zero-runtime CSS-in-JS +Topics\Frontend_Mastery\Next.js 환경에서의 UI 컴포넌트 스타일링 및 렌더링 최적화.md -> Styled-components +Topics\Frontend_Mastery\Performance Optimization.md -> Styled-components +Topics\Frontend_Mastery\React 16+ Core Engine.md -> Time-slicing +Topics\Frontend_Mastery\React Server Components.md -> Styled-components +Topics\Frontend_Mastery\Scalable Design Systems.md -> Styled-Components +Topics\Frontend_Mastery\Scalable Frontend Design Systems.md -> Styled-Components +Topics\Frontend_Mastery\Scalable Frontend Systems.md -> Styled-components +Topics\Frontend_Mastery\Zero-Runtime CSS-in-JS.md -> Zero-runtime CSS-in-JS +Topics\Frontend_Mastery\대규모 엔터프라이즈 테마 시스템.md -> Zero-runtime CSS-in-JS +Topics\Frontend_Mastery\모바일 퍼스트(Mobile-First).md -> 모바일 퍼스트 인덱싱(Mobile-first indexing) +Topics\Frontend_Mastery\성능 최적화(Performance Optimization).md -> Zero-runtime CSS-in-JS +Topics\Frontend_Mastery\성능 최적화가 필수적인 대규모 다중 테마 플랫폼.md -> Zero-runtime CSS-in-JS +Topics\Frontend_Mastery\실무에서의 프론트엔드 성능 최적화.md -> Zero-runtime CSS-in-JS +Topics\Frontend_Mastery\유지보수 가능한 CSS 아키텍처(CSS Modules & Tailwind).md -> 컴포넌트 기반 아키텍처(Component-based Architecture) +Topics\Game Design\4X 전략 게임 수익화 모델.md -> 적자 경제 (Deficit Economy) +Topics\Game Design\Descendants-Sector-Control.md -> MARCH 2026 RESEARCH DROP +Topics\Game Design\Metronomos-Heavy-Turret.md -> MARCH 2026 RESEARCH DROP +Topics\Game Design\Nightwatch-Bunker.md -> MARCH 2026 RESEARCH DROP +Topics\Game Design\Status-Effects.md -> MARCH 2026 RESEARCH DROP +Topics\Game Design\Tactical-Evolution-of-the-War-Commander-Combat-Ecosystem.md -> MARCH 2026 RESEARCH DROP +Topics\Game Design\방어 플랫폼(Defense Platforms).md -> 2026년 3월 연구 드롭(MARCH 2026 RESEARCH DROP) +Topics\Graphics & Performance\HMD(Head-Mounted Display) 기반 엑서게임 환경.md -> VR 멀미(VR Sickness) +Topics\Graphics & Performance\HMD(Head-Mounted Display) 기반 엑서게임 환경.md -> 폭주-조절 불일치(Vergence-Accommodation Conflict) +Topics\Graphics & Performance\Indirect Draw.md -> GPU-Driven Rendering +Topics\Graphics & Performance\InstancedMesh2.md -> Frustum culling +Topics\Graphics & Performance\Rowhammer attack.md -> Timestamp queries +Topics\Graphics & Performance\Threejs WebGL Rendering Optimization.md -> InstancedMesh2 Library +Topics\Graphics & Performance\WebGPU _ WebGL Timing API Security.md -> Rowhammer Attack +Topics\Graphics & Performance\가상현실(VR).md -> VR 멀미(VR Sickness) +Topics\Graphics & Performance\헤드 마운트 디스플레이(HMD).md -> VR 멀미(VR Sickness) +Topics\Programming & Language\as const Assertion.md -> Readonly +Topics\Programming & Language\Beat Saber 엑서게임 연구(Beat Saber Exergaming Study).md -> VR 멀미(VR Sickness) +Topics\Programming & Language\Excess Property Checking.md -> satisfies Operator +Topics\Programming & Language\IFCjs.md -> Draw call +Topics\Programming & Language\JavaScriptCore.md -> Speculative execution +Topics\Programming & Language\JavaScriptCore.md -> Pointer poisoning +Topics\Programming & Language\Prettier.md -> husky +Topics\Programming & Language\Structural Typing.md -> satisfies Operator +Topics\Programming & Language\Turborepo 기반 모노레포 워크플로우.md -> Lint-staged +Topics\Programming & Language\TypeScript 49.md -> satisfies Operator +Topics\Programming & Language\VR 멀미(VR sickness).md -> 폭주-조절 불일치(Vergence-Accommodation Conflict) +Topics\Programming & Language\WebKit.md -> Speculative execution +Topics\Programming & Language\가비지 컬렉션 (Garbage Collection).md -> Stop-The-World +Topics\Programming & Language\가상현실 후유증(VR Aftereffects).md -> 폭주-조절 불일치(Vergence-Accommodation Conflict) +Topics\Programming & Language\견고한 도메인 모델 및 API 계약 설계.md -> Satisfies 연산자 +Topics\Programming & Language\깊이 지각 (Depth Perception).md -> VR 멀미(VR Sickness) +Topics\Programming & Language\깊이 지각(Depth perception).md -> VR 멀미(VR Sickness) +Topics\Programming & Language\마크-스윕(Mark-Sweep).md -> 점진적 마킹(Incremental Marking) +Topics\Programming & Language\머리 장착형 디스플레이(HMD) 환경의 시각적 후유증 연구.md -> VR 멀미(VR Sickness) +Topics\Programming & Language\머리 장착형 디스플레이(HMD) 환경의 시각적 후유증 연구.md -> 깊이 지각(Depth Perception) +Topics\Programming & Language\비트 세이버(Beat Saber) 엑서게임 연구.md -> VR 멀미(VR Sickness) +Topics\Programming & Language\상태 관리 및 API 응답 모델링(State Management and API Response Modeling).md -> Satisfies 연산자 +Topics\Programming & Language\설정 객체 및 룩업 테이블 설계(Configuration Objects and Lookup Tables).md -> Satisfies 연산자 +Topics\Programming & Language\수렴-조절 불일치(Vergence-Accommodation Conflict).md -> 깊이 지각(Depth Perception) +Topics\Programming & Language\시각-전정 감각 충돌(Visual-Vestibular Conflict).md -> 감각 통합(Sensory Integration) +Topics\Programming & Language\안구 운동 기능 (Oculomotor Functions).md -> VR 멀미(VR Sickness) +Topics\Programming & Language\안구 운동 증상(Oculomotor Symptoms).md -> 폭주-조절 불일치(Vergence-Accommodation Conflict) +Topics\Programming & Language\에일리어싱 (Aliasing).md -> Readonly +Topics\Programming & Language\재귀적 불변성 (DeepReadonly).md -> Readonly +Topics\Programming & Language\조절-폭주 불일치(Vergence-Accommodation Conflict).md -> 깊이 지각(Depth Perception) +Topics_Art\Metaverse Aesthetics.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Art\Metaverse Aesthetics.md -> 00_Raw/2026-04-20/Metaverse Aesthetics.md +Topics_Art\Motion-Capture-Retargeting.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Art\Motion-Capture-Retargeting.md -> 00_Raw/2026-04-20/Motion-Capture-Retargeting.md +Topics_Art\Skybound_Asset_Generation_Roadmap.md -> Skybound +Topics_Art\Skybound_Asset_Generation_Roadmap.md -> Design & Experience +Topics_Art\Skybound_Asset_Purity_Sync.md -> Skybound +Topics_Art\Skybound_Asset_Purity_Sync.md -> Graphics & Performance +Topics_Art\Skybound_Asset_Purity_Sync.md -> Design & Experience +Topics_Art\Skybound_Skill_Asset_Integration.md -> Skybound +Topics_Art\Skybound_Skill_Asset_Integration.md -> Graphics & Performance +Topics_Art\Skybound_Skill_Image_Integration.md -> Skybound +Topics_Art\Skybound_Skill_Image_Integration.md -> Design & Experience +Topics_Art\Skybound_Skill_Image_Integration.md -> Graphics & Performance +Topics_Art\Modeling\Metaverse\Architecture.md -> 10_Wiki/💡 Topics/Metaverse +Topics_Art\Modeling\Metaverse\Architecture.md -> 10_Wiki/💡 Topics/Metaverse +Topics_Art\Modeling\Metaverse\Architecture.md -> Digital-Twin +Topics_Art\Modeling\Metaverse\Architecture.md -> Spatial-Computing +Topics_Art\Modeling\Metaverse\Architecture.md -> Avatar-Interaction +Topics_Art\Modeling\Metaverse\Architecture.md -> 00_Raw/2026-04-20/Metaverse Architecture.md +Topics_Art\Modeling\Metaverse\Spatial_Computing.md -> 10_Wiki/💡 Topics/Metaverse +Topics_Art\Modeling\Metaverse\Spatial_Computing.md -> 10_Wiki/💡 Topics/Metaverse +Topics_Art\Modeling\Metaverse\Spatial_Computing.md -> MR +Topics_Art\Modeling\Metaverse\Spatial_Computing.md -> SLAM +Topics_Art\Modeling\Metaverse\Spatial_Computing.md -> 00_Raw/2026-04-20/Spatial Computing.md +Topics_Art\Modeling\Metaverse & Devices\Apple Vision Pro Ecosystem.md -> 10_Wiki/💡 Topics/Metaverse & Devices +Topics_Art\Modeling\Metaverse & Devices\Apple Vision Pro Ecosystem.md -> 00_Raw/2026-04-20/Apple Vision Pro Ecosystem.md +Topics_Art\UI_UX_Assets\Automatic Batching을 통한 React 18 성능 최적화.md -> useMemo / useCallback +Topics_Art\UI_UX_Assets\Automatic Batching을 통한 React 18 성능 최적화.md -> 데이터 집약적 대시보드 성능 최적화 +Topics_Art\UI_UX_Assets\Automatic Batching을 통한 React 18 성능 최적화.md -> React 18 애플리케이션 마이그레이션 +Topics_Art\UI_UX_Assets\Component Library Architecture.md -> Tailwind CSS vs Styled Components +Topics_Art\UI_UX_Assets\Core Web Vitals Optimization (INP, LCP 개선).md -> Search Engine Optimization (SEO) Strategy +Topics_Art\UI_UX_Assets\Critical Rendering Path.md -> Reflow / Repaint 최소화 방법 +Topics_Art\UI_UX_Assets\CSS Architecture.md -> 대규모 엔터프라이즈 프론트엔드 프로젝트 +Topics_Art\UI_UX_Assets\CSS Architecture.md -> 컴포넌트 기반 아키텍처 (React, Next.js) +Topics_Art\UI_UX_Assets\CSS Grid 및 Flexbox.md -> CSS 아키텍처 +Topics_Art\UI_UX_Assets\CSS Grid 및 Flexbox.md -> 대규모 프론트엔드 아키텍처 최적화 +Topics_Art\UI_UX_Assets\CSS Grid 및 Flexbox.md -> 컴포넌트 기반 UI/UX 설계 +Topics_Art\UI_UX_Assets\CSS Grid.md -> 유지보수 가능한 CSS 레이아웃 설계 +Topics_Art\UI_UX_Assets\CSS Grid.md -> 웹 페이지 및 대시보드 구조화 +Topics_Art\UI_UX_Assets\CSS Performance Optimization.md -> 애니메이션 (transition / keyframes) +Topics_Art\UI_UX_Assets\CSS Variables.md -> Frontend Architecture +Topics_Art\UI_UX_Assets\CSS 성능 최적화(CSS Performance Optimization).md -> 애니메이션 (transition / keyframes) +Topics_Art\UI_UX_Assets\CSS 성능 최적화(CSS Performance Optimization).md -> 리플로우와 리페인트(Reflows & Repaints) +Topics_Art\UI_UX_Assets\CSS 애니메이션 성능(CSS Animation Performance).md -> Reflow와 Repaint(Reflows and Repaints) +Topics_Art\UI_UX_Assets\CSS 애니메이션 성능(CSS Animation Performance).md -> 대규모 프론트엔드 프로젝트의 CSS 최적화(Performance Optimization in CSS Architecture) +Topics_Art\UI_UX_Assets\CSS 애니메이션 성능(CSS Animation Performance).md -> UX 개선을 위한 애니메이션 통합(Integrating Animation in UX) +Topics_Art\UI_UX_Assets\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> UX 애니메이션(UX Animation) +Topics_Art\UI_UX_Assets\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> will-change 속성 +Topics_Art\UI_UX_Assets\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> prefers-reduced-motion +Topics_Art\UI_UX_Assets\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> 접근성(Accessibility) +Topics_Art\UI_UX_Assets\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> 대규모 프론트엔드 프로젝트의 UI/UX 성능 최적화 +Topics_Art\UI_UX_Assets\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> 디자인 시스템 기반의 인터페이스 애니메이션 적용 및 검증 과정 +Topics_Art\UI_UX_Assets\Design System Architecture.md -> Styled-Components +Topics_Art\UI_UX_Assets\Design Systems.md -> Styled-components +Topics_Art\UI_UX_Assets\DOM (Document Object Model).md -> CSSOM (CSS Object Model) +Topics_Art\UI_UX_Assets\DOM (Document Object Model).md -> Reflow (Layout) +Topics_Art\UI_UX_Assets\DOM (Document Object Model).md -> Repaint +Topics_Art\UI_UX_Assets\DOM 및 CSSOM.md -> 브라우저 렌더링 파이프라인 이해 +Topics_Art\UI_UX_Assets\DOM(Document Object Model).md -> Critical Rendering Path(CRP) +Topics_Art\UI_UX_Assets\DOM(Document Object Model).md -> Reflow / Repaint +Topics_Art\UI_UX_Assets\Domain-Driven Design (DDD).md -> Modular Monolith +Topics_Art\UI_UX_Assets\Domain-Driven Design (DDD).md -> Scalable Frontend Architecture +Topics_Art\UI_UX_Assets\Feature-Sliced Design.md -> Public API +Topics_Art\UI_UX_Assets\Feature-Sliced Design.md -> Nx +Topics_Art\UI_UX_Assets\Figma Design System Integration.md -> Automated Token Distribution +Topics_Art\UI_UX_Assets\Figma Design System Integration.md -> Uber's Base Design System / uSpec +Topics_Art\UI_UX_Assets\Figma Design System Integration.md -> Tokens Studio for Figma +Topics_Art\UI_UX_Assets\Headless Components.md -> shadcn/ui +Topics_Art\UI_UX_Assets\Layout Thrashing.md -> Reflow +Topics_Art\UI_UX_Assets\Layout Thrashing.md -> Repaint +Topics_Art\UI_UX_Assets\Layout Thrashing.md -> Frontend Architecture +Topics_Art\UI_UX_Assets\Mobile-First Design.md -> Media Queries +Topics_Art\UI_UX_Assets\Mobile-First Design.md -> CSS 실전 설계 +Topics_Art\UI_UX_Assets\Mobile-First Design.md -> The Guardian Website +Topics_Art\UI_UX_Assets\Next.js App Router 환경의 컴포넌트 스타일링.md -> 신규 Next.js App Router 프로젝트 환경 설정 +Topics_Art\UI_UX_Assets\Next.js App Router 환경의 컴포넌트 스타일링.md -> 기존 React 프로젝트의 App Router 마이그레이션 전략 +Topics_Art\UI_UX_Assets\Next.js App Router 환경의 컴포넌트 스타일링.md -> 기능 기반 아키텍처(Feature-Driven Architecture) +Topics_Art\UI_UX_Assets\Next.js 기반의 Hybrid Rendering (SSR-CSR-RSC 혼합 적용).md -> Next.js 기반의 Hybrid Rendering (SSR/CSR/RSC 혼합 적용) +Topics_Art\UI_UX_Assets\React 18 Concurrent Features.md -> Lane Priority Model +Topics_Art\UI_UX_Assets\React 18 자동 일괄 처리 및 React 19 컴파일러 최적화 적용.md -> 가상 DOM (Virtual DOM) 및 Diffing 알고리즘 +Topics_Art\UI_UX_Assets\React 18 자동 일괄 처리 및 React 19 컴파일러 최적화 적용.md -> 수동 메모이제이션 (useMemo, useCallback, React.memo) +Topics_Art\UI_UX_Assets\React 18 자동 일괄 처리 및 React 19 컴파일러 최적화 적용.md -> flushSync 및 startTransition +Topics_Art\UI_UX_Assets\React 18 자동 일괄 처리 및 React 19 컴파일러 최적화 적용.md -> 대규모 데이터 대시보드 성능 최적화 +Topics_Art\UI_UX_Assets\React 18 자동 일괄 처리 및 React 19 컴파일러 최적화 적용.md -> Meta의 프로덕션(Instagram, Quest Store) 최적화 도입 사례 +Topics_Art\UI_UX_Assets\React 19.md -> Frontend Performance Optimization +Topics_Art\UI_UX_Assets\React Fiber 아키텍처.md -> React 16 +Topics_Art\UI_UX_Assets\React Flight Protocol.md -> Serialized React Instructions +Topics_Art\UI_UX_Assets\React Flight Protocol.md -> Modern React Architecture +Topics_Art\UI_UX_Assets\React Frontend Development.md -> Single-Page Applications (SPA) +Topics_Art\UI_UX_Assets\React Server Components.md -> Styled-components +Topics_Art\UI_UX_Assets\React Server Components.md -> Zero-runtime CSS +Topics_Art\UI_UX_Assets\React 기반 대규모 웹 애플리케이션 최적화.md -> 초기 로딩 및 SEO 최적화가 필수적인 대규모 이커머스 및 콘텐츠 플랫폼 +Topics_Art\UI_UX_Assets\React 기반 대규모 웹 애플리케이션 최적화.md -> 수천 개의 리스트와 실시간 데이터 처리가 필요한 대형 SaaS 대시보드 애플리케이션 +Topics_Art\UI_UX_Assets\React 기반 싱글 페이지 애플리케이션(SPA)의 렌더링 최적화.md -> React 18 & 19 +Topics_Art\UI_UX_Assets\React 기반 싱글 페이지 애플리케이션(SPA)의 렌더링 최적화.md -> Single-Page Applications (SPA) +Topics_Art\UI_UX_Assets\React 기반 프론트엔드 성능 최적화.md -> Next.js 기반 하이브리드 렌더링 (SSR/SSG/ISR) +Topics_Art\UI_UX_Assets\React 기반 프론트엔드 성능 최적화.md -> React 18/19 마이그레이션 및 동시성 렌더링 적용 +Topics_Art\UI_UX_Assets\React 동시성 훅 (useTransition, useDeferredValue).md -> INP (Interaction to Next Paint) +Topics_Art\UI_UX_Assets\React 동시성 훅 (useTransition, useDeferredValue).md -> 검색어 입력 필터링 (Search-as-you-type) +Topics_Art\UI_UX_Assets\React 동시성 훅 (useTransition, useDeferredValue).md -> 데이터 집약적 대시보드의 탭 전환 +Topics_Art\UI_UX_Assets\React 렌더링 최적화.md -> Core Web Vitals 개선 전략 +Topics_Art\UI_UX_Assets\React 렌더링 최적화.md -> 대규모 단일 페이지 애플리케이션(SPA) 구축 +Topics_Art\UI_UX_Assets\React 성능 최적화 (React Performance Optimization).md -> Virtual DOM (가상 DOM) +Topics_Art\UI_UX_Assets\React 성능 최적화 (React Performance Optimization).md -> Critical Rendering Path (중요 렌더링 경로) +Topics_Art\UI_UX_Assets\React 성능 최적화 (React Performance Optimization).md -> React Compiler (React 컴파일러) +Topics_Art\UI_UX_Assets\React 성능 최적화 (React Performance Optimization).md -> Concurrent Rendering (동시성 렌더링) +Topics_Art\UI_UX_Assets\React 성능 최적화 (React Performance Optimization).md -> 코어 웹 바이탈(Core Web Vitals) 개선 프로젝트 +Topics_Art\UI_UX_Assets\React 성능 최적화 (React Performance Optimization).md -> 프론트엔드 컴포넌트 기반 아키텍처(CBA) 구축 +Topics_Art\UI_UX_Assets\React 컴파일러 (React Compiler).md -> 메모이제이션 (Memoization) +Topics_Art\UI_UX_Assets\React 컴파일러 (React Compiler).md -> 빌드 타임 최적화 (Build-Time Optimization) +Topics_Art\UI_UX_Assets\React 컴파일러 (React Compiler).md -> 리렌더링 (Re-rendering) +Topics_Art\UI_UX_Assets\React 컴파일러 (React Compiler).md -> Meta 프로덕션 앱 (Instagram, Quest Store) +Topics_Art\UI_UX_Assets\React 컴파일러 (React Compiler).md -> Next.js 및 Vite 통합 +Topics_Art\UI_UX_Assets\Scalable Design Systems.md -> Styled-Components +Topics_Art\UI_UX_Assets\Scalable Frontend Design Systems.md -> Styled-Components +Topics_Art\UI_UX_Assets\SCSS (Sass).md -> CSS Preprocessors +Topics_Art\UI_UX_Assets\SCSS (Sass).md -> 대규모 프론트엔드 아키텍처 +Topics_Art\UI_UX_Assets\SCSS (Sass).md -> 컴포넌트 스타일링 전략 +Topics_Art\UI_UX_Assets\shadcn-ui.md -> shadcn/ui +Topics_Art\UI_UX_Assets\shadcn-ui.md -> Radix +Topics_Art\UI_UX_Assets\shadcn-ui.md -> 재사용 가능한 React 컴포넌트 라이브러리 설계 +Topics_Art\UI_UX_Assets\Styled Components v6.md -> Transient Props +Topics_Art\UI_UX_Assets\Styled Components v6.md -> Scalable Frontend Architecture +Topics_Art\UI_UX_Assets\Tailwind vs 일반 CSS 비교.md -> 대규모 프론트엔드 아키텍처 및 React 생태계에서의 스타일링 전략 +Topics_Art\UI_UX_Assets\Virtual DOM과 Reconciliation.md -> React Application Performance Optimization +Topics_Art\UI_UX_Assets\“React가 빠른 이유” 및 렌더링 최적화 개념.md -> React 18 Automatic Batching +Topics_Art\UI_UX_Assets\“React가 빠른 이유” 및 렌더링 최적화 개념.md -> Next.js Rendering Strategies +Topics_Art\UI_UX_Assets\가상 DOM (Virtual DOM) 및 Fiber.md -> 레이아웃 스래싱 (Layout Thrashing) +Topics_Art\UI_UX_Assets\가상 DOM (Virtual DOM) 및 Fiber.md -> React 16 +Topics_Art\UI_UX_Assets\가상 DOM (Virtual DOM) 및 Fiber.md -> React 18 Concurrent Features (useTransition, useDeferredValue) +Topics_Art\UI_UX_Assets\가상 DOM과 재조정 (Virtual DOM and Reconciliation).md -> React +Topics_Art\UI_UX_Assets\동시성 렌더링 (Concurrent Rendering).md -> React 18/19 Performance Optimization +Topics_Art\UI_UX_Assets\동시성 렌더링 (Concurrent Rendering).md -> Concurrent Hydration +Topics_Art\UI_UX_Assets\디자인 시스템 (Design System).md -> 컴포넌트 기반 아키텍처 (Component-based Architecture) +Topics_Art\UI_UX_Assets\디자인 시스템 (Design System).md -> 대규모 엔터프라이즈 프론트엔드 아키텍처 구축 +Topics_Art\UI_UX_Assets\디자인 시스템 (Design System).md -> 다중 플랫폼(Web, iOS, Android) UI 스타일 동기화 파이프라인 +Topics_Art\UI_UX_Assets\디자인 시스템 (Design Systems).md -> Responsive Design +Topics_Art\UI_UX_Assets\디자인 시스템 (Design Systems).md -> 대규모 프론트엔드 아키텍처 확장 (Enterprise Frontend Architecture) +Topics_Art\UI_UX_Assets\디자인 시스템(Design System).md -> 반응형 웹 디자인(Responsive Web Design) +Topics_Art\UI_UX_Assets\디자인 시스템(Design System).md -> BEM 방법론 +Topics_Art\UI_UX_Assets\디자인 시스템(Design System).md -> 대규모 엔터프라이즈 프론트엔드 아키텍처(Enterprise Frontend Architecture) +Topics_Art\UI_UX_Assets\디자인 토큰 (Design Tokens).md -> CSS 변수 (CSS Variables) +Topics_Art\UI_UX_Assets\디자인 토큰 (Design Tokens).md -> 다중 플랫폼 확장 및 테마 구현 (Multi-Platform Scaling & Theming) +Topics_Art\UI_UX_Assets\디자인 토큰 (Design Tokens).md -> 확장 가능한 프론트엔드 아키텍처 구축 (Scalable Frontend Architecture) +Topics_Art\UI_UX_Assets\디자인 토큰(Design Tokens).md -> CSS 변수(CSS Custom Properties) +Topics_Art\UI_UX_Assets\디자인-개발 워크플로우(Design-to-Code Workflow).md -> 멀티 플랫폼 프론트엔드 아키텍처(Multi-Platform Frontend Architecture) +Topics_Art\UI_UX_Assets\디자인-개발 워크플로우(Design-to-Code Workflow).md -> 모션 디자인 프로토타이핑(Motion Design Prototyping) +Topics_Art\UI_UX_Assets\렌더링 블로킹 방지를 위한 CSS 분할 및 로딩 최적화.md -> 웹 성능 및 초기 렌더링 최적화(Web Performance Optimization) +Topics_Art\UI_UX_Assets\렌더링 차단 리소스(Render-blocking resources).md -> 핵심 렌더링 경로(Critical rendering path) +Topics_Art\UI_UX_Assets\렌더링 차단 리소스(Render-blocking resources).md -> 파서 차단 리소스(Parser-blocking resources) +Topics_Art\UI_UX_Assets\렌더링 차단 리소스(Render-blocking resources).md -> FOUC(Flash of Unstyled Content) +Topics_Art\UI_UX_Assets\렌더링 차단 리소스(Render-blocking resources).md -> Lighthouse 성능 감사 +Topics_Art\UI_UX_Assets\메인 스레드 차단 문제 해결을 위한 React 16의 Fiber 엔진 교체 및 React 18, 19의 동시성 렌더링 적용 사례.md -> Lane-Based Priority +Topics_Art\UI_UX_Assets\메인 스레드 차단 문제 해결을 위한 React 16의 Fiber 엔진 교체 및 React 18, 19의 동시성 렌더링 적용 사례.md -> Meta's Internal Testing (Quest Store) +Topics_Art\UI_UX_Assets\모바일 우선 설계(Mobile-First Design).md -> 반응형 웹 디자인(Responsive Web Design) +Topics_Art\UI_UX_Assets\반응형 디자인(Responsive Design).md -> 레이아웃 Flexbox / Grid 완전 이해 +Topics_Art\UI_UX_Assets\반응형 웹 디자인 (Responsive Web Design).md -> 모바일 우선 색인 (Mobile-First Indexing) +Topics_Art\UI_UX_Assets\브라우저 렌더링 과정 (Critical Rendering Path).md -> 프론트엔드 렌더링 성능 최적화 +Topics_Art\UI_UX_Assets\브라우저 렌더링 과정 (Critical Rendering Path).md -> Core Web Vitals 최적화 (FCP, LCP 등) +Topics_Art\UI_UX_Assets\브라우저 렌더링 파이프라인(Critical Rendering Path).md -> 리플로우와 리페인트(Reflow and Repaint) +Topics_Art\UI_UX_Assets\브라우저 렌더링 파이프라인(Critical Rendering Path).md -> 가상 DOM(Virtual DOM) +Topics_Art\UI_UX_Assets\브라우저 렌더링 파이프라인(Critical Rendering Path).md -> 최초 렌더링 시간(Time to First Render) 단축 +Topics_Art\UI_UX_Assets\브라우저 렌더링 파이프라인(Critical Rendering Path).md -> 단일 페이지 애플리케이션(SPA)의 CSR 및 SSR 전략 +Topics_Art\UI_UX_Assets\브라우저 메인 스레드 최적화 및 타임 슬라이싱.md -> React 18/19 +Topics_Art\UI_UX_Assets\브라우저 메인 스레드 최적화 및 타임 슬라이싱.md -> Core Web Vitals (INP, TTI) +Topics_Art\UI_UX_Assets\실무에서 CSS 관리하는 방법.md -> Tailwind 전략 +Topics_Art\UI_UX_Assets\실무에서 CSS 관리하는 방법.md -> 기능 주도 아키텍처(Feature-Driven Architecture) +Topics_Art\UI_UX_Assets\실무에서 CSS 관리하는 방법.md -> 하이브리드 스타일링 접근법(Hybrid Styling Approach) +Topics_Art\UI_UX_Assets\웹 성능 최적화(Web Performance Optimization).md -> 하이드레이션(Hydration) +Topics_Art\UI_UX_Assets\웹 성능 최적화(Web Performance Optimization).md -> 동시성 렌더링(Concurrent Rendering) +Topics_Art\UI_UX_Assets\웹 성능 최적화(Web Performance Optimization).md -> 콘텐츠 기반의 SEO 최적화 웹사이트 및 이커머스(E-commerce) 플랫폼 +Topics_Art\UI_UX_Assets\웹 성능 최적화(Web Performance Optimization).md -> 고도의 상호작용이 필요한 관리자 대시보드 및 SaaS +Topics_Art\UI_UX_Assets\유지보수 가능하고 확장 가능한 CSS 아키텍처 설계.md -> 대규모 엔지니어링 프론트엔드 아키텍처 +Topics_Art\UI_UX_Assets\유지보수 가능하고 확장 가능한 CSS 아키텍처 설계.md -> 컴포넌트 기반 프레임워크 (React, Vue 등) +Topics_Art\UI_UX_Assets\유지보수 가능하고 확장 가능한 CSS 아키텍처 설계.md -> 디자인 시스템(Design Systems) 구축 +Topics_Art\UI_UX_Assets\유지보수 가능하고 확장 가능한 CSS 아키텍처 설계.md -> Feature-Sliced Design (FSD) 아키텍처 +Topics_Art\UI_UX_Assets\유지보수 가능한 CSS 아키텍처(CSS Modules & Tailwind).md -> 유틸리티 퍼스트 CSS(Utility-first CSS) +Topics_Art\UI_UX_Assets\유지보수 가능한 CSS 아키텍처(CSS Modules & Tailwind).md -> 대규모 프론트엔드 프로젝트(Enterprise Frontend Projects) +Topics_Art\UI_UX_Assets\유지보수 가능한 CSS 아키텍처(CSS Modules & Tailwind).md -> 컴포넌트 기반 아키텍처(Component-based Architecture) +Topics_Art\UI_UX_Assets\유지보수 가능한 대규모 프론트엔드 CSS 설계.md -> CSS Flexbox +Topics_Art\UI_UX_Assets\유지보수 가능한 대규모 프론트엔드 CSS 설계.md -> 유체 타이포그래피 (Fluid Typography) +Topics_Art\UI_UX_Assets\크리티컬 렌더링 패스 (Critical Rendering Path).md -> CSSOM (CSS Object Model) +Topics_Art\UI_UX_Assets\크리티컬 렌더링 패스 (Critical Rendering Path).md -> 렌더 트리 (Render Tree) +Topics_Art\UI_UX_Assets\크리티컬 렌더링 패스 (Critical Rendering Path).md -> 리플로우 (Reflow) +Topics_Art\UI_UX_Assets\크리티컬 렌더링 패스 (Critical Rendering Path).md -> 리페인트 (Repaint) +Topics_Art\UI_UX_Assets\프론트엔드 렌더링 최적화(Rendering Optimization).md -> Next.js 기반 웹 성능 최적화 프로젝트 +Topics_Art\UI_UX_Assets\프론트엔드 렌더링 최적화(Rendering Optimization).md -> 대규모 데이터 대시보드 및 이커머스 플랫폼 렌더링 전략 구축 +Topics_Art\UI_UX_Assets\프론트엔드 성능 최적화 전략.md -> Core Web Vitals (LCP, INP, CLS) 최적화 작업 +Topics_Art\UI_UX_Assets\프론트엔드 성능 최적화 전략.md -> 대규모 단일 페이지 애플리케이션(SPA) 아키텍처 설계 +Topics_Art\UI_UX_Assets\프론트엔드 성능 최적화(Frontend Performance Optimization).md -> 브라우저 렌더링 과정(Critical Rendering Path) +Topics_Art\UI_UX_Assets\프론트엔드 성능 최적화(Frontend Performance Optimization).md -> 가상 DOM 및 재조정(Virtual DOM and Reconciliation) +Topics_Art\UI_UX_Assets\프론트엔드 성능 최적화(Frontend Performance Optimization).md -> 하이드레이션(Hydration) +Topics_Art\UI_UX_Assets\프론트엔드 성능 최적화(Frontend Performance Optimization).md -> 웹 렌더링 전략(CSR, SSR, SSG, ISR) +Topics_Art\UI_UX_Assets\프론트엔드 성능 최적화(Frontend Performance Optimization).md -> React 서버 컴포넌트(React Server Components) +Topics_Art\UI_UX_Assets\프론트엔드 성능 최적화(Frontend Performance Optimization).md -> Next.js를 활용한 웹 애플리케이션의 하이브리드 렌더링 구축 +Topics_Art\UI_UX_Assets\프론트엔드 성능 최적화(Frontend Performance Optimization).md -> Core Web Vitals (LCP, INP, CLS) 지표 측정 및 개선 +Topics_Art\UI_UX_Assets\프론트엔드 프레임워크 (React, Angular, Vue).md -> Next.js 및 Nuxt.js를 활용한 하이브리드 웹 렌더링 최적화 +Topics_Art\UI_UX_Assets\프론트엔드 프레임워크 (React, Angular, Vue).md -> Reflow 및 Repaint 최소화를 통한 브라우저 렌더링 개선 +Topics_Art\UI_UX_Assets\피처 슬라이스 디자인 (Feature-Sliced Design).md -> Frontend Architecture +Topics_Art\UI_UX_Assets\피처 슬라이스 디자인 (Feature-Sliced Design).md -> 대규모 프론트엔드 개발 (Large Frontend Projects) +Topics_Art\UI_UX_Assets\피처 슬라이스 디자인 (Feature-Sliced Design).md -> 유지보수 가능한 프론트엔드 구축 (Maintainable Frontend Architecture) +Topics_Art\UI_UX_Assets\확장 가능한 스타일 시스템.md -> BEM 방법론 +Topics_Art\UI_UX_Assets\확장 가능한 스타일 시스템.md -> Tailwind CSS 전략 +Topics_Art\UI_UX_Assets\확장 가능한 스타일 시스템.md -> Flexbox와 CSS Grid 아키텍처 +Topics_Art\UI_UX_Assets\확장 가능한 스타일 시스템.md -> 대규모 엔터프라이즈 프론트엔드 환경 +Topics_Art\UI_UX_Assets\확장 가능한 스타일 시스템.md -> 디자인 시스템 구축 파이프라인 +Topics_Art\UI_UX_Assets\확장 가능한 스타일 시스템.md -> 기능 주도 아키텍처(Feature-driven Architecture) +Topics_Art\UI_UX_Assets\Design\Accessibility.md -> 10_Wiki/💡 Topics/Design +Topics_Art\UI_UX_Assets\Design\Accessibility.md -> 10_Wiki/💡 Topics/Design +Topics_Art\UI_UX_Assets\Design\Accessibility.md -> WCAG +Topics_Art\UI_UX_Assets\Design\Accessibility.md -> Inclusive-Design +Topics_Art\UI_UX_Assets\Design\Accessibility.md -> ARIA +Topics_Art\UI_UX_Assets\Design\Accessibility.md -> 00_Raw/2026-04-20/Accessibility (A11y).md +Topics_Art\UI_UX_Assets\Design\Cognitive_Load.md -> 10_Wiki/💡 Topics/Design +Topics_Art\UI_UX_Assets\Design\Cognitive_Load.md -> Cognitive Load Theory (인지 부하 이론) +Topics_Art\UI_UX_Assets\Design\Cognitive_Load.md -> 10_Wiki/💡 Topics/Design +Topics_Art\UI_UX_Assets\Design\Cognitive_Load.md -> UX-Design +Topics_Art\UI_UX_Assets\Design\Cognitive_Load.md -> 00_Raw/2026-04-20/Cognitive Load Theory.md +Topics_Art\UI_UX_Assets\Design\CrUX.md -> 10_Wiki/💡 Topics/Design +Topics_Art\UI_UX_Assets\Design\CrUX.md -> 10_Wiki/💡 Topics/Design +Topics_Art\UI_UX_Assets\Design\CrUX.md -> Performance-Optimization +Topics_Art\UI_UX_Assets\Design\CrUX.md -> UX-Design +Topics_Art\UI_UX_Assets\Design\CrUX.md -> 00_Raw/2026-04-20/Chrome User Experience Report (CrUX).md +Topics_Art\UI_UX_Assets\Design\HCI.md -> 10_Wiki/💡 Topics/Design +Topics_Art\UI_UX_Assets\Design\HCI.md -> 10_Wiki/💡 Topics/Design +Topics_Art\UI_UX_Assets\Design\HCI.md -> UX-Design +Topics_Art\UI_UX_Assets\Design\HCI.md -> Cognitive-Load +Topics_Art\UI_UX_Assets\Design\HCI.md -> Fitts-Law +Topics_Art\UI_UX_Assets\Design\HCI.md -> 00_Raw/2026-04-20/Human-Computer-Interaction.md +Topics_Art\UI_UX_Assets\Design\Inclusive_Design.md -> 10_Wiki/💡 Topics/Design +Topics_Art\UI_UX_Assets\Design\Inclusive_Design.md -> Inclusive Design (포용적 설계) +Topics_Art\UI_UX_Assets\Design\Inclusive_Design.md -> 10_Wiki/💡 Topics/Design +Topics_Art\UI_UX_Assets\Design\Inclusive_Design.md -> ISO-9241 +Topics_Art\UI_UX_Assets\Design\Inclusive_Design.md -> User-Centered-Design +Topics_Art\UI_UX_Assets\Design\Inclusive_Design.md -> 00_Raw/2026-04-20/Universal-Design-Principles.md +Topics_Art\UI_UX_Assets\Design & Experience\Abstract-Syntax-Tree-Transformation.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Abstract-Syntax-Tree-Traversal.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Accessibility (A11y).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Accessibility (A11y).md -> 00_Raw/2026-04-20/Accessibility (A11y).md +Topics_Art\UI_UX_Assets\Design & Experience\Accessibility-Compliance-WCAG.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Accessibility-Compliance-WCAG.md -> 00_Raw/2026-04-20/Accessibility-Compliance-WCAG.md +Topics_Art\UI_UX_Assets\Design & Experience\Additive-Type-Logic.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Additive-Type-Logic.md -> TypeScript-Advanced-Type-System-Design +Topics_Art\UI_UX_Assets\Design & Experience\Additive-Type-Logic.md -> Category_Theory +Topics_Art\UI_UX_Assets\Design & Experience\Affective User Interfaces (AUI).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Affective User Interfaces (AUI).md -> 00_Raw/2026-04-20/Affective User Interfaces (AUI).md +Topics_Art\UI_UX_Assets\Design & Experience\Agency-in-Game-Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Agent Communication Protocol (에이전트 통신 규약).md -> 10_Wiki/💡 Topics/AI +Topics_Art\UI_UX_Assets\Design & Experience\Agent Communication Protocol (에이전트 통신 규약).md -> Multi-Agent System (다중 에이전트 시스템) +Topics_Art\UI_UX_Assets\Design & Experience\Agile-UX-Integration.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Agile-UX-Integration.md -> 00_Raw/2026-04-20/Agile-UX-Integration.md +Topics_Art\UI_UX_Assets\Design & Experience\Americans-with-Disabilities-Act-ADA.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Americans-with-Disabilities-Act-ADA.md -> 00_Raw/2026-04-20/Americans-with-Disabilities-Act-ADA.md +Topics_Art\UI_UX_Assets\Design & Experience\AODA-Accessibility-for-Ontarians-with-Disabilities-Act.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\AODA-Accessibility-for-Ontarians-with-Disabilities-Act.md -> 00_Raw/2026-04-20/AODA-Accessibility-for-Ontarians-with-Disabilities-Act.md +Topics_Art\UI_UX_Assets\Design & Experience\API 응답 및 상태 모델링 (State Modeling and API Responses).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\API 응답 및 상태 모델링 (State Modeling and API Responses).md -> 식별 가능한 유니온 (Discriminated Unions) +Topics_Art\UI_UX_Assets\Design & Experience\API 응답 및 상태 모델링 (State Modeling and API Responses).md -> 완전성 검사 (Exhaustiveness checking) +Topics_Art\UI_UX_Assets\Design & Experience\API 응답 및 상태 모델링 (State Modeling and API Responses).md -> Result 타입 (Result Type) +Topics_Art\UI_UX_Assets\Design & Experience\API 응답 및 상태 모델링 (State Modeling and API Responses).md -> 상태 머신 (State Machine) +Topics_Art\UI_UX_Assets\Design & Experience\API 응답 및 상태 모델링 (State Modeling and API Responses).md -> 오류 처리 아키텍처 (Error Handling Architecture) +Topics_Art\UI_UX_Assets\Design & Experience\API 응답 및 상태 모델링 (State Modeling and API Responses).md -> 00_Raw/2026-04-20/API 응답 및 상태 모델링 (State Modeling and API Responses).md +Topics_Art\UI_UX_Assets\Design & Experience\Apple Human Interface Guidelines.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Apple Human Interface Guidelines.md -> 00_Raw/2026-04-20/Apple Human Interface Guidelines.md +Topics_Art\UI_UX_Assets\Design & Experience\Arkane-Studios.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Arkane-Studios.md -> 00_Raw/2026-04-20/Arkane-Studios.md +Topics_Art\UI_UX_Assets\Design & Experience\Assignability-Rules.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Assignability-Rules.md -> 00_Raw/2026-04-20/Assignability-Rules.md +Topics_Art\UI_UX_Assets\Design & Experience\Assistive-Technology-Interoperability.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Assistive-Technology-Interoperability.md -> 00_Raw/2026-04-20/Assistive-Technology-Interoperability.md +Topics_Art\UI_UX_Assets\Design & Experience\AST-Manipulation-Techniques.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\AST-Manipulation-Techniques.md -> 00_Raw/2026-04-20/AST-Manipulation-Techniques.md +Topics_Art\UI_UX_Assets\Design & Experience\Atomic Design Pattern.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Atomic Design Pattern.md -> UI 컴포넌트 +Topics_Art\UI_UX_Assets\Design & Experience\Atomic Design Pattern.md -> 관심사의 분리 +Topics_Art\UI_UX_Assets\Design & Experience\Atomic Design Pattern.md -> 프론트엔드 개발 +Topics_Art\UI_UX_Assets\Design & Experience\Atomic Design Pattern.md -> 00_Raw/2026-04-20/Atomic Design Pattern.md +Topics_Art\UI_UX_Assets\Design & Experience\Auction-Theory.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Auction-Theory.md -> 00_Raw/2026-04-20/Auction-Theory.md +Topics_Art\UI_UX_Assets\Design & Experience\Augmented Reality (AR) Interfaces.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Augmented Reality (AR) Interfaces.md -> 00_Raw/2026-04-20/Augmented Reality (AR) Interfaces.md +Topics_Art\UI_UX_Assets\Design & Experience\Automated-Client-Generation.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Automated-Client-Generation.md -> 00_Raw/2026-04-20/Automated-Client-Generation.md +Topics_Art\UI_UX_Assets\Design & Experience\Bay 12 Games.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Bay 12 Games.md -> 00_Raw/2026-04-20/Bay 12 Games.md +Topics_Art\UI_UX_Assets\Design & Experience\Bazel.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Bazel.md -> 00_Raw/2026-04-20/Bazel.md +Topics_Art\UI_UX_Assets\Design & Experience\Behavior-Driven-Development (BDD).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Behavior-Driven-Development (BDD).md -> Behavior-Driven-Development-(BDD) +Topics_Art\UI_UX_Assets\Design & Experience\Behavior-Driven-Development (BDD).md -> Test-Driven-Development-(TDD) +Topics_Art\UI_UX_Assets\Design & Experience\Behavior-Driven-Development (BDD).md -> Agile-Software-Development +Topics_Art\UI_UX_Assets\Design & Experience\BioShock (Rapture)] [Dark Souls (Environmental Lore)] [Gone Home (Domestic Narrative Architecture).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Borderlands-Art-Direction.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Borderlands-Art-Direction.md -> 00_Raw/2026-04-20/Borderlands-Art-Direction.md +Topics_Art\UI_UX_Assets\Design & Experience\Boundary-Layer-Validation.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Boundary-Layer-Validation.md -> 00_Raw/2026-04-20/Boundary-Layer-Validation.md +Topics_Art\UI_UX_Assets\Design & Experience\Branded Types in TypeScript.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Branded Types in TypeScript.md -> 00_Raw/2026-04-20/Branded Types in TypeScript.md +Topics_Art\UI_UX_Assets\Design & Experience\Buck2.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Buck2.md -> 00_Raw/2026-04-20/Buck2.md +Topics_Art\UI_UX_Assets\Design & Experience\Business-Strategy.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Business-Strategy.md -> Business-Driven-Security +Topics_Art\UI_UX_Assets\Design & Experience\Business-Strategy.md -> Innovation-Management +Topics_Art\UI_UX_Assets\Design & Experience\Causal Loop Diagramming.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Causal Loop Diagramming.md -> 00_Raw/2026-04-20/Causal Loop Diagramming.md +Topics_Art\UI_UX_Assets\Design & Experience\Choice Architecture in Digital UX.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Choice Architecture in Digital UX.md -> 00_Raw/2026-04-20/Choice Architecture in Digital UX.md +Topics_Art\UI_UX_Assets\Design & Experience\Chrome User Experience Report (CrUX).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Chrome User Experience Report (CrUX).md -> BigQuery +Topics_Art\UI_UX_Assets\Design & Experience\Chrome User Experience Report (CrUX).md -> 00_Raw/2026-04-20/Chrome User Experience Report (CrUX).md +Topics_Art\UI_UX_Assets\Design & Experience\Code Formatting.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Code Formatting.md -> Linter +Topics_Art\UI_UX_Assets\Design & Experience\Code Formatting.md -> Code Stylometry +Topics_Art\UI_UX_Assets\Design & Experience\Code Formatting.md -> Code Readability +Topics_Art\UI_UX_Assets\Design & Experience\Code Formatting.md -> Automated Code Governance +Topics_Art\UI_UX_Assets\Design & Experience\Code Formatting.md -> CI/CD Pipeline +Topics_Art\UI_UX_Assets\Design & Experience\Code Formatting.md -> 00_Raw/2026-04-20/Code Formatting.md +Topics_Art\UI_UX_Assets\Design & Experience\Cognitive Aging Research.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Cognitive Aging Research.md -> 00_Raw/2026-04-20/Cognitive Aging Research.md +Topics_Art\UI_UX_Assets\Design & Experience\Cognitive Dissonance.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Cognitive Dissonance.md -> 00_Raw/2026-04-20/Cognitive Dissonance.md +Topics_Art\UI_UX_Assets\Design & Experience\Cognitive-Flexibility.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Cognitive-Flexibility.md -> 00_Raw/2026-04-20/Cognitive-Flexibility.md +Topics_Art\UI_UX_Assets\Design & Experience\Cognitive-Psychology.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Cognitive-Psychology.md -> 00_Raw/2026-04-20/Cognitive-Psychology.md +Topics_Art\UI_UX_Assets\Design & Experience\Complexity Science in Economics.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Complexity Science in Economics.md -> 00_Raw/2026-04-20/Complexity Science in Economics.md +Topics_Art\UI_UX_Assets\Design & Experience\Computation-Caching-Strategies.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Computation-Caching-Strategies.md -> 00_Raw/2026-04-20/Computation-Caching-Strategies.md +Topics_Art\UI_UX_Assets\Design & Experience\Computational Thinking.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Computational Thinking.md -> 00_Raw/2026-04-20/Computational 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Experience\Liskov-Substitution-Principle.md -> 00_Raw/2026-04-20/Liskov-Substitution-Principle.md +Topics_Art\UI_UX_Assets\Design & Experience\Ludo-narrative Dissonance.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Ludo-narrative Dissonance.md -> 00_Raw/2026-04-20/Ludo-narrative Dissonance.md +Topics_Art\UI_UX_Assets\Design & Experience\Ludo-Narrative-Dissonance.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Ludo-Narrative-Dissonance.md -> 00_Raw/2026-04-20/Ludo-Narrative-Dissonance.md +Topics_Art\UI_UX_Assets\Design & Experience\Ludonarrative-Dissonance.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Ludonarrative-Dissonance.md -> 00_Raw/2026-04-20/Ludonarrative-Dissonance.md +Topics_Art\UI_UX_Assets\Design & Experience\Mapped-Types.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Mapped-Types.md -> 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10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Mechanism Design.md -> 00_Raw/2026-04-20/Mechanism Design.md +Topics_Art\UI_UX_Assets\Design & Experience\Mechanism-Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Mechanism-Design.md -> 00_Raw/2026-04-20/Mechanism-Design.md +Topics_Art\UI_UX_Assets\Design & Experience\Micro-Frontend-Architecture.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Micro-Frontend-Architecture.md -> 00_Raw/2026-04-20/Micro-Frontend-Architecture.md +Topics_Art\UI_UX_Assets\Design & Experience\Mobile-App-Onboarding.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Mobile-App-Onboarding.md -> 00_Raw/2026-04-20/Mobile-App-Onboarding.md +Topics_Art\UI_UX_Assets\Design & Experience\Module Resolution Algorithm.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Module 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00_Raw/2026-04-20/Monorepo-Architecture.md +Topics_Art\UI_UX_Assets\Design & Experience\Monorepo-Dependency-Graph-Analysis.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Monorepo-Dependency-Graph-Analysis.md -> 00_Raw/2026-04-20/Monorepo-Dependency-Graph-Analysis.md +Topics_Art\UI_UX_Assets\Design & Experience\Monte Carlo Tree Search (MCTS).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Monte Carlo Tree Search (MCTS).md -> 00_Raw/2026-04-20/Monte Carlo Tree Search (MCTS).md +Topics_Art\UI_UX_Assets\Design & Experience\Motor-Learning-Theory.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Motor-Learning-Theory.md -> 00_Raw/2026-04-20/Motor-Learning-Theory.md +Topics_Art\UI_UX_Assets\Design & Experience\Motor-Learning.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Motor-Learning.md -> 00_Raw/2026-04-20/Motor-Learning.md 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00_Raw/2026-04-20/Nominal-Typing-vs-Structural-Typing.md +Topics_Art\UI_UX_Assets\Design & Experience\Nominal-vs-Structural-Typing.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Nominal-vs-Structural-Typing.md -> 00_Raw/2026-04-20/Nominal-vs-Structural-Typing.md +Topics_Art\UI_UX_Assets\Design & Experience\Non-Diegetic UI.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Non-Diegetic UI.md -> 00_Raw/2026-04-20/Non-Diegetic UI.md +Topics_Art\UI_UX_Assets\Design & Experience\Nx-Build-System.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Nx-Build-System.md -> 00_Raw/2026-04-20/Nx-Build-System.md +Topics_Art\UI_UX_Assets\Design & Experience\Object-Literal-Assignment.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Object-Literal-Assignment.md -> 00_Raw/2026-04-20/Object-Literal-Assignment.md +Topics_Art\UI_UX_Assets\Design & Experience\Object-Oriented-Interface-Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Object-Oriented-Interface-Design.md -> 00_Raw/2026-04-20/Object-Oriented-Interface-Design.md +Topics_Art\UI_UX_Assets\Design & Experience\Occupational-Ergonomics.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Occupational-Ergonomics.md -> 00_Raw/2026-04-20/Occupational-Ergonomics.md +Topics_Art\UI_UX_Assets\Design & Experience\OpenAPI-Specification.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\OpenAPI-Specification.md -> 00_Raw/2026-04-20/OpenAPI-Specification.md +Topics_Art\UI_UX_Assets\Design & Experience\Optimal-Experience-Research.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Optimal-Experience-Research.md -> 00_Raw/2026-04-20/Optimal-Experience-Research.md +Topics_Art\UI_UX_Assets\Design & Experience\Organizational Learning 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Experience +Topics_Art\UI_UX_Assets\Design & Experience\React Performance Optimization.md -> 상태 관리 최적화 (Zustand, Jotai, Valtio) +Topics_Art\UI_UX_Assets\Design & Experience\React Performance Optimization.md -> Code Splitting & Lazy Loading +Topics_Art\UI_UX_Assets\Design & Experience\React Performance Optimization.md -> 대규모 E-commerce 및 대시보드 애플리케이션 구축 +Topics_Art\UI_UX_Assets\Design & Experience\React Performance Optimization.md -> Next.js 기반 App Router 마이그레이션 +Topics_Art\UI_UX_Assets\Design & Experience\React Performance Optimization.md -> 00_Raw/2026-04-20/React Performance Optimization.md +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 (React State Management).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 (React State Management).md -> Immutability +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 (React State Management).md -> State Machine Pattern +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 (React State Management).md -> Redux-style Reducers +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 (React State Management).md -> 00_Raw/2026-04-20/React 상태 관리 (React State Management).md +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 및 API 응답 처리.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 및 API 응답 처리.md -> State Machine Pattern +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 및 API 응답 처리.md -> TypeScript +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 및 API 응답 처리.md -> 비동기 작업 패턴(Async Operations Pattern) +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 및 API 응답 처리.md -> Redux 스타일 리듀서(Redux-style reducers) +Topics_Art\UI_UX_Assets\Design & Experience\React 상태 관리 및 API 응답 처리.md -> 00_Raw/2026-04-20/React 상태 관리 및 API 응답 처리.md +Topics_Art\UI_UX_Assets\Design & Experience\React 컴포넌트 Props 검증.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\React 컴포넌트 Props 검증.md -> Exclusive Props +Topics_Art\UI_UX_Assets\Design & Experience\React 컴포넌트 Props 검증.md -> Zod 런타임 검증 +Topics_Art\UI_UX_Assets\Design & Experience\React 컴포넌트 Props 검증.md -> React 상태 및 Props 관리 +Topics_Art\UI_UX_Assets\Design & Experience\React 컴포넌트 Props 검증.md -> 외부 API 데이터 연동 컴포넌트 +Topics_Art\UI_UX_Assets\Design & Experience\React 컴포넌트 Props 검증.md -> 00_Raw/2026-04-20/React 컴포넌트 Props 검증.md +Topics_Art\UI_UX_Assets\Design & Experience\Redstone Engineering.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Redstone Engineering.md -> 00_Raw/2026-04-20/Redstone Engineering.md +Topics_Art\UI_UX_Assets\Design & Experience\Redux 등 상태 관리 (State Management).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Redux 등 상태 관리 (State Management).md -> 식별 가능한 유니온 (Discriminated Unions) +Topics_Art\UI_UX_Assets\Design & Experience\Redux 등 상태 관리 (State Management).md -> Readonly 타입 +Topics_Art\UI_UX_Assets\Design & Experience\Redux 등 상태 관리 (State Management).md -> TypeScript 기반 React 애플리케이션의 Redux 스타일 리듀서 구현 +Topics_Art\UI_UX_Assets\Design & Experience\Redux 등 상태 관리 (State Management).md -> 00_Raw/2026-04-20/Redux 등 상태 관리 (State Management).md +Topics_Art\UI_UX_Assets\Design & Experience\Redux 스타일 리듀서 및 액션 관리.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Redux 스타일 리듀서 및 액션 관리.md -> Type Narrowing +Topics_Art\UI_UX_Assets\Design & Experience\Redux 스타일 리듀서 및 액션 관리.md -> 상태 관리 및 프레임워크의 액션 처리 +Topics_Art\UI_UX_Assets\Design & Experience\Redux 스타일 리듀서 및 액션 관리.md -> 00_Raw/2026-04-20/Redux 스타일 리듀서 및 액션 관리.md +Topics_Art\UI_UX_Assets\Design & Experience\Redux-Reducers.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Redux-Reducers.md -> 00_Raw/2026-04-20/Redux-Reducers.md +Topics_Art\UI_UX_Assets\Design & Experience\Redux-Toolkit-Architecture.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Redux-Toolkit-Architecture.md -> 00_Raw/2026-04-20/Redux-Toolkit-Architecture.md +Topics_Art\UI_UX_Assets\Design & Experience\Reinforcement Learning Reward Shaping.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Reinforcement Learning Reward Shaping.md -> 00_Raw/2026-04-20/Reinforcement Learning Reward Shaping.md +Topics_Art\UI_UX_Assets\Design & Experience\Roguelike Subgenre.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Roguelike Subgenre.md -> 00_Raw/2026-04-20/Roguelike Subgenre.md +Topics_Art\UI_UX_Assets\Design & Experience\SeL4-Microkernel.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\SeL4-Microkernel.md -> 00_Raw/2026-04-20/SeL4-Microkernel.md +Topics_Art\UI_UX_Assets\Design & Experience\Self-Determination Theory.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Self-Determination Theory.md -> 00_Raw/2026-04-20/Self-Determination Theory.md +Topics_Art\UI_UX_Assets\Design & Experience\Self-Determination-Theory.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Self-Determination-Theory.md -> 00_Raw/2026-04-20/Self-Determination-Theory.md +Topics_Art\UI_UX_Assets\Design & Experience\Service-Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Service-Design.md -> 00_Raw/2026-04-20/Service-Design.md +Topics_Art\UI_UX_Assets\Design & Experience\SimCity-Series.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\SimCity-Series.md -> 00_Raw/2026-04-20/SimCity-Series.md +Topics_Art\UI_UX_Assets\Design & Experience\Single-Responsibility-Principle.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Single-Responsibility-Principle.md -> 00_Raw/2026-04-20/Single-Responsibility-Principle.md +Topics_Art\UI_UX_Assets\Design & Experience\Single-Source-of-Truth-Principle.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Single-Source-of-Truth-Principle.md -> 00_Raw/2026-04-20/Single-Source-of-Truth-Principle.md +Topics_Art\UI_UX_Assets\Design & Experience\Smithsonian-Digital-Repository.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Smithsonian-Digital-Repository.md -> 00_Raw/2026-04-20/Smithsonian-Digital-Repository.md +Topics_Art\UI_UX_Assets\Design & Experience\Snyk Open Source.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Snyk Open Source.md -> SCA (Software Composition Analysis) +Topics_Art\UI_UX_Assets\Design & Experience\Snyk Open Source.md -> Snyk Code +Topics_Art\UI_UX_Assets\Design & Experience\Snyk Open Source.md -> 서드파티 종속성 (Third-party dependencies) +Topics_Art\UI_UX_Assets\Design & Experience\Snyk Open Source.md -> CVE (Common Vulnerabilities and Exposures) 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(webpack-bundle-analyzer) +Topics_Art\UI_UX_Assets\Design & Experience\Tree Shaking (번들 크기 최적화).md -> First Contentful Paint (FCP) 개선 +Topics_Art\UI_UX_Assets\Design & Experience\Tree Shaking (번들 크기 최적화).md -> 대규모 React 프론트엔드 최적화 +Topics_Art\UI_UX_Assets\Design & Experience\Tree Shaking (번들 크기 최적화).md -> 모바일 웹 성능 향상 프로젝트 +Topics_Art\UI_UX_Assets\Design & Experience\Tree Shaking (번들 크기 최적화).md -> 00_Raw/2026-04-20/Tree Shaking (번들 크기 최적화).md +Topics_Art\UI_UX_Assets\Design & Experience\Turborepo-Orchestration.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Turborepo-Orchestration.md -> 00_Raw/2026-04-20/Turborepo-Orchestration.md +Topics_Art\UI_UX_Assets\Design & Experience\Type Alias.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Type Alias.md -> Interface +Topics_Art\UI_UX_Assets\Design & Experience\Type Alias.md -> Intersection Types +Topics_Art\UI_UX_Assets\Design & Experience\Type Alias.md -> TypeScript Type System 설계 +Topics_Art\UI_UX_Assets\Design & Experience\Type Alias.md -> 대규모 애플리케이션의 도메인 모델링 +Topics_Art\UI_UX_Assets\Design & Experience\Type Alias.md -> 00_Raw/2026-04-20/Type Alias.md +Topics_Art\UI_UX_Assets\Design & Experience\Type Branding.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Type Branding.md -> 00_Raw/2026-04-20/Type Branding.md +Topics_Art\UI_UX_Assets\Design & Experience\Type Declaration.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Type Declaration.md -> Interface +Topics_Art\UI_UX_Assets\Design & Experience\Type Declaration.md -> Type Assertion +Topics_Art\UI_UX_Assets\Design & Experience\Type Declaration.md -> Type Inference +Topics_Art\UI_UX_Assets\Design & Experience\Type Declaration.md -> TypeScript Type System +Topics_Art\UI_UX_Assets\Design & Experience\Type Declaration.md -> TypeScript Best Practices +Topics_Art\UI_UX_Assets\Design & Experience\Type Declaration.md -> 00_Raw/2026-04-20/Type Declaration.md +Topics_Art\UI_UX_Assets\Design & Experience\Type-Aware-Linting.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Type-Aware-Linting.md -> 00_Raw/2026-04-20/Type-Aware-Linting.md +Topics_Art\UI_UX_Assets\Design & Experience\Type-Compatibility-and-Subtyping.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Type-Compatibility-and-Subtyping.md -> 00_Raw/2026-04-20/Type-Compatibility-and-Subtyping.md +Topics_Art\UI_UX_Assets\Design & Experience\Type-Compatibility-Rules.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Type-Compatibility-Rules.md -> 00_Raw/2026-04-20/Type-Compatibility-Rules.md +Topics_Art\UI_UX_Assets\Design & Experience\Type-Compatibility.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Type-Compatibility.md -> 00_Raw/2026-04-20/Type-Compatibility.md 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Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Type-Variance-in-TypeScript.md -> 00_Raw/2026-04-20/Type-Variance-in-TypeScript.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript Compiler API.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript Compiler API.md -> 00_Raw/2026-04-20/TypeScript Compiler API.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript Type System (Interface Design).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript Type System (Interface Design).md -> 00_Raw/2026-04-20/TypeScript Type System (Interface Design).md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 라이브러리 타입 확장.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 라이브러리 타입 확장.md -> Interface +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 라이브러리 타입 확장.md -> 선언 파일(.d.ts) +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 라이브러리 타입 확장.md -> 00_Raw/2026-04-20/TypeScript 라이브러리 타입 확장.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 인터페이스 및 시스템 보호 아키텍처 설계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 인터페이스 및 시스템 보호 아키텍처 설계.md -> 구조적 타이핑 (Structural Typing) +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 인터페이스 및 시스템 보호 아키텍처 설계.md -> 식별 가능한 유니온 (Discriminated Unions) +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 인터페이스 및 시스템 보호 아키텍처 설계.md -> 00_Raw/2026-04-20/TypeScript 인터페이스 및 시스템 보호 아키텍처 설계.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 컴파일러 캐싱 최적화.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 컴파일러 캐싱 최적화.md -> 인터페이스 확장(Interface Extends) +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 컴파일러 캐싱 최적화.md -> 교집합 타입(Intersection Types) +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 컴파일러 캐싱 최적화.md -> TypeScript Performance Guide +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript 컴파일러 캐싱 최적화.md -> 00_Raw/2026-04-20/TypeScript 컴파일러 캐싱 최적화.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript-Compiler-API-Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript-Compiler-API-Design.md -> 00_Raw/2026-04-20/TypeScript-Compiler-API-Design.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript-Compiler-API.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript-Compiler-API.md -> 00_Raw/2026-04-20/TypeScript-Compiler-API.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript-Compiler-Architecture.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript-Compiler-Architecture.md -> 00_Raw/2026-04-20/TypeScript-Compiler-Architecture.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript-Language-Service-API.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript-Language-Service-API.md -> 00_Raw/2026-04-20/TypeScript-Language-Service-API.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript-Project-References.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript-Project-References.md -> 00_Raw/2026-04-20/TypeScript-Project-References.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 안전한 인터페이스 설계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 안전한 인터페이스 설계.md -> 브랜디드 타입 +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 안전한 인터페이스 설계.md -> 대규모 애플리케이션 개발 +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 안전한 인터페이스 설계.md -> 프론트엔드 아키텍처 및 SDK 설계 +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 안전한 인터페이스 설계.md -> 00_Raw/2026-04-20/TypeScript의 안전한 인터페이스 설계.md +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 인터페이스 및 객체 타입 설계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 인터페이스 및 객체 타입 설계.md -> 구조적 타이핑 (Structural Typing) +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 인터페이스 및 객체 타입 설계.md -> 선언 병합 (Declaration Merging) +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 인터페이스 및 객체 타입 설계.md -> 대규모 TypeScript 애플리케이션 아키텍처 구축 +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 인터페이스 및 객체 타입 설계.md -> SOLID 원칙 기반의 타입 시스템 설계 +Topics_Art\UI_UX_Assets\Design & Experience\TypeScript의 인터페이스 및 객체 타입 설계.md -> 00_Raw/2026-04-20/TypeScript의 인터페이스 및 객체 타입 설계.md +Topics_Art\UI_UX_Assets\Design & Experience\Unified-User-Experience.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Unified-User-Experience.md -> 00_Raw/2026-04-20/Unified-User-Experience.md +Topics_Art\UI_UX_Assets\Design & Experience\Union-Types.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Union-Types.md -> 00_Raw/2026-04-20/Union-Types.md +Topics_Art\UI_UX_Assets\Design & Experience\Urban-Morphology.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Urban-Morphology.md -> 00_Raw/2026-04-20/Urban-Morphology.md +Topics_Art\UI_UX_Assets\Design & Experience\Urban-Planning-Simulations.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Urban-Planning-Simulations.md -> 00_Raw/2026-04-20/Urban-Planning-Simulations.md +Topics_Art\UI_UX_Assets\Design & Experience\User Experience (UX) Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\User Experience (UX) Design.md -> 00_Raw/2026-04-20/User Experience (UX) Design.md +Topics_Art\UI_UX_Assets\Design & Experience\User Experience (UX) in Game Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\User Experience (UX) in Game Design.md -> 00_Raw/2026-04-20/User Experience (UX) in Game Design.md +Topics_Art\UI_UX_Assets\Design & Experience\User-Experience-Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\User-Experience-Design.md -> 00_Raw/2026-04-20/User-Experience-Design.md +Topics_Art\UI_UX_Assets\Design & Experience\UX-Gamification.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\UX-Gamification.md -> UX - Gamification +Topics_Art\UI_UX_Assets\Design & Experience\UX-Gamification.md -> 00_Raw/UX_Gamification.md +Topics_Art\UI_UX_Assets\Design & Experience\UX_UI in Interactive Media.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\UX_UI in Interactive Media.md -> 00_Raw/2026-04-20/UX_UI in Interactive Media.md +Topics_Art\UI_UX_Assets\Design & Experience\Variance (Covariance Contravariance Invariance).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Variance (Covariance Contravariance Invariance).md -> 00_Raw/2026-04-20/Variance (Covariance, Contravariance, Invariance).md +Topics_Art\UI_UX_Assets\Design & Experience\Variance-(Covariance-Contravariance-Invariance).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Variance-(Covariance-Contravariance-Invariance).md -> 00_Raw/2026-04-20/Variance-(Covariance-Contravariance-Invariance).md +Topics_Art\UI_UX_Assets\Design & Experience\Variance-Covariance-Contravariance.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Variance-Covariance-Contravariance.md -> 00_Raw/2026-04-20/Variance-Covariance-Contravariance.md +Topics_Art\UI_UX_Assets\Design & Experience\Video Game Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Video Game Design.md -> 00_Raw/2026-04-20/Video Game Design.md +Topics_Art\UI_UX_Assets\Design & Experience\Visual-Hierarchy-in-Game-Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Visual-Hierarchy-in-Game-Design.md -> 00_Raw/2026-04-20/Visual-Hierarchy-in-Game-Design.md +Topics_Art\UI_UX_Assets\Design & Experience\Von Neumann-Morgenstern Axioms.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Von Neumann-Morgenstern Axioms.md -> 00_Raw/2026-04-20/Von Neumann-Morgenstern Axioms.md +Topics_Art\UI_UX_Assets\Design & Experience\W3C-Semantic-Web-Standards.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\W3C-Semantic-Web-Standards.md -> 00_Raw/2026-04-20/W3C-Semantic-Web-Standards.md +Topics_Art\UI_UX_Assets\Design & Experience\Wayfinding-Design.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Wayfinding-Design.md -> 00_Raw/2026-04-20/Wayfinding-Design.md +Topics_Art\UI_UX_Assets\Design & Experience\Wicked-Problems.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Wicked-Problems.md -> 00_Raw/2026-04-20/Wicked-Problems.md +Topics_Art\UI_UX_Assets\Design & Experience\Width-and-Depth-Subtyping.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Width-and-Depth-Subtyping.md -> 00_Raw/2026-04-20/Width-and-Depth-Subtyping.md +Topics_Art\UI_UX_Assets\Design & Experience\Zod-Runtime-Validation.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Zod-Runtime-Validation.md -> 00_Raw/2026-04-20/Zod-Runtime-Validation.md +Topics_Art\UI_UX_Assets\Design & Experience\Zod-Schema-Validation.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\Zod-Schema-Validation.md -> 00_Raw/2026-04-20/Zod-Schema-Validation.md +Topics_Art\UI_UX_Assets\Design & Experience\가상 DOM (Virtual DOM).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\가상 DOM (Virtual DOM).md -> 00_Raw/2026-04-20/가상 DOM (Virtual DOM).md +Topics_Art\UI_UX_Assets\Design & Experience\계층형 아키텍처 (Layered Architecture).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\계층형 아키텍처 (Layered Architecture).md -> N-Tier 아키텍처 (N-Tier Architecture) +Topics_Art\UI_UX_Assets\Design & Experience\계층형 아키텍처 (Layered Architecture).md -> 엔터프라이즈 애플리케이션 +Topics_Art\UI_UX_Assets\Design & Experience\계층형 아키텍처 (Layered Architecture).md -> 웹 애플리케이션 3계층 시스템 (3-Tier Systems) +Topics_Art\UI_UX_Assets\Design & Experience\계층형 아키텍처 (Layered Architecture).md -> 00_Raw/2026-04-20/계층형 아키텍처 (Layered Architecture).md +Topics_Art\UI_UX_Assets\Design & Experience\고성능 실시간 상호작용 시스템을 위한 React 기반 게임 엔진 아키텍처.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\고성능 실시간 상호작용 시스템을 위한 React 기반 게임 엔진 아키텍처.md -> 00_Raw/2026-04-20/고성능 실시간 상호작용 시스템을 위한 React 기반 게임 엔진 아키텍처.md +Topics_Art\UI_UX_Assets\Design & Experience\교육 심리학에서의 보상 설계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\교육 심리학에서의 보상 설계.md -> 00_Raw/2026-04-20/교육 심리학에서의 보상 설계.md +Topics_Art\UI_UX_Assets\Design & Experience\교육학의 모델링 전략.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\교육학의 모델링 전략.md -> 00_Raw/2026-04-20/교육학의 모델링 전략.md +Topics_Art\UI_UX_Assets\Design & Experience\뇌과학 기반 중독 재활 프로그램.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\뇌과학 기반 중독 재활 프로그램.md -> 00_Raw/2026-04-20/뇌과학 기반 중독 재활 프로그램.md +Topics_Art\UI_UX_Assets\Design & Experience\대규모 프론트엔드 웹 프로젝트 폴더 구조화.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\대규모 프론트엔드 웹 프로젝트 폴더 구조화.md -> 항해 DEV LAB 미니 학술회 +Topics_Art\UI_UX_Assets\Design & Experience\대규모 프론트엔드 웹 프로젝트 폴더 구조화.md -> 스포티파이 (Spotify) +Topics_Art\UI_UX_Assets\Design & Experience\대규모 프론트엔드 웹 프로젝트 폴더 구조화.md -> 00_Raw/2026-04-20/대규모 프론트엔드 웹 프로젝트 폴더 구조화.md +Topics_Art\UI_UX_Assets\Design & Experience\데이터 지향 설계 (Data-Oriented Design).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\데이터 지향 설계 (Data-Oriented Design).md -> 00_Raw/2026-04-20/데이터 지향 설계 (Data-Oriented Design).md +Topics_Art\UI_UX_Assets\Design & Experience\도메인 주도 설계 (DDD).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\도메인 주도 설계 (DDD).md -> 복잡한 비즈니스 도메인 (금융, 헬스케어, 이커머스 등) +Topics_Art\UI_UX_Assets\Design & Experience\도메인 주도 설계 (DDD).md -> 00_Raw/2026-04-20/도메인 주도 설계 (DDD).md +Topics_Art\UI_UX_Assets\Design & Experience\도메인 주도 설계(DDD).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\도메인 주도 설계(DDD).md -> 보편적 언어(Ubiquitous Language) +Topics_Art\UI_UX_Assets\Design & Experience\도메인 주도 설계(DDD).md -> 제한된 문맥(Bounded Contexts) +Topics_Art\UI_UX_Assets\Design & Experience\도메인 주도 설계(DDD).md -> 마이크로서비스 아키텍처(MSA) +Topics_Art\UI_UX_Assets\Design & Experience\도메인 주도 설계(DDD).md -> 이벤트 스토밍(Event Storming) +Topics_Art\UI_UX_Assets\Design & Experience\도메인 주도 설계(DDD).md -> 복잡한 비즈니스 도메인(금융, 의료, 이커머스 등) +Topics_Art\UI_UX_Assets\Design & Experience\도메인 주도 설계(DDD).md -> 00_Raw/2026-04-20/도메인 주도 설계(DDD).md +Topics_Art\UI_UX_Assets\Design & Experience\도파민 보상 체계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\도파민 보상 체계.md -> 00_Raw/2026-04-20/도파민 보상 체계.md +Topics_Art\UI_UX_Assets\Design & Experience\라이브러리 타입 선언 (dts) 확장.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\라이브러리 타입 선언 (dts) 확장.md -> 인터페이스(Interface) +Topics_Art\UI_UX_Assets\Design & Experience\라이브러리 타입 선언 (dts) 확장.md -> 타입 별칭(Type Alias) +Topics_Art\UI_UX_Assets\Design & Experience\라이브러리 타입 선언 (dts) 확장.md -> TypeScript 라이브러리 생태계 및 DefinitelyTyped +Topics_Art\UI_UX_Assets\Design & Experience\라이브러리 타입 선언 (dts) 확장.md -> 00_Raw/2026-04-20/라이브러리 타입 선언 (d.ts) 확장.md +Topics_Art\UI_UX_Assets\Design & Experience\마이크로 프론트엔드 (Micro Frontends).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\마이크로 프론트엔드 (Micro Frontends).md -> 웹 컴포넌트 (Web Components) +Topics_Art\UI_UX_Assets\Design & Experience\마이크로 프론트엔드 (Micro Frontends).md -> 모듈 페더레이션 (Module federation) +Topics_Art\UI_UX_Assets\Design & Experience\마이크로 프론트엔드 (Micro Frontends).md -> Spotify의 마이크로 프론트엔드 도입 (스쿼드 모델) +Topics_Art\UI_UX_Assets\Design & Experience\마이크로 프론트엔드 (Micro Frontends).md -> Netflix의 레거시 현대화 및 대시보드 +Topics_Art\UI_UX_Assets\Design & Experience\마이크로 프론트엔드 (Micro Frontends).md -> Zalando의 이커머스 모듈 분리 +Topics_Art\UI_UX_Assets\Design & Experience\마이크로 프론트엔드 (Micro Frontends).md -> IKEA와 Amazon의 독립적 UX 커스터마이징 +Topics_Art\UI_UX_Assets\Design & Experience\마이크로 프론트엔드 (Micro Frontends).md -> 00_Raw/2026-04-20/마이크로 프론트엔드 (Micro Frontends).md +Topics_Art\UI_UX_Assets\Design & Experience\맞춤형 개별화 학습 설계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\맞춤형 개별화 학습 설계.md -> 00_Raw/2026-04-20/맞춤형 개별화 학습 설계.md +Topics_Art\UI_UX_Assets\Design & Experience\모바일 앱 및 웹 인터페이스 설계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\모바일 앱 및 웹 인터페이스 설계.md -> 00_Raw/2026-04-20/모바일 앱 및 웹 인터페이스 설계.md +Topics_Art\UI_UX_Assets\Design & Experience\몰입감 (Presence).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\몰입감 (Presence).md -> Cognitive Load +Topics_Art\UI_UX_Assets\Design & Experience\몰입감 (Presence).md -> Immersion +Topics_Art\UI_UX_Assets\Design & Experience\몰입감 (Presence).md -> Virtual Reality (VR) +Topics_Art\UI_UX_Assets\Design & Experience\몰입감 (Presence).md -> Mixed Reality (MR) Tasks +Topics_Art\UI_UX_Assets\Design & Experience\몰입감 (Presence).md -> VR Exergaming +Topics_Art\UI_UX_Assets\Design & Experience\몰입감 (Presence).md -> 00_Raw/2026-04-20/몰입감 (Presence).md +Topics_Art\UI_UX_Assets\Design & Experience\바운디드 컨텍스트 (Bounded Context).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\바운디드 컨텍스트 (Bounded Context).md -> 도메인 주도 설계 (Domain-Driven Design, DDD) +Topics_Art\UI_UX_Assets\Design & Experience\바운디드 컨텍스트 (Bounded Context).md -> 관심사의 분리 (Separation of Concerns, SoC) +Topics_Art\UI_UX_Assets\Design & Experience\바운디드 컨텍스트 (Bounded Context).md -> 00_Raw/2026-04-20/바운디드 컨텍스트 (Bounded Context).md +Topics_Art\UI_UX_Assets\Design & Experience\반응형 윈도우 리사이즈(Resize) 이벤트 처리.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\반응형 윈도우 리사이즈(Resize) 이벤트 처리.md -> Throttling & Debouncing +Topics_Art\UI_UX_Assets\Design & Experience\반응형 윈도우 리사이즈(Resize) 이벤트 처리.md -> Memory Leak Prevention (메모리 누수 방지) +Topics_Art\UI_UX_Assets\Design & Experience\반응형 윈도우 리사이즈(Resize) 이벤트 처리.md -> 반응형 3D 캔버스(Three.js/R3F) 크기 최적화 +Topics_Art\UI_UX_Assets\Design & Experience\반응형 윈도우 리사이즈(Resize) 이벤트 처리.md -> 00_Raw/2026-04-20/반응형 윈도우 리사이즈(Resize) 이벤트 처리.md +Topics_Art\UI_UX_Assets\Design & Experience\비동기 데이터 패칭 (Async Operations Pattern).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\비동기 데이터 패칭 (Async Operations Pattern).md -> 식별 가능한 유니온 (Discriminated Unions) +Topics_Art\UI_UX_Assets\Design & Experience\비동기 데이터 패칭 (Async Operations Pattern).md -> 상태 머신 (State Machine Pattern) +Topics_Art\UI_UX_Assets\Design & Experience\비동기 데이터 패칭 (Async Operations Pattern).md -> 런타임 유효성 검사 (Runtime Validation) +Topics_Art\UI_UX_Assets\Design & Experience\비동기 데이터 패칭 (Async Operations Pattern).md -> API 응답 처리 (API Response Handling) +Topics_Art\UI_UX_Assets\Design & Experience\비동기 데이터 패칭 (Async Operations Pattern).md -> 비동기 UI 상태 관리 (Async UI State) +Topics_Art\UI_UX_Assets\Design & Experience\비동기 데이터 패칭 (Async Operations Pattern).md -> 00_Raw/2026-04-20/비동기 데이터 패칭 (Async Operations Pattern).md +Topics_Art\UI_UX_Assets\Design & Experience\사용성 공학 (Usability Engineering).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\사용성 공학 (Usability Engineering).md -> 00_Raw/2026-04-20/사용성 공학 (Usability Engineering).md +Topics_Art\UI_UX_Assets\Design & Experience\사용자 경험 (UX) 디자인.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\사용자 경험 (UX) 디자인.md -> 00_Raw/2026-04-20/사용자 경험 (UX) 디자인.md +Topics_Art\UI_UX_Assets\Design & Experience\사용자 경험 (UX).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\사용자 경험 (UX).md -> 00_Raw/2026-04-20/사용자 경험 (UX).md +Topics_Art\UI_UX_Assets\Design & Experience\사용자 경험 디자인 (UX Design).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\사용자 경험 디자인 (UX Design).md -> 00_Raw/2026-04-20/사용자 경험 디자인 (UX Design).md +Topics_Art\UI_UX_Assets\Design & Experience\사회 인지 이론(Social Cognitive Theory).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\사회 인지 이론(Social Cognitive Theory).md -> 00_Raw/2026-04-20/사회 인지 이론(Social Cognitive Theory).md +Topics_Art\UI_UX_Assets\Design & Experience\상태 관리 최적화 (Zustand Valtio).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\상태 관리 최적화 (Zustand Valtio).md -> 00_Raw/2026-04-20/상태 관리 최적화 (Zustand, Valtio).md +Topics_Art\UI_UX_Assets\Design & Experience\상태 관리(State Management).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\상태 관리(State Management).md -> 식별 가능한 유니온(Discriminated Unions) +Topics_Art\UI_UX_Assets\Design & Experience\상태 관리(State Management).md -> 상태 기계(State Machine) +Topics_Art\UI_UX_Assets\Design & Experience\상태 관리(State Management).md -> 리듀서(Reducer) +Topics_Art\UI_UX_Assets\Design & Experience\상태 관리(State Management).md -> React 프론트엔드 개발 +Topics_Art\UI_UX_Assets\Design & Experience\상태 관리(State Management).md -> Redux 아키텍처 +Topics_Art\UI_UX_Assets\Design & Experience\상태 관리(State Management).md -> 00_Raw/2026-04-20/상태 관리(State Management).md +Topics_Art\UI_UX_Assets\Design & Experience\상태 머신 (State Machine) 모델링 및 Redux 액션_리듀서 설계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\상태 머신 (State Machine) 모델링 및 Redux 액션_리듀서 설계.md -> 식별 가능한 유니온 (Discriminated Unions) +Topics_Art\UI_UX_Assets\Design & Experience\상태 머신 (State Machine) 모델링 및 Redux 액션_리듀서 설계.md -> 00_Raw/2026-04-20/상태 머신 (State Machine) 모델링 및 Redux 액션_리듀서 설계.md +Topics_Art\UI_UX_Assets\Design & Experience\상태 모델링 (State Modeling).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\상태 모델링 (State Modeling).md -> 식별 가능한 유니온 (Discriminated Unions) +Topics_Art\UI_UX_Assets\Design & Experience\상태 모델링 (State Modeling).md -> 완전성 검사 (Exhaustiveness Checking) +Topics_Art\UI_UX_Assets\Design & Experience\상태 모델링 (State Modeling).md -> 상태 머신 (State Machine) +Topics_Art\UI_UX_Assets\Design & Experience\상태 모델링 (State Modeling).md -> API 응답 처리 (API Response Handling) +Topics_Art\UI_UX_Assets\Design & Experience\상태 모델링 (State Modeling).md -> 폼 제출 워크플로우 (Form Submission Workflow) +Topics_Art\UI_UX_Assets\Design & Experience\상태 모델링 (State Modeling).md -> 00_Raw/2026-04-20/상태 모델링 (State Modeling).md +Topics_Art\UI_UX_Assets\Design & Experience\선언 병합(Declaration Merging).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\선언 병합(Declaration Merging).md -> 인터페이스(Interface) +Topics_Art\UI_UX_Assets\Design & Experience\선언 병합(Declaration Merging).md -> 타입 별칭(Type Alias) +Topics_Art\UI_UX_Assets\Design & Experience\선언 병합(Declaration Merging).md -> 라이브러리 코드 작성 +Topics_Art\UI_UX_Assets\Design & Experience\선언 병합(Declaration Merging).md -> TypeScript 타입 시스템 +Topics_Art\UI_UX_Assets\Design & Experience\선언 병합(Declaration Merging).md -> 00_Raw/2026-04-20/선언 병합(Declaration Merging).md +Topics_Art\UI_UX_Assets\Design & Experience\소프트웨어 시스템 설계 및 아키텍처 구축.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\소프트웨어 시스템 설계 및 아키텍처 구축.md -> Separation of Concerns (SoC) +Topics_Art\UI_UX_Assets\Design & Experience\소프트웨어 시스템 설계 및 아키텍처 구축.md -> Clean Architecture +Topics_Art\UI_UX_Assets\Design & Experience\소프트웨어 시스템 설계 및 아키텍처 구축.md -> Microservices Architecture +Topics_Art\UI_UX_Assets\Design & Experience\소프트웨어 시스템 설계 및 아키텍처 구축.md -> SOLID Principles +Topics_Art\UI_UX_Assets\Design & Experience\소프트웨어 시스템 설계 및 아키텍처 구축.md -> Netflix Microservices & Cosmos Platform +Topics_Art\UI_UX_Assets\Design & Experience\소프트웨어 시스템 설계 및 아키텍처 구축.md -> 00_Raw/2026-04-20/소프트웨어 시스템 설계 및 아키텍처 구축.md +Topics_Art\UI_UX_Assets\Design & Experience\실시간 데이터 대시보드 레이아웃 조절 시스템.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\실시간 데이터 대시보드 레이아웃 조절 시스템.md -> Throttling & Debouncing +Topics_Art\UI_UX_Assets\Design & Experience\실시간 데이터 대시보드 레이아웃 조절 시스템.md -> 상태 관리 최적화 (Zustand, Jotai, Valtio) +Topics_Art\UI_UX_Assets\Design & Experience\실시간 데이터 대시보드 레이아웃 조절 시스템.md -> Virtualization (리스트 가상화) +Topics_Art\UI_UX_Assets\Design & Experience\실시간 데이터 대시보드 레이아웃 조절 시스템.md -> 대용량 데이터 분석 플랫폼 및 모니터링 시스템 +Topics_Art\UI_UX_Assets\Design & Experience\실시간 데이터 대시보드 레이아웃 조절 시스템.md -> 고성능 금융/주식 실시간 거래 대시보드 +Topics_Art\UI_UX_Assets\Design & Experience\실시간 데이터 대시보드 레이아웃 조절 시스템.md -> 00_Raw/2026-04-20/실시간 데이터 대시보드 레이아웃 조절 시스템.md +Topics_Art\UI_UX_Assets\Design & Experience\아보(Bobo) 인형 실험.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\아보(Bobo) 인형 실험.md -> 00_Raw/2026-04-20/아보(Bobo) 인형 실험.md +Topics_Art\UI_UX_Assets\Design & Experience\엔티티 (Entities).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\엔티티 (Entities).md -> 도메인 주도 설계 (Domain-Driven Design) +Topics_Art\UI_UX_Assets\Design & Experience\엔티티 (Entities).md -> 값 객체 (Value Objects) +Topics_Art\UI_UX_Assets\Design & Experience\엔티티 (Entities).md -> 엔터프라이즈급 소프트웨어 아키텍처 설계 +Topics_Art\UI_UX_Assets\Design & Experience\엔티티 (Entities).md -> VIPER 아키텍처 기반 iOS 애플리케이션 개발 +Topics_Art\UI_UX_Assets\Design & Experience\엔티티 (Entities).md -> 00_Raw/2026-04-20/엔티티 (Entities).md +Topics_Art\UI_UX_Assets\Design & Experience\응용 행동 분석(ABA)] [행동 경제학] [교육 심리학의 행동주의 모델.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\의존성 규칙 (Dependency Rule).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\의존성 규칙 (Dependency Rule).md -> 의존성 역전 원칙 (Dependency Inversion Principle, DIP) +Topics_Art\UI_UX_Assets\Design & Experience\의존성 규칙 (Dependency Rule).md -> 00_Raw/2026-04-20/의존성 규칙 (Dependency Rule).md +Topics_Art\UI_UX_Assets\Design & Experience\인간 요인 공학 (Human Factors Engineering).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\인간 요인 공학 (Human Factors Engineering).md -> 00_Raw/2026-04-20/인간 요인 공학 (Human Factors Engineering).md +Topics_Art\UI_UX_Assets\Design & Experience\인지 부조화 이론.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\인지 부조화 이론.md -> 00_Raw/2026-04-20/인지 부조화 이론.md +Topics_Art\UI_UX_Assets\Design & Experience\인지 부하 이론(Cognitive Load Theory).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\인지 부하 이론(Cognitive Load Theory).md -> 00_Raw/2026-04-20/인지 부하 이론(Cognitive Load Theory).md +Topics_Art\UI_UX_Assets\Design & Experience\인지 심리학 (Cognitive Psychology).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\인지 심리학 (Cognitive Psychology).md -> 00_Raw/2026-04-20/인지 심리학 (Cognitive Psychology).md +Topics_Art\UI_UX_Assets\Design & Experience\인지 평가 이론 (Cognitive Evaluation Theory).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\인지 평가 이론 (Cognitive Evaluation Theory).md -> 00_Raw/2026-04-20/인지 평가 이론 (Cognitive Evaluation Theory).md +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 (Interface).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 (Interface).md -> 구조적 타이핑 (Structural Typing) +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 (Interface).md -> 선언 병합 (Declaration Merging) +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 (Interface).md -> 객체 타입 (Object Types) +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 (Interface).md -> 라이브러리 타입 선언 (d.ts) 확장 +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 (Interface).md -> 00_Raw/2026-04-20/인터페이스 (Interface).md +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 분리 원칙 (Interface Segregation Principle).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 분리 원칙 (Interface Segregation Principle).md -> SOLID Principles +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 분리 원칙 (Interface Segregation Principle).md -> Separation of Concerns (SoC) +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 분리 원칙 (Interface Segregation Principle).md -> Object-Oriented Programming (OOP) +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 분리 원칙 (Interface Segregation Principle).md -> Clean Architecture +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 분리 원칙 (Interface Segregation Principle).md -> Software System Design +Topics_Art\UI_UX_Assets\Design & Experience\인터페이스 분리 원칙 (Interface Segregation Principle).md -> 00_Raw/2026-04-20/인터페이스 분리 원칙 (Interface Segregation Principle).md +Topics_Art\UI_UX_Assets\Design & Experience\자기 효능감 (Self-Efficacy).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\자기 효능감 (Self-Efficacy).md -> 00_Raw/2026-04-20/자기 효능감 (Self-Efficacy).md +Topics_Art\UI_UX_Assets\Design & Experience\자기 효능감(Self-Efficacy).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\자기 효능감(Self-Efficacy).md -> 00_Raw/2026-04-20/자기 효능감(Self-Efficacy).md +Topics_Art\UI_UX_Assets\Design & Experience\자기조절학습(Self-Regulated Learning).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\자기조절학습(Self-Regulated Learning).md -> 00_Raw/2026-04-20/자기조절학습(Self-Regulated Learning).md +Topics_Art\UI_UX_Assets\Design & Experience\재조정 (Reconciliation).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\재조정 (Reconciliation).md -> 명령형 조작 (Imperative Manipulation) +Topics_Art\UI_UX_Assets\Design & Experience\재조정 (Reconciliation).md -> 00_Raw/2026-04-20/재조정 (Reconciliation).md +Topics_Art\UI_UX_Assets\Design & Experience\조직 시민 행동 (OCB).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\조직 시민 행동 (OCB).md -> 00_Raw/2026-04-20/조직 시민 행동 (OCB).md +Topics_Art\UI_UX_Assets\Design & Experience\조직 행동론의 성과급 체계 분석.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\조직 행동론의 성과급 체계 분석.md -> 00_Raw/2026-04-20/조직 행동론의 성과급 체계 분석.md +Topics_Art\UI_UX_Assets\Design & Experience\중독 의학 및 정신 병리학.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\중독 의학 및 정신 병리학.md -> 00_Raw/2026-04-20/중독 의학 및 정신 병리학.md +Topics_Art\UI_UX_Assets\Design & Experience\중독 재활 프로그램.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\중독 재활 프로그램.md -> 00_Raw/2026-04-20/중독 재활 프로그램.md +Topics_Art\UI_UX_Assets\Design & Experience\철벽 수비대_ - TypeScript 타입 시스템 (인터페이스 설계).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\철벽 수비대_ - TypeScript 타입 시스템 (인터페이스 설계).md -> 구조적 타이핑 (Structural Typing) +Topics_Art\UI_UX_Assets\Design & Experience\철벽 수비대_ - TypeScript 타입 시스템 (인터페이스 설계).md -> 선언 병합 (Declaration Merging) +Topics_Art\UI_UX_Assets\Design & Experience\철벽 수비대_ - TypeScript 타입 시스템 (인터페이스 설계).md -> 식별 가능한 유니온 (Discriminated Unions) +Topics_Art\UI_UX_Assets\Design & Experience\철벽 수비대_ - TypeScript 타입 시스템 (인터페이스 설계).md -> 대규모 애플리케이션 개발 +Topics_Art\UI_UX_Assets\Design & Experience\철벽 수비대_ - TypeScript 타입 시스템 (인터페이스 설계).md -> 00_Raw/2026-04-20/철벽 수비대_ - TypeScript 타입 시스템 (인터페이스 설계).md +Topics_Art\UI_UX_Assets\Design & Experience\치타 사람 이미지 프롬프트.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\치타 사람 이미지 프롬프트.md -> VFX Particle Simulation +Topics_Art\UI_UX_Assets\Design & Experience\치타 사람 이미지 프롬프트.md -> Cinematic Sports Advertising +Topics_Art\UI_UX_Assets\Design & Experience\치타 사람 이미지 프롬프트.md -> Surrealism Concept Art +Topics_Art\UI_UX_Assets\Design & Experience\치타 사람 이미지 프롬프트.md -> Sportswear Brand Campaign Visuals +Topics_Art\UI_UX_Assets\Design & Experience\치타 사람 이미지 프롬프트.md -> 00_Raw/2026-04-20/치타 사람 이미지 프롬프트.md +Topics_Art\UI_UX_Assets\Design & Experience\컴포넌트 기반 웹 프레임워크 아키텍처 설계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\컴포넌트 기반 웹 프레임워크 아키텍처 설계.md -> 마이크로 프론트엔드(Micro Frontends) +Topics_Art\UI_UX_Assets\Design & Experience\컴포넌트 기반 웹 프레임워크 아키텍처 설계.md -> Feature-Sliced Design(FSD) +Topics_Art\UI_UX_Assets\Design & Experience\컴포넌트 기반 웹 프레임워크 아키텍처 설계.md -> Spotify, Netflix, Amazon의 마이크로 프론트엔드 도입 +Topics_Art\UI_UX_Assets\Design & Experience\컴포넌트 기반 웹 프레임워크 아키텍처 설계.md -> 대규모 웹 애플리케이션의 폴더 구조 진화 +Topics_Art\UI_UX_Assets\Design & Experience\컴포넌트 기반 웹 프레임워크 아키텍처 설계.md -> 00_Raw/2026-04-20/컴포넌트 기반 웹 프레임워크 아키텍처 설계.md +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처 (Clean Architecture).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처 (Clean Architecture).md -> 00_Raw/2026-04-20/클린 아키텍처 (Clean Architecture).md +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처(Clean Architecture).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처(Clean Architecture).md -> 의존성 역전 원칙(Dependency Inversion Principle) +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처(Clean Architecture).md -> SOLID 원칙(SOLID Principles) +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처(Clean Architecture).md -> 안드로이드 애플리케이션(Android Applications) +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처(Clean Architecture).md -> iOS 애플리케이션의 VIPER 패턴(VIPER Architecture) +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처(Clean Architecture).md -> ASP.NET Core 애플리케이션 +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처(Clean Architecture).md -> 넷플릭스 마이크로서비스(Netflix Microservices) +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처(Clean Architecture).md -> 00_Raw/2026-04-20/클린 아키텍처(Clean Architecture).md +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처.md -> 관심사의 분리 +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처.md -> 의존성 규칙 +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처.md -> 의존성 역전 원칙 +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처.md -> Netflix 마이크로서비스 +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처.md -> Android 애플리케이션 아키텍처 +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처.md -> VIPER 아키텍처 +Topics_Art\UI_UX_Assets\Design & Experience\클린 아키텍처.md -> 00_Raw/2026-04-20/클린 아키텍처.md +Topics_Art\UI_UX_Assets\Design & Experience\타입 가드 (Type Guards).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\타입 가드 (Type Guards).md -> Type Narrowing +Topics_Art\UI_UX_Assets\Design & Experience\타입 가드 (Type Guards).md -> Type Predicates +Topics_Art\UI_UX_Assets\Design & Experience\타입 가드 (Type Guards).md -> unknown type +Topics_Art\UI_UX_Assets\Design & Experience\타입 가드 (Type Guards).md -> 외부 API의 불확실한(unknown) 데이터 검증 로직 +Topics_Art\UI_UX_Assets\Design & Experience\타입 가드 (Type Guards).md -> 복잡한 유니온 타입 분기 처리 +Topics_Art\UI_UX_Assets\Design & Experience\타입 가드 (Type Guards).md -> 00_Raw/2026-04-20/타입 가드 (Type Guards).md +Topics_Art\UI_UX_Assets\Design & Experience\타입 별칭 (Type Alias).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\타입 별칭 (Type Alias).md -> 유니온 타입 (Union Types) +Topics_Art\UI_UX_Assets\Design & Experience\타입 별칭 (Type Alias).md -> 구조적 타이핑 (Structural Typing) +Topics_Art\UI_UX_Assets\Design & Experience\타입 별칭 (Type Alias).md -> 선언 병합 (Declaration Merging) +Topics_Art\UI_UX_Assets\Design & Experience\타입 별칭 (Type Alias).md -> 00_Raw/2026-04-20/타입 별칭 (Type Alias).md +Topics_Art\UI_UX_Assets\Design & Experience\테스트 용이성 (Testability).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\테스트 용이성 (Testability).md -> 테스트 더블 (Test Double) +Topics_Art\UI_UX_Assets\Design & Experience\테스트 용이성 (Testability).md -> AI 시스템 아키텍처 개발 +Topics_Art\UI_UX_Assets\Design & Experience\테스트 용이성 (Testability).md -> 마이크로서비스 아키텍처 구축 +Topics_Art\UI_UX_Assets\Design & Experience\테스트 용이성 (Testability).md -> 00_Raw/2026-04-20/테스트 용이성 (Testability).md +Topics_Art\UI_UX_Assets\Design & Experience\프론트엔드 컴포넌트 구조화.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\프론트엔드 컴포넌트 구조화.md -> 관심사의 분리 +Topics_Art\UI_UX_Assets\Design & Experience\프론트엔드 컴포넌트 구조화.md -> 00_Raw/2026-04-20/프론트엔드 컴포넌트 구조화.md +Topics_Art\UI_UX_Assets\Design & Experience\프론트엔드 컴포넌트 설계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\프론트엔드 컴포넌트 설계.md -> 아토믹 디자인 패턴 (Atomic Design Pattern) +Topics_Art\UI_UX_Assets\Design & Experience\프론트엔드 컴포넌트 설계.md -> 단방향 데이터 흐름 +Topics_Art\UI_UX_Assets\Design & Experience\프론트엔드 컴포넌트 설계.md -> 대규모 프론트엔드 애플리케이션 아키텍처 구축 및 리팩토링 +Topics_Art\UI_UX_Assets\Design & Experience\프론트엔드 컴포넌트 설계.md -> 00_Raw/2026-04-20/프론트엔드 컴포넌트 설계.md +Topics_Art\UI_UX_Assets\Design & Experience\플레이어 경험 디자인 (Player Experience Design).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\플레이어 경험 디자인 (Player Experience Design).md -> 00_Raw/2026-04-20/플레이어 경험 디자인 (Player Experience Design).md +Topics_Art\UI_UX_Assets\Design & Experience\행동 치료 및 인지 행동 치료 (CBT).md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\행동 치료 및 인지 행동 치료 (CBT).md -> 00_Raw/2026-04-20/행동 치료 및 인지 행동 치료 (CBT).md +Topics_Art\UI_UX_Assets\Design & Experience\현대 웹 애플리케이션 설계.md -> 10_Wiki/💡 Topics/Design & Experience +Topics_Art\UI_UX_Assets\Design & Experience\현대 웹 애플리케이션 설계.md -> 마이크로서비스 아키텍처 +Topics_Art\UI_UX_Assets\Design & Experience\현대 웹 애플리케이션 설계.md -> API 우선 아키텍처 +Topics_Art\UI_UX_Assets\Design & Experience\현대 웹 애플리케이션 설계.md -> 넷플릭스(Netflix) 마이크로서비스 도입 +Topics_Art\UI_UX_Assets\Design & Experience\현대 웹 애플리케이션 설계.md -> 스포티파이(Spotify) 스쿼드 모델 및 마이크로 프론트엔드 +Topics_Art\UI_UX_Assets\Design & Experience\현대 웹 애플리케이션 설계.md -> 00_Raw/2026-04-20/현대 웹 애플리케이션 설계.md +Topics_Art\UI_UX_Assets\Design & Web Performance\Core Web Vitals.md -> 10_Wiki/💡 Topics/Design & Web Performance +Topics_Art\UI_UX_Assets\Design & Web Performance\Core Web Vitals.md -> 00_Raw/Core_Web_Vitals.md +Topics_Art\UI_UX_Assets\Web & Performance\Analyze runtime performance.md -> 10_Wiki/💡 Topics/Web & Performance +Topics_Art\UI_UX_Assets\Web & Performance\Analyze runtime performance.md -> Frames Per Second (FPS) +Topics_Art\UI_UX_Assets\Web & Performance\Analyze runtime performance.md -> Forced Synchronous Layouts +Topics_Art\UI_UX_Assets\Web & Performance\Analyze runtime performance.md -> Long Task +Topics_Art\UI_UX_Assets\Web & Performance\Analyze runtime performance.md -> RAIL model +Topics_Art\UI_UX_Assets\Web & Performance\Analyze runtime performance.md -> 00_Raw/2026-04-20/Analyze runtime performance.md +Topics_Art\Visual_Effects\CSS 애니메이션 성능(CSS Animation Performance).md -> Reflow와 Repaint(Reflows and Repaints) +Topics_Art\Visual_Effects\CSS 애니메이션 성능(CSS Animation Performance).md -> 대규모 프론트엔드 프로젝트의 CSS 최적화(Performance Optimization in CSS Architecture) +Topics_Art\Visual_Effects\CSS 애니메이션 성능(CSS Animation Performance).md -> UX 개선을 위한 애니메이션 통합(Integrating Animation in UX) +Topics_Art\Visual_Effects\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> UX 애니메이션(UX Animation) +Topics_Art\Visual_Effects\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> will-change 속성 +Topics_Art\Visual_Effects\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> prefers-reduced-motion +Topics_Art\Visual_Effects\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> 접근성(Accessibility) +Topics_Art\Visual_Effects\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> 대규모 프론트엔드 프로젝트의 UI/UX 성능 최적화 +Topics_Art\Visual_Effects\CSS 애니메이션 최적화(Optimizing CSS Animations).md -> 디자인 시스템 기반의 인터페이스 애니메이션 적용 및 검증 과정 +Topics_Art\Visual_Effects\성능 중심의 웹 애니메이션 및 인터랙션 구현.md -> 애니메이션 (transition / keyframes) +Topics_Art\Visual_Effects\애니메이션 (transition - keyframes).md -> 애니메이션 (transition / keyframes) +Topics_Art\Visual_Effects\애니메이션 (transition - keyframes).md -> CSS 성능 최적화(Performance) +Topics_Art\Visual_Effects\애니메이션 (transition - keyframes).md -> UX/UI 마이크로 인터랙션 +Topics_Art\Visual_Effects\애니메이션 (transition - keyframes).md -> 실무에서의 CSS 유지보수 전략 +Topics_Art\Visual_Effects\애니메이션 (transition - keyframes).md -> 디자인 시스템의 모션 가이드라인(Design Tokens) +Topics_Art\Visual_Effects\Graphics\3D_Gaussian_Splatting.md -> 10_Wiki/💡 Topics/Graphics +Topics_Art\Visual_Effects\Graphics\3D_Gaussian_Splatting.md -> 10_Wiki/💡 Topics/Graphics +Topics_Art\Visual_Effects\Graphics\3D_Gaussian_Splatting.md -> NeRF +Topics_Art\Visual_Effects\Graphics\3D_Gaussian_Splatting.md -> Point-Cloud +Topics_Art\Visual_Effects\Graphics\3D_Gaussian_Splatting.md -> Radiance-Fields +Topics_Art\Visual_Effects\Graphics\3D_Gaussian_Splatting.md -> 00_Raw/2026-04-20/3D Gaussian Splatting (3DGS).md +Topics_Art\Visual_Effects\Graphics\3D_Web_HMI.md -> 10_Wiki/💡 Topics/Graphics +Topics_Art\Visual_Effects\Graphics\3D_Web_HMI.md -> 10_Wiki/💡 Topics/Graphics +Topics_Art\Visual_Effects\Graphics\3D_Web_HMI.md -> Three.js +Topics_Art\Visual_Effects\Graphics\3D_Web_HMI.md -> Digital-Twin +Topics_Art\Visual_Effects\Graphics\3D_Web_HMI.md -> 00_Raw/2026-04-20/3D Web-based HMI.md +Topics_Art\Visual_Effects\Graphics\Digital_Twin.md -> 10_Wiki/💡 Topics/Graphics +Topics_Art\Visual_Effects\Graphics\Digital_Twin.md -> 10_Wiki/💡 Topics/Graphics +Topics_Art\Visual_Effects\Graphics\Digital_Twin.md -> Predictive-Maintenance +Topics_Art\Visual_Effects\Graphics\Digital_Twin.md -> 00_Raw/2026-04-20/Digital Twin Interfaces.md +Topics_Art\Visual_Effects\Graphics\Predictive_Maintenance.md -> 10_Wiki/💡 Topics/Graphics +Topics_Art\Visual_Effects\Graphics\Predictive_Maintenance.md -> Predictive Maintenance (PdM) +Topics_Art\Visual_Effects\Graphics\Predictive_Maintenance.md -> 10_Wiki/💡 Topics/Graphics +Topics_Art\Visual_Effects\Graphics\Predictive_Maintenance.md -> 00_Raw/2026-04-20/Predictive Maintenance (PdM).md +Topics_Art\Visual_Effects\Graphics\VPS_NeRF.md -> 10_Wiki/💡 Topics/Graphics +Topics_Art\Visual_Effects\Graphics\VPS_NeRF.md -> VPS & NeRF (Visual Positioning System) +Topics_Art\Visual_Effects\Graphics\VPS_NeRF.md -> 10_Wiki/💡 Topics/Graphics +Topics_Art\Visual_Effects\Graphics\VPS_NeRF.md -> SLAM +Topics_Art\Visual_Effects\Graphics\VPS_NeRF.md -> 00_Raw/2026-04-20/Visual Positioning Systems (VPS).md +Topics_Art\Visual_Effects\Graphics & Performance\3D Gaussian Splatting (3DGS).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\3D Gaussian Splatting (3DGS).md -> WebSplatter +Topics_Art\Visual_Effects\Graphics & Performance\3D Gaussian Splatting (3DGS).md -> 00_Raw/2026-04-20/3D Gaussian Splatting (3DGS).md +Topics_Art\Visual_Effects\Graphics & Performance\Agency-Narrative Integration.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Agency-Narrative Integration.md -> 00_Raw/2026-04-20/Agency-Narrative Integration.md +Topics_Art\Visual_Effects\Graphics & Performance\Alpha Blending.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Alpha Blending.md -> Transparency Sorting +Topics_Art\Visual_Effects\Graphics & Performance\Alpha Blending.md -> 00_Raw/2026-04-20/Alpha Blending.md +Topics_Art\Visual_Effects\Graphics & Performance\ANGLE (Almost Native Graphics Layer Engine).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\ANGLE (Almost Native Graphics Layer Engine).md -> Firefox +Topics_Art\Visual_Effects\Graphics & Performance\ANGLE (Almost Native Graphics Layer Engine).md -> 00_Raw/2026-04-20/ANGLE (Almost Native Graphics Layer Engine).md +Topics_Art\Visual_Effects\Graphics & Performance\ANGLE.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\ANGLE.md -> Web Graphics Pipelines +Topics_Art\Visual_Effects\Graphics & Performance\ANGLE.md -> 00_Raw/2026-04-20/ANGLE.md +Topics_Art\Visual_Effects\Graphics & Performance\Apple-Human-Interface-Guidelines.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Apple-Human-Interface-Guidelines.md -> 00_Raw/2026-04-20/Apple-Human-Interface-Guidelines.md +Topics_Art\Visual_Effects\Graphics & Performance\Augmented Reality (AR).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Augmented Reality (AR).md -> 00_Raw/2026-04-20/Augmented Reality (AR).md +Topics_Art\Visual_Effects\Graphics & Performance\Augmented Reality Navigation Systems.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Augmented Reality Navigation Systems.md -> 00_Raw/2026-04-20/Augmented Reality Navigation Systems.md +Topics_Art\Visual_Effects\Graphics & Performance\Autonomous Vehicle Perception.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Autonomous Vehicle Perception.md -> 00_Raw/2026-04-20/Autonomous Vehicle Perception.md +Topics_Art\Visual_Effects\Graphics & Performance\Babylonjs.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Babylonjs.md -> Instanced Meshes +Topics_Art\Visual_Effects\Graphics & Performance\Babylonjs.md -> Solid Particle System (SPS) +Topics_Art\Visual_Effects\Graphics & Performance\Babylonjs.md -> 대규모 3D 환경 렌더링 최적화 프로젝트 +Topics_Art\Visual_Effects\Graphics & Performance\Babylonjs.md -> 00_Raw/2026-04-20/Babylon.js.md +Topics_Art\Visual_Effects\Graphics & Performance\BatchedMesh 및 InstancedMesh 성능 벤치마크.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\BatchedMesh 및 InstancedMesh 성능 벤치마크.md -> 드로우 콜 (Draw Call) +Topics_Art\Visual_Effects\Graphics & Performance\BatchedMesh 및 InstancedMesh 성능 벤치마크.md -> Frustum Culling (시야 절두체 컬링) +Topics_Art\Visual_Effects\Graphics & Performance\BatchedMesh 및 InstancedMesh 성능 벤치마크.md -> 오버드로우 (Overdraw) +Topics_Art\Visual_Effects\Graphics & Performance\BatchedMesh 및 InstancedMesh 성능 벤치마크.md -> Revit 및 BIM 건축 모델 렌더링 최적화 +Topics_Art\Visual_Effects\Graphics & Performance\BatchedMesh 및 InstancedMesh 성능 벤치마크.md -> WebGPU 및 Indirect Draw +Topics_Art\Visual_Effects\Graphics & Performance\BatchedMesh 및 InstancedMesh 성능 벤치마크.md -> 00_Raw/2026-04-20/BatchedMesh 및 InstancedMesh 성능 벤치마크.md +Topics_Art\Visual_Effects\Graphics & Performance\BatchedMesh.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\BatchedMesh.md -> 00_Raw/2026-04-20/BatchedMesh.md +Topics_Art\Visual_Effects\Graphics & Performance\Batching.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Batching.md -> Draw Calls +Topics_Art\Visual_Effects\Graphics & Performance\Batching.md -> 00_Raw/2026-04-20/Batching.md +Topics_Art\Visual_Effects\Graphics & Performance\Behavioral Economics in Digital Ecosystems.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Behavioral Economics in Digital Ecosystems.md -> 00_Raw/2026-04-20/Behavioral Economics in Digital Ecosystems.md +Topics_Art\Visual_Effects\Graphics & Performance\Behavioral Economics.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Behavioral Economics.md -> 00_Raw/2026-04-20/Behavioral Economics.md +Topics_Art\Visual_Effects\Graphics & Performance\BIM 모델 렌더링.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\BIM 모델 렌더링.md -> IFC.js +Topics_Art\Visual_Effects\Graphics & Performance\BIM 모델 렌더링.md -> 00_Raw/2026-04-20/BIM 모델 렌더링.md +Topics_Art\Visual_Effects\Graphics & Performance\BIM 모델 시뮬레이션.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\BIM 모델 시뮬레이션.md -> 대규모 건설 뷰어(Large-Scale Construction Viewers) +Topics_Art\Visual_Effects\Graphics & Performance\BIM 모델 시뮬레이션.md -> 00_Raw/2026-04-20/BIM 모델 시뮬레이션.md +Topics_Art\Visual_Effects\Graphics & Performance\Bio-mechanical-Modeling.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Bio-mechanical-Modeling.md -> 00_Raw/2026-04-20/Bio-mechanical-Modeling.md +Topics_Art\Visual_Effects\Graphics & Performance\Bioregionalism.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Bioregionalism.md -> 00_Raw/2026-04-20/Bioregionalism.md +Topics_Art\Visual_Effects\Graphics & Performance\Bounding Volume Hierarchy (BVH).md -> 10_Wiki/💡 Topics/Graphics & Performance 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Performance\BufferAttribute.md -> 00_Raw/2026-04-20/BufferAttribute.md +Topics_Art\Visual_Effects\Graphics & Performance\BufferGeometry.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\BufferGeometry.md -> BufferGeometryUtils +Topics_Art\Visual_Effects\Graphics & Performance\BufferGeometry.md -> Three.js +Topics_Art\Visual_Effects\Graphics & Performance\BufferGeometry.md -> IFC.js Fragment +Topics_Art\Visual_Effects\Graphics & Performance\BufferGeometry.md -> 00_Raw/2026-04-20/BufferGeometry.md +Topics_Art\Visual_Effects\Graphics & Performance\BVH.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\BVH.md -> Spatial Indexing +Topics_Art\Visual_Effects\Graphics & Performance\BVH.md -> 00_Raw/2026-04-20/BVH.md +Topics_Art\Visual_Effects\Graphics & Performance\Cel-Shading-Techniques.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Cel-Shading-Techniques.md -> 00_Raw/2026-04-20/Cel-Shading-Techniques.md +Topics_Art\Visual_Effects\Graphics & Performance\Cellular Automata.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Cellular Automata.md -> 00_Raw/2026-04-20/Cellular Automata.md +Topics_Art\Visual_Effects\Graphics & Performance\Cesium.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Cesium.md -> Batched3DModel +Topics_Art\Visual_Effects\Graphics & Performance\Cesium.md -> Three.js BatchedMesh 성능 이슈 비교 +Topics_Art\Visual_Effects\Graphics & Performance\Cesium.md -> 00_Raw/2026-04-20/Cesium.md +Topics_Art\Visual_Effects\Graphics & Performance\Chrome (Blink_Dawn).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Chrome (Blink_Dawn).md -> about:tracing +Topics_Art\Visual_Effects\Graphics & Performance\Chrome (Blink_Dawn).md -> 00_Raw/2026-04-20/Chrome (Blink_Dawn).md 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00_Raw/2026-04-20/Knowledge-Graphs.md +Topics_Art\Visual_Effects\Graphics & Performance\Looking-Glass-Studios.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Looking-Glass-Studios.md -> 00_Raw/2026-04-20/Looking-Glass-Studios.md +Topics_Art\Visual_Effects\Graphics & Performance\Loot Box Regulation (EU_China Compliance).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Loot Box Regulation (EU_China Compliance).md -> 00_Raw/2026-04-20/Loot Box Regulation (EU_China Compliance).md +Topics_Art\Visual_Effects\Graphics & Performance\Ludology.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Ludology.md -> 00_Raw/2026-04-20/Ludology.md +Topics_Art\Visual_Effects\Graphics & Performance\Markov Decision Process (MDP).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Markov Decision Process (MDP).md -> 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10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Problem-Solving-Theory.md -> 00_Raw/2026-04-20/Problem-Solving-Theory.md +Topics_Art\Visual_Effects\Graphics & Performance\Procedural-Animation.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Procedural-Animation.md -> 00_Raw/2026-04-20/Procedural-Animation.md +Topics_Art\Visual_Effects\Graphics & Performance\R3F 3D 게임 환경의 메모리 관리.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\R3F 3D 게임 환경의 메모리 관리.md -> 00_Raw/2026-04-20/R3F 3D 게임 환경의 메모리 관리.md +Topics_Art\Visual_Effects\Graphics & Performance\Radix Sort.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Radix Sort.md -> Three.js +Topics_Art\Visual_Effects\Graphics & Performance\Radix Sort.md -> Depth Sorting +Topics_Art\Visual_Effects\Graphics & Performance\Radix Sort.md -> 00_Raw/2026-04-20/Radix Sort.md 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Performance\React Three Fiber 자산 최적화 (Asset Optimization).md -> 모바일 환경을 타겟으로 하는 웹 기반 3D 게임 +Topics_Art\Visual_Effects\Graphics & Performance\React Three Fiber 자산 최적화 (Asset Optimization).md -> 00_Raw/2026-04-20/React Three Fiber 자산 최적화 (Asset Optimization).md +Topics_Art\Visual_Effects\Graphics & Performance\React Three Fiber에서 Rapier 물리 엔진 최적화하기.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\React Three Fiber에서 Rapier 물리 엔진 최적화하기.md -> Garbage Collection (GC) 최적화 +Topics_Art\Visual_Effects\Graphics & Performance\React Three Fiber에서 Rapier 물리 엔진 최적화하기.md -> 00_Raw/2026-04-20/React Three Fiber에서 Rapier 물리 엔진 최적화하기.md +Topics_Art\Visual_Effects\Graphics & Performance\React 기반 게임 엔진 아키텍처.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\React 기반 게임 엔진 아키텍처.md -> 00_Raw/2026-04-20/React 기반 게임 엔진 아키텍처.md +Topics_Art\Visual_Effects\Graphics & Performance\React 동시성 기능 (Concurrent Features).md -> 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10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Rowhammer attack.md -> Timestamp queries +Topics_Art\Visual_Effects\Graphics & Performance\Rowhammer attack.md -> High Resolution Time spec +Topics_Art\Visual_Effects\Graphics & Performance\Rowhammer attack.md -> 00_Raw/2026-04-20/Rowhammer attack.md +Topics_Art\Visual_Effects\Graphics & Performance\Rowhammer.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Rowhammer.md -> TLB (Translation Lookaside Buffer) +Topics_Art\Visual_Effects\Graphics & Performance\Rowhammer.md -> High Resolution Time spec 논의 +Topics_Art\Visual_Effects\Graphics & Performance\Rowhammer.md -> 00_Raw/2026-04-20/Rowhammer.md +Topics_Art\Visual_Effects\Graphics & Performance\SaaS-Retention-Strategies.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\SaaS-Retention-Strategies.md -> 00_Raw/2026-04-20/SaaS-Retention-Strategies.md 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00_Raw/2026-04-20/Service-Dominant-Logic.md +Topics_Art\Visual_Effects\Graphics & Performance\SharedArrayBuffer.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\SharedArrayBuffer.md -> Web Worker +Topics_Art\Visual_Effects\Graphics & Performance\SharedArrayBuffer.md -> Structured Cloning +Topics_Art\Visual_Effects\Graphics & Performance\SharedArrayBuffer.md -> Zero-copy architecture +Topics_Art\Visual_Effects\Graphics & Performance\SharedArrayBuffer.md -> Electron 기반 WebGL CAD 렌더링 최적화 +Topics_Art\Visual_Effects\Graphics & Performance\SharedArrayBuffer.md -> 00_Raw/2026-04-20/SharedArrayBuffer.md +Topics_Art\Visual_Effects\Graphics & Performance\Simulations of Social Systems.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Simulations of Social Systems.md -> 00_Raw/2026-04-20/Simulations of Social Systems.md +Topics_Art\Visual_Effects\Graphics & Performance\Simultaneous Localization and Mapping 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Performance +Topics_Art\Visual_Effects\Graphics & Performance\Structuralism.md -> 00_Raw/2026-04-20/Structuralism.md +Topics_Art\Visual_Effects\Graphics & Performance\Surgical-Robotics.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Surgical-Robotics.md -> 00_Raw/2026-04-20/Surgical-Robotics.md +Topics_Art\Visual_Effects\Graphics & Performance\Systemic-Design-Frameworks.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Systemic-Design-Frameworks.md -> 00_Raw/2026-04-20/Systemic-Design-Frameworks.md +Topics_Art\Visual_Effects\Graphics & Performance\Systems Theory.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Systems Theory.md -> 00_Raw/2026-04-20/Systems Theory.md +Topics_Art\Visual_Effects\Graphics & Performance\Temporal-Logic.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Temporal-Logic.md -> 00_Raw/2026-04-20/Temporal-Logic.md +Topics_Art\Visual_Effects\Graphics & Performance\Texture Compression.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Texture Compression.md -> KTX2 +Topics_Art\Visual_Effects\Graphics & Performance\Texture Compression.md -> Basis Universal +Topics_Art\Visual_Effects\Graphics & Performance\Texture Compression.md -> UASTC +Topics_Art\Visual_Effects\Graphics & Performance\Texture Compression.md -> ETC1S +Topics_Art\Visual_Effects\Graphics & Performance\Texture Compression.md -> VRAM +Topics_Art\Visual_Effects\Graphics & Performance\Texture Compression.md -> Three.js +Topics_Art\Visual_Effects\Graphics & Performance\Texture Compression.md -> gltf-compressor +Topics_Art\Visual_Effects\Graphics & Performance\Texture Compression.md -> 00_Raw/2026-04-20/Texture Compression.md +Topics_Art\Visual_Effects\Graphics & Performance\The Rapture Setting.md -> 10_Wiki/💡 Topics/Graphics & Performance 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00_Raw/2026-04-20/Three Shader Language (TSL).md +Topics_Art\Visual_Effects\Graphics & Performance\three-mesh-bvh.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\three-mesh-bvh.md -> Three.js Performance Optimization +Topics_Art\Visual_Effects\Graphics & Performance\three-mesh-bvh.md -> 00_Raw/2026-04-20/three-mesh-bvh.md +Topics_Art\Visual_Effects\Graphics & Performance\Three.js 렌더링 최적화.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Three.js 렌더링 최적화.md -> 00_Raw/Three.js WebGL 렌더링 최적화.md +Topics_Art\Visual_Effects\Graphics & Performance\threejs Issue _30352.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\threejs Issue _30352.md -> three.js +Topics_Art\Visual_Effects\Graphics & Performance\threejs Issue _30352.md -> 00_Raw/2026-04-20/three.js Issue _30352.md +Topics_Art\Visual_Effects\Graphics & Performance\Threejs WebGL Rendering Optimization.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Threejs WebGL Rendering Optimization.md -> Segments.ai WebGPU Migration +Topics_Art\Visual_Effects\Graphics & Performance\Threejs WebGL Rendering Optimization.md -> InstancedMesh2 Library +Topics_Art\Visual_Effects\Graphics & Performance\Threejs WebGL Rendering Optimization.md -> Three.js WebGPURenderer (r171+) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs WebGL Rendering Optimization.md -> 00_Raw/2026-04-20/Three.js WebGL Rendering Optimization.md +Topics_Art\Visual_Effects\Graphics & Performance\Threejs WebGPU 파티클 예제.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Threejs WebGPU 파티클 예제.md -> 00_Raw/2026-04-20/Three.js WebGPU 파티클 예제.md +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> Draw Call (드로우 콜) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> Frustum Culling (절두체 컬링) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> LOD (Level of Detail) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> Overdraw (오버드로우) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> Compute Shader (컴퓨트 셰이더) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> InstancedMesh2 (agargaro) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> Three.js r171 WebGPURenderer +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> Segments.ai +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> Fragment (IFC.js) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 대규모 렌더링 최적화 파이프라인.md -> 00_Raw/2026-04-20/Three.js 대규모 렌더링 최적화 파이프라인.md 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00_Raw/2026-04-20/Three.js 렌더링 최적화.md +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 모바일 렌더링 최적화.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 모바일 렌더링 최적화.md -> 드로우 콜 최적화 (Draw Call Optimization) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 모바일 렌더링 최적화.md -> 텍스처 압축 (Texture Compression) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 모바일 렌더링 최적화.md -> 셰이더 정밀도 (Shader Precision) +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 모바일 렌더링 최적화.md -> Basis Universal / KTX2 +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 모바일 렌더링 최적화.md -> 00_Raw/2026-04-20/Three.js 모바일 렌더링 최적화.md +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 자원 해제 (Dispose).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Threejs 자원 해제 (Dispose).md -> 00_Raw/2026-04-20/Three.js 자원 해제 (Dispose).md +Topics_Art\Visual_Effects\Graphics & Performance\Threejs.md -> 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Performance\Virtual Reality (VR) Storytelling.md -> 00_Raw/2026-04-20/Virtual Reality (VR) Storytelling.md +Topics_Art\Visual_Effects\Graphics & Performance\Voxel-based Rendering.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Voxel-based Rendering.md -> 00_Raw/2026-04-20/Voxel-based Rendering.md +Topics_Art\Visual_Effects\Graphics & Performance\VR 엑서게임 (VR Exergaming).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\VR 엑서게임 (VR Exergaming).md -> 00_Raw/2026-04-20/VR 엑서게임 (VR Exergaming).md +Topics_Art\Visual_Effects\Graphics & Performance\Vulkan.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Vulkan.md -> Direct3D 12 +Topics_Art\Visual_Effects\Graphics & Performance\Vulkan.md -> Conditional Rendering +Topics_Art\Visual_Effects\Graphics & Performance\Vulkan.md -> Vulkan Forward+ Renderer +Topics_Art\Visual_Effects\Graphics & 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Performance\WebGL.md -> 00_Raw/2026-04-20/WebGL.md +Topics_Art\Visual_Effects\Graphics & Performance\WebGL2.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\WebGL2.md -> Three.js +Topics_Art\Visual_Effects\Graphics & Performance\WebGL2.md -> Three.js WebGPURenderer 자동 폴백 지원 +Topics_Art\Visual_Effects\Graphics & Performance\WebGL2.md -> BatchedMesh 및 드로우 콜 최적화 파이프라인 +Topics_Art\Visual_Effects\Graphics & Performance\WebGL2.md -> 00_Raw/2026-04-20/WebGL2.md +Topics_Art\Visual_Effects\Graphics & Performance\WebGLRenderingContext.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\WebGLRenderingContext.md -> OpenGL +Topics_Art\Visual_Effects\Graphics & Performance\WebGLRenderingContext.md -> Modernizr +Topics_Art\Visual_Effects\Graphics & Performance\WebGLRenderingContext.md -> LearnWebGL +Topics_Art\Visual_Effects\Graphics & Performance\WebGLRenderingContext.md -> 00_Raw/2026-04-20/WebGLRenderingContext.md +Topics_Art\Visual_Effects\Graphics & Performance\WEBGL_multi_draw.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\WEBGL_multi_draw.md -> Three.js +Topics_Art\Visual_Effects\Graphics & Performance\WEBGL_multi_draw.md -> 00_Raw/2026-04-20/WEBGL_multi_draw.md +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU Compute Shader.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU Compute Shader.md -> Three.js WebGPU 파티클 예제 +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU Compute Shader.md -> 00_Raw/2026-04-20/WebGPU Compute Shader.md +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU Compute Shaders.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU Compute Shaders.md -> Storage Textures +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU Compute Shaders.md -> Indirect Draws 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(Spectre/Meltdown) +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU Timestamp Queries.md -> 00_Raw/2026-04-20/WebGPU Timestamp Queries.md +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU _ WebGL Timing API Security.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU _ WebGL Timing API Security.md -> Rowhammer Attack +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU _ WebGL Timing API Security.md -> Chrome / Blink WebGPU Implementation +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU _ WebGL Timing API Security.md -> 00_Raw/2026-04-20/WebGPU _ WebGL Timing API Security.md +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU 대규모 건설 뷰어.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU 대규모 건설 뷰어.md -> Three.js WebGPU +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU 대규모 건설 뷰어.md -> Native WebGPU +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU 대규모 건설 뷰어.md -> BIM (Building Information Modeling) +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU 대규모 건설 뷰어.md -> LiDAR Point Cloud +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU 대규모 건설 뷰어.md -> Segments.ai +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU 대규모 건설 뷰어.md -> 00_Raw/2026-04-20/WebGPU 대규모 건설 뷰어.md +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU.md -> Three.js +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU.md -> Segments.ai +Topics_Art\Visual_Effects\Graphics & Performance\WebGPU.md -> 00_Raw/2026-04-20/WebGPU.md +Topics_Art\Visual_Effects\Graphics & Performance\Winning Ways for your Mathematical Plays.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\Winning Ways for your Mathematical Plays.md -> 00_Raw/2026-04-20/Winning Ways for your Mathematical Plays.md 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-> Event Forwarding (이벤트 포워딩) +Topics_Art\Visual_Effects\Graphics & Performance\고성능 멀티스레드 React 앱 아키텍처.md -> 대규모 데이터 분석 및 시각화 대시보드 +Topics_Art\Visual_Effects\Graphics & Performance\고성능 멀티스레드 React 앱 아키텍처.md -> 고성능 실시간 WebGL 게임 엔진 +Topics_Art\Visual_Effects\Graphics & Performance\고성능 멀티스레드 React 앱 아키텍처.md -> 서드파티 스크립트가 많은 엔터프라이즈 앱 성능 개선 +Topics_Art\Visual_Effects\Graphics & Performance\고성능 멀티스레드 React 앱 아키텍처.md -> 00_Raw/2026-04-20/고성능 멀티스레드 React 앱 아키텍처.md +Topics_Art\Visual_Effects\Graphics & Performance\교육 심리학 및 교수법 설계.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\교육 심리학 및 교수법 설계.md -> 00_Raw/2026-04-20/교육 심리학 및 교수법 설계.md +Topics_Art\Visual_Effects\Graphics & Performance\기업 문화 진단 및 개선.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\기업 문화 진단 및 개선.md -> 00_Raw/2026-04-20/기업 문화 진단 및 개선.md +Topics_Art\Visual_Effects\Graphics & Performance\대규모 3D 건축 모델(BIM) 시각화.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\대규모 3D 건축 모델(BIM) 시각화.md -> Occlusion Culling +Topics_Art\Visual_Effects\Graphics & Performance\대규모 3D 건축 모델(BIM) 시각화.md -> IFC.js (Fragment) +Topics_Art\Visual_Effects\Graphics & Performance\대규모 3D 건축 모델(BIM) 시각화.md -> 00_Raw/2026-04-20/대규모 3D 건축 모델(BIM) 시각화.md +Topics_Art\Visual_Effects\Graphics & Performance\대규모 건설 뷰어(Construction Viewers).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\대규모 건설 뷰어(Construction Viewers).md -> BIM(Building Information Modeling) +Topics_Art\Visual_Effects\Graphics & Performance\대규모 건설 뷰어(Construction Viewers).md -> IFC.js +Topics_Art\Visual_Effects\Graphics & Performance\대규모 건설 뷰어(Construction Viewers).md -> Revit +Topics_Art\Visual_Effects\Graphics & Performance\대규모 건설 뷰어(Construction Viewers).md -> Segments.ai +Topics_Art\Visual_Effects\Graphics & Performance\대규모 건설 뷰어(Construction Viewers).md -> 00_Raw/2026-04-20/대규모 건설 뷰어(Construction Viewers).md +Topics_Art\Visual_Effects\Graphics & Performance\대규모 건축물 및 지형 뷰어(BIM).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\대규모 건축물 및 지형 뷰어(BIM).md -> Three.js +Topics_Art\Visual_Effects\Graphics & Performance\대규모 건축물 및 지형 뷰어(BIM).md -> IFC.js +Topics_Art\Visual_Effects\Graphics & Performance\대규모 건축물 및 지형 뷰어(BIM).md -> 00_Raw/2026-04-20/대규모 건축물 및 지형 뷰어(BIM).md +Topics_Art\Visual_Effects\Graphics & Performance\대규모 파티클 시스템 최적화.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\대규모 파티클 시스템 최적화.md -> Garbage Collection (GC) 최적화 +Topics_Art\Visual_Effects\Graphics & Performance\대규모 파티클 시스템 최적화.md -> Data-Oriented Design (bitECS) +Topics_Art\Visual_Effects\Graphics & Performance\대규모 파티클 시스템 최적화.md -> 초대규모 파티클 및 엔티티 시뮬레이션 (React Three Fiber) +Topics_Art\Visual_Effects\Graphics & Performance\대규모 파티클 시스템 최적화.md -> 고성능 실시간 상호작용 웹 게임 아키텍처 +Topics_Art\Visual_Effects\Graphics & Performance\대규모 파티클 시스템 최적화.md -> 00_Raw/2026-04-20/대규모 파티클 시스템 최적화.md +Topics_Art\Visual_Effects\Graphics & Performance\마이크로 프론트엔드.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\마이크로 프론트엔드.md -> 마이크로서비스 아키텍처 +Topics_Art\Visual_Effects\Graphics & Performance\마이크로 프론트엔드.md -> 모놀리식 프론트엔드 +Topics_Art\Visual_Effects\Graphics & Performance\마이크로 프론트엔드.md -> 모듈 페더레이션(Module Federation) +Topics_Art\Visual_Effects\Graphics & Performance\마이크로 프론트엔드.md -> 웹 컴포넌트(Web Components) +Topics_Art\Visual_Effects\Graphics & Performance\마이크로 프론트엔드.md -> Spotify의 스쿼드(Squad) 모델 및 웹 플레이어 +Topics_Art\Visual_Effects\Graphics & Performance\마이크로 프론트엔드.md -> Netflix의 대시보드 및 도구 현대화 +Topics_Art\Visual_Effects\Graphics & Performance\마이크로 프론트엔드.md -> Zalando와 Amazon의 이커머스 모듈화 +Topics_Art\Visual_Effects\Graphics & Performance\마이크로 프론트엔드.md -> 00_Raw/2026-04-20/마이크로 프론트엔드.md +Topics_Art\Visual_Effects\Graphics & Performance\만성 질환 행동 수정 개입.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\만성 질환 행동 수정 개입.md -> 00_Raw/2026-04-20/만성 질환 행동 수정 개입.md +Topics_Art\Visual_Effects\Graphics & Performance\명령형 직접 조작 (Imperative Manipulation).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\명령형 직접 조작 (Imperative Manipulation).md -> 00_Raw/2026-04-20/명령형 직접 조작 (Imperative Manipulation).md +Topics_Art\Visual_Effects\Graphics & Performance\모바일 기반 WebGL 애플리케이션 개발.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\모바일 기반 WebGL 애플리케이션 개발.md -> 드로우 콜 최적화(Draw Call Optimization) +Topics_Art\Visual_Effects\Graphics & Performance\모바일 기반 WebGL 애플리케이션 개발.md -> 텍스처 압축 및 아틀라스(Texture Compression & Atlas) +Topics_Art\Visual_Effects\Graphics & Performance\모바일 기반 WebGL 애플리케이션 개발.md -> 셰이더 정밀도 최적화(Shader Precision Optimization) +Topics_Art\Visual_Effects\Graphics & Performance\모바일 기반 WebGL 애플리케이션 개발.md -> 가비지 컬렉션 관리(Garbage Collection Management) +Topics_Art\Visual_Effects\Graphics & Performance\모바일 기반 WebGL 애플리케이션 개발.md -> Three.js WebGL 렌더링 +Topics_Art\Visual_Effects\Graphics & Performance\모바일 기반 WebGL 애플리케이션 개발.md -> 모바일 환경의 메모리 병목 +Topics_Art\Visual_Effects\Graphics & Performance\모바일 기반 WebGL 애플리케이션 개발.md -> 00_Raw/2026-04-20/모바일 기반 WebGL 애플리케이션 개발.md +Topics_Art\Visual_Effects\Graphics & Performance\브라우저 그래픽 렌더링 백엔드.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\브라우저 그래픽 렌더링 백엔드.md -> Dawn +Topics_Art\Visual_Effects\Graphics & Performance\브라우저 그래픽 렌더링 백엔드.md -> 마이크로 레이턴시(Micro-latency) +Topics_Art\Visual_Effects\Graphics & Performance\브라우저 그래픽 렌더링 백엔드.md -> Mozilla Firefox +Topics_Art\Visual_Effects\Graphics & Performance\브라우저 그래픽 렌더링 백엔드.md -> 00_Raw/2026-04-20/브라우저 그래픽 렌더링 백엔드.md +Topics_Art\Visual_Effects\Graphics & Performance\서비스 디자인 (Service Design).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\서비스 디자인 (Service Design).md -> 00_Raw/2026-04-20/서비스 디자인 (Service Design).md +Topics_Art\Visual_Effects\Graphics & Performance\셰이더 정밀도 (Mediump_Highp).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\셰이더 정밀도 (Mediump_Highp).md -> 셰이더 최적화 +Topics_Art\Visual_Effects\Graphics & Performance\셰이더 정밀도 (Mediump_Highp).md -> 깊이 계산 (Depth Calculations) +Topics_Art\Visual_Effects\Graphics & Performance\셰이더 정밀도 (Mediump_Highp).md -> Three.js 모바일 성능 최적화 +Topics_Art\Visual_Effects\Graphics & Performance\셰이더 정밀도 (Mediump_Highp).md -> 00_Raw/2026-04-20/셰이더 정밀도 (Mediump_Highp).md +Topics_Art\Visual_Effects\Graphics & Performance\스토리지 텍스처(Storage Textures).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\스토리지 텍스처(Storage Textures).md -> 웹GPU(WebGPU) +Topics_Art\Visual_Effects\Graphics & Performance\스토리지 텍스처(Storage Textures).md -> 유체 시뮬레이션(Fluid simulation) +Topics_Art\Visual_Effects\Graphics & Performance\스토리지 텍스처(Storage Textures).md -> 이미지 처리(Image processing) +Topics_Art\Visual_Effects\Graphics & Performance\스토리지 텍스처(Storage Textures).md -> GPU 기반 렌더링(GPU-driven rendering) +Topics_Art\Visual_Effects\Graphics & Performance\스토리지 텍스처(Storage Textures).md -> 00_Raw/2026-04-20/스토리지 텍스처(Storage Textures).md +Topics_Art\Visual_Effects\Graphics & Performance\실시간 렌더링 파이프라인.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\실시간 렌더링 파이프라인.md -> 드로우 콜 (Draw Call) +Topics_Art\Visual_Effects\Graphics & Performance\실시간 렌더링 파이프라인.md -> 하드웨어 인스턴싱 (Hardware Instancing) +Topics_Art\Visual_Effects\Graphics & Performance\실시간 렌더링 파이프라인.md -> 프래그먼트 셰이딩 (Fragment Shading) +Topics_Art\Visual_Effects\Graphics & Performance\실시간 렌더링 파이프라인.md -> 오버드로우 (Overdraw) +Topics_Art\Visual_Effects\Graphics & Performance\실시간 렌더링 파이프라인.md -> Three.js +Topics_Art\Visual_Effects\Graphics & Performance\실시간 렌더링 파이프라인.md -> 00_Raw/2026-04-20/실시간 렌더링 파이프라인.md +Topics_Art\Visual_Effects\Graphics & Performance\실시간 물리 및 유체 시뮬레이션.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\실시간 물리 및 유체 시뮬레이션.md -> 00_Raw/2026-04-20/실시간 물리 및 유체 시뮬레이션.md +Topics_Art\Visual_Effects\Graphics & Performance\실시간 물리 시뮬레이션 동기화.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\실시간 물리 시뮬레이션 동기화.md -> 00_Raw/2026-04-20/실시간 물리 시뮬레이션 동기화.md +Topics_Art\Visual_Effects\Graphics & Performance\웹 브라우저 그래픽 API 호환성.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\웹 브라우저 그래픽 API 호환성.md -> Spectre 및 Meltdown +Topics_Art\Visual_Effects\Graphics & Performance\웹 브라우저 그래픽 API 호환성.md -> 타이머 쿼리 제한(Timer Query Quantization) +Topics_Art\Visual_Effects\Graphics & Performance\웹 브라우저 그래픽 API 호환성.md -> 3D Gaussian Splatting(3DGS) 웹 렌더링 +Topics_Art\Visual_Effects\Graphics & Performance\웹 브라우저 그래픽 API 호환성.md -> 크로스 플랫폼 성능 프로파일링 +Topics_Art\Visual_Effects\Graphics & Performance\웹 브라우저 그래픽 API 호환성.md -> 00_Raw/2026-04-20/웹 브라우저 그래픽 API 호환성.md +Topics_Art\Visual_Effects\Graphics & Performance\입자 시스템(Particle Systems).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\입자 시스템(Particle Systems).md -> Solid Particle System (SPS) +Topics_Art\Visual_Effects\Graphics & Performance\입자 시스템(Particle Systems).md -> Hokusai installation +Topics_Art\Visual_Effects\Graphics & Performance\입자 시스템(Particle Systems).md -> 00_Raw/2026-04-20/입자 시스템(Particle Systems).md +Topics_Art\Visual_Effects\Graphics & Performance\조직 행동론의 직무 몰입 연구.md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\조직 행동론의 직무 몰입 연구.md -> 00_Raw/2026-04-20/조직 행동론의 직무 몰입 연구.md +Topics_Art\Visual_Effects\Graphics & Performance\컴퓨트 셰이더(Compute Shaders).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\컴퓨트 셰이더(Compute Shaders).md -> Storage Textures +Topics_Art\Visual_Effects\Graphics & Performance\컴퓨트 셰이더(Compute Shaders).md -> Three.js WebGPURenderer +Topics_Art\Visual_Effects\Graphics & Performance\컴퓨트 셰이더(Compute Shaders).md -> Native WebGPU +Topics_Art\Visual_Effects\Graphics & Performance\컴퓨트 셰이더(Compute Shaders).md -> 대규모 건설/BIM 플랫폼 (Large-Scale Construction Viewers) +Topics_Art\Visual_Effects\Graphics & Performance\컴퓨트 셰이더(Compute Shaders).md -> 00_Raw/2026-04-20/컴퓨트 셰이더(Compute Shaders).md +Topics_Art\Visual_Effects\Graphics & Performance\프래그먼트 바운드(Fragment-bound).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\프래그먼트 바운드(Fragment-bound).md -> Three.js 렌더링 성능 최적화 +Topics_Art\Visual_Effects\Graphics & Performance\프래그먼트 바운드(Fragment-bound).md -> 00_Raw/2026-04-20/프래그먼트 바운드(Fragment-bound).md +Topics_Art\Visual_Effects\Graphics & Performance\프래그먼트 셰이딩(Fragment Shading).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\프래그먼트 셰이딩(Fragment Shading).md -> Physically Based Rendering (PBR) +Topics_Art\Visual_Effects\Graphics & Performance\프래그먼트 셰이딩(Fragment Shading).md -> Three.js +Topics_Art\Visual_Effects\Graphics & Performance\프래그먼트 셰이딩(Fragment Shading).md -> 00_Raw/2026-04-20/프래그먼트 셰이딩(Fragment Shading).md +Topics_Art\Visual_Effects\Graphics & Performance\헤드 마운트 디스플레이(HMD).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\헤드 마운트 디스플레이(HMD).md -> 가상 현실(Virtual Reality) +Topics_Art\Visual_Effects\Graphics & Performance\헤드 마운트 디스플레이(HMD).md -> 혼합 현실(Mixed Reality) +Topics_Art\Visual_Effects\Graphics & Performance\헤드 마운트 디스플레이(HMD).md -> 인지 부하(Cognitive Load) +Topics_Art\Visual_Effects\Graphics & Performance\헤드 마운트 디스플레이(HMD).md -> VR 멀미(VR Sickness) +Topics_Art\Visual_Effects\Graphics & Performance\헤드 마운트 디스플레이(HMD).md -> Meta Quest 시리즈 및 HTC Vive Pro 활용 사례 +Topics_Art\Visual_Effects\Graphics & Performance\헤드 마운트 디스플레이(HMD).md -> 00_Raw/2026-04-20/헤드 마운트 디스플레이(HMD).md +Topics_Art\Visual_Effects\Graphics & Performance\헤드마운트 디스플레이 (HMD).md -> 10_Wiki/💡 Topics/Graphics & Performance +Topics_Art\Visual_Effects\Graphics & Performance\헤드마운트 디스플레이 (HMD).md -> 가상현실 (VR) +Topics_Art\Visual_Effects\Graphics & Performance\헤드마운트 디스플레이 (HMD).md -> 혼합현실 (MR) +Topics_Art\Visual_Effects\Graphics & Performance\헤드마운트 디스플레이 (HMD).md -> 폭주-조절 불일치 (Vergence-Accommodation Conflict) +Topics_Art\Visual_Effects\Graphics & Performance\헤드마운트 디스플레이 (HMD).md -> 인지 부하 (Cognitive Load) +Topics_Art\Visual_Effects\Graphics & Performance\헤드마운트 디스플레이 (HMD).md -> 비트 세이버 (Beat Saber) 등 엑서게임 +Topics_Art\Visual_Effects\Graphics & Performance\헤드마운트 디스플레이 (HMD).md -> 교육 및 훈련용 VR 시뮬레이션 +Topics_Art\Visual_Effects\Graphics & Performance\헤드마운트 디스플레이 (HMD).md -> 00_Raw/2026-04-20/헤드마운트 디스플레이 (HMD).md +Topics_Biz\5R Structure.md -> Case Interview Synthesis +Topics_Biz\5R Structure.md -> 전략 컨설팅 케이스 인터뷰 최종 결론 발표 +Topics_Biz\5R Structure.md -> 클라이언트 대상 제안서 및 최종 보고 +Topics_Biz\Agent-Based Modeling.md -> 00_Raw/2026-04-20/Agent-Based Modeling.md +Topics_Biz\Algorithmic Mechanism Design.md -> 10_Wiki/💡 Topics/Economics & Algorithms +Topics_Biz\Algorithmic Mechanism Design.md -> 00_Raw/2026-04-20/Algorithmic Mechanism Design.md +Topics_Biz\Algorithmic Rhetoric.md -> 10_Wiki/💡 Topics/Communication & Tech +Topics_Biz\Algorithmic Rhetoric.md -> 00_Raw/2026-04-20/Algorithmic Rhetoric.md +Topics_Biz\Amygdala Hyperactivity.md -> 00_Raw/2026-04-20/Amygdala Hyperactivity.md +Topics_Biz\Auction Theory.md -> 10_Wiki/💡 Topics/Economics & Algorithms +Topics_Biz\Auction Theory.md -> 00_Raw/2026-04-20/Auction Theory.md +Topics_Biz\BCG Corporate Restructuring.md -> 10_Wiki/Topics/Logic & Reasoning +Topics_Biz\BCG Corporate Restructuring.md -> Logic & Reasoning +Topics_Biz\BCG Corporate Restructuring.md -> Supply Chain Optimization +Topics_Biz\Behavioral Segmentation.md -> Game of War: Fire Age +Topics_Biz\Behavioral Segmentation.md -> Machine Zone (MZ) +Topics_Biz\Behavioral Segmentation.md -> 4X Strategy Monetization +Topics_Biz\BLUF (Bottom Line Up Front).md -> 10_Wiki/Topics/Communication & Tech +Topics_Biz\BLUF (Bottom Line Up Front).md -> Communication & Tech +Topics_Biz\BLUF (Bottom Line Up Front).md -> The Pyramid Principle +Topics_Biz\BLUF (Bottom Line Up Front).md -> 00_Raw/BLUF(Bottom Line Up Front) +Topics_Biz\BLUF (Bottom Line Up Front).md -> 00_Raw/Bottom Line Up Front (BLUF) +Topics_Biz\Bottom-Up Thinking.md -> 10_Wiki/Topics/Logic & Reasoning +Topics_Biz\Bottom-Up Thinking.md -> Logic & Reasoning +Topics_Biz\Bottom-Up Thinking.md -> Top-Down Communication +Topics_Biz\Business Presentation.md -> 10_Wiki/Topics/Communication & Tech +Topics_Biz\Business Presentation.md -> Communication & Tech +Topics_Biz\Business Presentation.md -> The Pyramid Principle +Topics_Biz\Business Presentation.md -> 00_Raw/Business Presentation Structure +Topics_Biz\Business Presentation.md -> 00_Raw/Business Presentations and Reports +Topics_Biz\Business Problem Solving.md -> 10_Wiki/Topics/Logic & Reasoning +Topics_Biz\Business Problem Solving.md -> Logic & Reasoning +Topics_Biz\Business Writing.md -> 10_Wiki/Topics/Communication & Tech +Topics_Biz\Business Writing.md -> Communication & Tech +Topics_Biz\Business Writing.md -> Executive Presence +Topics_Biz\Complex Systems.md -> Organizational Change Management +Topics_Biz\Complex Systems.md -> Environmental Management +Topics_Biz\Consulting Problem Solving.md -> Strategy Consulting Engagements +Topics_Biz\Consulting Problem Solving.md -> Hypothesis Testing +Topics_Biz\Continuous Obsolescence.md -> Content Treadmills +Topics_Biz\Continuous Obsolescence.md -> Dark Patterns +Topics_Biz\Continuous Obsolescence.md -> Game of War: Fire Age +Topics_Biz\CPI (Cost Per Install).md -> Game of War: Fire Age +Topics_Biz\CPI (Cost Per Install).md -> Machine Zone (MZ) +Topics_Biz\Data-Driven Personalization.md -> Zeroed (Permanent Loss) +Topics_Biz\Data-Driven Personalization.md -> Game of War: Fire Age BM 및 수익화 구조 +Topics_Biz\Decision Tree.md -> Investment Options Analysis +Topics_Biz\Decision Tree.md -> Strategic Scenario Planning +Topics_Biz\Deductive & Inductive Reasoning.md -> 10_Wiki/Topics/Logic & Reasoning +Topics_Biz\Deductive & Inductive Reasoning.md -> Logic & Reasoning +Topics_Biz\Deductive & Inductive Reasoning.md -> The Pyramid Principle +Topics_Biz\Deductive and Inductive Reasoning.md -> The Pyramid Principle +Topics_Biz\Deductive and Inductive Reasoning.md -> Consulting Reports +Topics_Biz\Deductive Reasoning.md -> Change Management Proposals +Topics_Biz\Deductive vs. Inductive Reasoning.md -> Audience Analysis +Topics_Biz\Dynamic Offers.md -> Willingness to Pay +Topics_Biz\Dynamic Offers.md -> Game of War: Fire Age +Topics_Biz\Dynamic Offers.md -> Machine Zone (MZ) +Topics_Biz\Dynamic Pricing & Offers.md -> Predatory Monetisation +Topics_Biz\Dynamic Pricing & Offers.md -> Game of War: Fire Age +Topics_Biz\Dynamic Pricing & Offers.md -> Machine Zone (MZ) +Topics_Biz\Dynamic Pricing & Offers.md -> Final Fantasy XV: A New Empire +Topics_Biz\Dynamic Pricing.md -> Game of War: Fire Age +Topics_Biz\Dynamic Pricing.md -> Machine Zone (MZ) +Topics_Biz\Executive Briefings.md -> C-Suite Meetings +Topics_Biz\Executive Briefings.md -> Board Updates +Topics_Biz\Executive Communication.md -> The Pyramid Principle +Topics_Biz\Executive Communication.md -> Corporate Strategy Alignment +Topics_Biz\Executive Presentation.md -> The Pyramid Principle +Topics_Biz\Executive Presentation.md -> Consulting Presentations +Topics_Biz\Executive Presentation.md -> Pitching to Board +Topics_Biz\Fact_Based_Meeting_Minutes_Prompt.md -> 사실 기반 회의록 작성 프롬프트 +Topics_Biz\Fact_Based_Meeting_Minutes_Prompt.md -> 사무 자동화 및 AI 에이전트 워크플로우 +Topics_Biz\Fact_Based_Meeting_Minutes_Prompt.md -> 조직 내 커뮤니케이션 가이드라인 +Topics_Biz\FOMO (Fear of Missing Out).md -> Dark Patterns +Topics_Biz\FOMO (Fear of Missing Out).md -> Microtransactions +Topics_Biz\FOMO (Fear of Missing Out).md -> Live Service Games +Topics_Biz\FOMO (Fear of Missing Out).md -> Game of War BM 구조 +Topics_Biz\Game of War- Fire Age BM 구조.md -> Game of War: Fire Age BM 구조 +Topics_Biz\Game of War- Fire Age BM 구조.md -> 이중 구조 VIP 시스템 +Topics_Biz\Game of War- Fire Age BM 구조.md -> 고래 유저 (Whale) +Topics_Biz\Game of War- Fire Age BM 구조.md -> 4X Strategy Games +Topics_Biz\Game of War- Fire Age BM 구조.md -> Game of War: Fire Age +Topics_Biz\Game of War- Fire Age BM 및 게임 구조 분석.md -> Game of War: Fire Age BM 및 게임 구조 분석 +Topics_Biz\Game of War- Fire Age BM 및 게임 구조 분석.md -> Machine Zone (MZ) +Topics_Biz\Game of War- Fire Age BM 및 게임 구조 분석.md -> Final Fantasy XV: A New Empire +Topics_Biz\Game of War- Fire Age BM.md -> Game of War: Fire Age BM +Topics_Biz\Game of War- Fire Age BM.md -> Dark Patterns +Topics_Biz\Horizontal and Vertical Logic.md -> Business Communication and Presentation +Topics_Biz\Horizontal Logic.md -> Vertical Logic +Topics_Biz\Horizontal Logic.md -> Structuring Arguments +Topics_Biz\Horizontal Logic.md -> Report Writing +Topics_Biz\Inductive and Deductive Reasoning.md -> The Pyramid Principle +Topics_Biz\Inductive and Deductive Reasoning.md -> Consulting Analysis +Topics_Biz\Inductive and Deductive Reasoning.md -> Persuasive Writing +Topics_Biz\Inductive Reasoning.md -> Structuring Ideas +Topics_Biz\Inductive vs. Deductive Reasoning.md -> Consulting Presentations +Topics_Biz\Kick-back System.md -> Alliance +Topics_Biz\Kick-back System.md -> In-App Purchase (IAP) +Topics_Biz\Kick-back System.md -> Speed-Ups +Topics_Biz\Kick-back System.md -> Game of War: Fire Age BM +Topics_Biz\Lifetime Value (LTV).md -> Cost per Install (CPI) +Topics_Biz\Lifetime Value (LTV).md -> Monetization +Topics_Biz\Lifetime Value (LTV).md -> Game of War: Fire Age +Topics_Biz\Linear Thinking.md -> Logical Reasoning +Topics_Biz\Linear Thinking.md -> Project Management +Topics_Biz\Linear Thinking.md -> Technical Troubleshooting +Topics_Biz\Linear Thinking.md -> Educational Instruction +Topics_Biz\Logic Trees.md -> 10_Wiki/Topics/Logic & Reasoning +Topics_Biz\Logic Trees.md -> Logic & Reasoning +Topics_Biz\Logical Reasoning (Deductive-Inductive).md -> The Pyramid Principle +Topics_Biz\Logical Reasoning (Deductive-Inductive).md -> Executive Presentations +Topics_Biz\LTV (Lifetime Value).md -> Cost per Install (CPI) +Topics_Biz\LTV (Lifetime Value).md -> Free-to-Play 모바일 게임 비즈니스 +Topics_Biz\Management Consulting Problem Solving.md -> Hypothesis-Driven Logic +Topics_Biz\Management Consulting Problem Solving.md -> 수익성 개선 프로젝트(Profitability Analysis) +Topics_Biz\Management Consulting Problem Solving.md -> 의사 결정 최적화 +Topics_Biz\Market Entry Strategy.md -> Growth Strategy Development +Topics_Biz\Market Entry Strategy.md -> Corporate Restructuring +Topics_Biz\McKinsey Problem Solving Game.md -> Consulting Recruitment +Topics_Biz\McKinsey Problem Solving Game.md -> MBB Online Tests +Topics_Biz\McKinsey Problem Solving Test (PST).md -> Consulting Recruitment +Topics_Biz\McKinsey Problem Solving.md -> Strategy Consulting +Topics_Biz\McKinsey Problem Solving.md -> Business Case Development +Topics_Biz\MECE + Pyramid Principle--.md -> MECE + Pyramid Principle +Topics_Biz\MECE + Pyramid Principle--.md -> 경영 컨설팅 문제 해결 및 보고서 작성 +Topics_Biz\MECE + Pyramid Principle--.md -> C-레벨/임원진 대상 전략 프레젠테이션 +Topics_Biz\MECE Framework.md -> Corporate Restructuring +Topics_Biz\MECE Principle.md -> 10_Wiki/Topics/Logic & Reasoning +Topics_Biz\MECE Principle.md -> Logic & Reasoning +Topics_Biz\MECE Principle.md -> The Pyramid Principle +Topics_Biz\MECE.md -> The Pyramid Principle +Topics_Biz\MECE.md -> Executive Summaries +Topics_Biz\MECE.md -> Portfolio Diversification +Topics_Biz\MECE.md -> Tech Stack Optimization +Topics_Biz\Mental Models.md -> First Principles Thinking +Topics_Biz\Mental Models.md -> Decision Making +Topics_Biz\Mental Models.md -> Complexity Management +Topics_Biz\Minto Pyramid Principle.md -> Strategy Presentation +Topics_Biz\Monetization (BM).md -> Dark Patterns +Topics_Biz\Monetization (BM).md -> Whale Players +Topics_Biz\Monetization (BM).md -> Game of War: Fire Age +Topics_Biz\Monetization (BM).md -> 4X Strategy Games +Topics_Biz\Monetization at the Point of Friction.md -> Time-gating +Topics_Biz\Monetization at the Point of Friction.md -> Deficit Economy +Topics_Biz\Monetization at the Point of Friction.md -> Game of War: Fire Age +Topics_Biz\Monetization at the Point of Friction.md -> Machine Zone (MZ) +Topics_Biz\Monetization Strategy.md -> Dual-Layer VIP System +Topics_Biz\Monetization Strategy.md -> Dark Patterns +Topics_Biz\Monetization Strategy.md -> Game of War: Fire Age +Topics_Biz\Monetization Strategy.md -> Final Fantasy XV: A New Empire +Topics_Biz\Mutually Exclusive and Collectively Exhaustive (MECE).md -> Issue Tree Development +Topics_Biz\Mutually Exclusive and Collectively Exhaustive (MECE).md -> Market Segmentation +Topics_Biz\Persuasive Business Writing.md -> Consulting Proposals +Topics_Biz\Problem Solving Game.md -> Consulting Interview Prep +Topics_Biz\Problem Solving Game.md -> MBB 채용 스크리닝 프로세스 +Topics_Biz\Problem Solving Game.md -> 초기 지원자 평가 +Topics_Biz\Problem Solving Process.md -> 문제 해결 워크숍 +Topics_Biz\Problem Solving Process.md -> 컨설팅 프로젝트 가설 수립 +Topics_Biz\Problem Solving Skills.md -> Logical Reasoning +Topics_Biz\Problem Solving Skills.md -> 케이스 인터뷰(Case Interview) +Topics_Biz\Problem Solving Skills.md -> 비즈니스 운영 최적화 +Topics_Biz\Problem Solving Test (PST).md -> Consulting Interview +Topics_Biz\Problem Solving Test (PST).md -> 컨설팅 입사 시험 +Topics_Biz\Problem Solving Test (PST).md -> 인터뷰 스크리닝 단계 +Topics_Biz\Problem Solving.md -> 경영 컨설팅 프로젝트 +Topics_Biz\Problem Solving.md -> 조직 변화 관리(Change Management) +Topics_Biz\Profitability Framework.md -> 비즈니스 케이스 인터뷰(Case Interview) +Topics_Biz\Profitability Framework.md -> 매출/비용 최적화 프로젝트 +Topics_Biz\Pyramid Principle.md -> 경영진 보고(Executive Presentation) +Topics_Biz\Pyramid Principle.md -> 컨설팅 제안서 작성 +Topics_Biz\Pyramid Principle.md -> 슬라이드 덱 구성 +Topics_Biz\Real-Time Translation.md -> Alliance +Topics_Biz\Real-Time Translation.md -> Game of War: Fire Age +Topics_Biz\Real-Time Translation.md -> Machine Zone (MZ) +Topics_Biz\Rule of Three.md -> 비즈니스 이메일 작성 +Topics_Biz\Rule of Three.md -> 프레젠테이션 슬라이드 구성(3 Key Points) +Topics_Biz\SCQA Framework.md -> 경영 보고서 서론(Introduction) 작성 +Topics_Biz\SCQA Framework.md -> 이메일 및 제안서 후킹(Hooking) +Topics_Biz\Storytelling in Business.md -> 10_Wiki/Topics/Communication & Tech +Topics_Biz\Storytelling in Business.md -> Communication & Tech +Topics_Biz\Storytelling in Business.md -> The Pyramid Principle +Topics_Biz\Strategic Communication.md -> 10_Wiki/Topics/Communication & Tech +Topics_Biz\Strategic Communication.md -> Communication & Tech +Topics_Biz\Strategic Communication.md -> Executive Presence +Topics_Biz\Strategic Thinking.md -> 10_Wiki/Topics/Logic & Reasoning +Topics_Biz\Strategic Thinking.md -> Logic & Reasoning +Topics_Biz\Strategic Thinking.md -> Linear vs. Systems Thinking +Topics_Biz\Structural Reasoning.md -> The Pyramid Principle +Topics_Biz\Structural Reasoning.md -> Consulting Analysis +Topics_Biz\Tripledot Studios.md -> Game of War: Fire Age +Topics_Biz\User Acquisition (UA).md -> Monetization +Topics_Biz\User Acquisition (UA).md -> Machine Zone (MZ) +Topics_Biz\User Acquisition (UA).md -> Game of War: Fire Age +Topics_Biz\Whale Hunting.md -> Dark Patterns +Topics_Biz\Whale Hunting.md -> Game of War: Fire Age +Topics_Biz\Whale Hunting.md -> 4X Strategy Games +Topics_Biz\Willingness to Pay (WTP).md -> Game of War: Fire Age +Topics_Biz\Willingness to Pay (WTP).md -> Gabor-Granger Method +Topics_Biz\가버-그레인저 방법 (Gabor-Granger Method).md -> 지불 용의성 (Willingness to Pay, WTP) +Topics_Biz\가버-그레인저 방법 (Gabor-Granger Method).md -> 계단식 수익화 모델 (Staircase Monetization Model) +Topics_Biz\과금 의향 (Willingness to Pay).md -> 계단식 과금 모델 (Staircase Monetization Model) +Topics_Biz\과금 의향 (Willingness to Pay).md -> 가보-그레인저 방법론 (Gabor-Granger Method) +Topics_Biz\맞춤형 패키지 및 계단식 수익화 (Dynamic Offers & Staircase Monetization).md -> 실시간 엔진 (Real-Time Engine, RTE) +Topics_Biz\맞춤형 패키지 및 계단식 수익화 (Dynamic Offers & Staircase Monetization).md -> 지불 용의 (Willingness to Pay, WTP) +Topics_Biz\맞춤형 패키지 및 계단식 수익화 (Dynamic Offers & Staircase Monetization).md -> 마찰 지점 수익화 (Monetization at the point of friction) +Topics_Biz\맞춤형 패키지 및 계단식 수익화 (Dynamic Offers & Staircase Monetization).md -> Game of War: Fire Age +Topics_Biz\맞춤형 패키지 및 계단식 수익화 (Dynamic Offers & Staircase Monetization).md -> Machine Zone (MZ) +Topics_Biz\매몰 비용 오류 (Sunk Cost Fallacy).md -> 제로잉 (Zero-ed) +Topics_Biz\매몰 비용 오류 (Sunk Cost Fallacy).md -> Game of War: Fire Age +Topics_Biz\매몰 비용 오류 (Sunk Cost Fallacy).md -> Machine Zone (MZ) +Topics_Biz\무한한 확장성 경제 (Infinitely Scalable Economy).md -> Game of War: Fire Age BM 및 구조 설계 +Topics_Biz\보상의 역효과 (Overjustification Effect).md -> 00_Raw/2026-04-20/보상의 역효과 (Overjustification Effect).md +Topics_Biz\사용자 확보 (User Acquisition).md -> 고객 생애 가치 (LTV) +Topics_Biz\사용자 확보 (User Acquisition).md -> 설치 당 비용 (CPI) +Topics_Biz\사용자 확보 (User Acquisition).md -> Machine Zone (MZ) +Topics_Biz\사용자 확보 (User Acquisition).md -> Game of War: Fire Age +Topics_Biz\소셜 엔지니어링 (Social Engineering).md -> Game of War: Fire Age +Topics_Biz\소액 결제 (Microtransactions).md -> 이중 VIP 시스템 (Dual-layer VIP System) +Topics_Biz\소액 결제 (Microtransactions).md -> 고래 유저 (Whales) +Topics_Biz\소액 결제 (Microtransactions).md -> 가치 난독화 (Value Obfuscation) +Topics_Biz\소액 결제 (Microtransactions).md -> Game of War: Fire Age +Topics_Biz\소액 결제 (Microtransactions).md -> 4X 전략 게임 수익화 전략 +Topics_Biz\악명(Infamy) 시스템.md -> 기어 스토어(Gear Store) +Topics_Biz\악명(Infamy) 시스템.md -> 리더보드(Leaderboard) +Topics_Biz\악명(Infamy) 시스템.md -> PvP 시스템(Player vs Player) +Topics_Biz\악명(Infamy) 시스템.md -> 워 커맨더 전투 생태계(War Commander Combat Ecosystem) +Topics_Biz\자원 로지스틱스(Resource Logistics).md -> 자원 압축(Resource Compression) +Topics_Biz\자원 로지스틱스(Resource Logistics).md -> 월드 맵 약탈(World Map Looting) +Topics_Biz\자원 로지스틱스(Resource Logistics).md -> Arc 2 기술 및 유닛 업그레이드 +Topics_Biz\자원 보관 및 압축(Resource Storage & Compression).md -> 기지 업그레이드(Base Upgrades) +Topics_Biz\자원 보관 및 압축(Resource Storage & Compression).md -> 자원 관리 및 물류(Resource Logistics) +Topics_Biz\자원 보관 및 압축(Resource Storage & Compression).md -> 골드(Gold) +Topics_Biz\자원 보관 및 압축(Resource Storage & Compression).md -> 지휘 본부(Command Center) +Topics_Biz\자원 보관 및 압축(Resource Storage & Compression).md -> 전투 시스템 생태계(Combat Ecosystem) +Topics_Biz\지불 용의 (Willingness to Pay).md -> Game of War: Fire Age +Topics_Biz\프리미엄 모델 (Freemium Model).md -> 적자 경제 (Deficit Economy) +Topics_Biz\프리미엄 모델 (Freemium Model).md -> 고래 유저 (Whales) +Topics_Biz\프리미엄 모델 (Freemium Model).md -> Game of War: Fire Age +Topics_Biz\프리미엄 모델 (Freemium Model).md -> Machine Zone (MZ) +Topics_Biz\프리미엄 모델 (Freemium Model).md -> 4X Strategy Games +Topics_Biz\Business_Strategy\E-commerce Platforms.md -> Incremental Static Regeneration (ISR) +Topics_Biz\Business_Strategy\Meta Quest Store.md -> Meta's Internal Testing (React Compiler 성능 검증) +Topics_Biz\Business_Strategy\SaaS 대시보드 및 이커머스 UI 개발.md -> 이커머스 모바일 최적화 및 상품 탐색 UX/UI 설계 +Topics_Biz\Business_Strategy\SaaS 대시보드 및 이커머스 레이아웃 구축.md -> 모바일 중심 설계 (Mobile-First Design) +Topics_Biz\Business_Strategy\SaaS 대시보드 및 이커머스 레이아웃 구축.md -> 마이크로 인터랙션 (Micro-interactions) +Topics_Biz\Business_Strategy\SaaS 대시보드 및 이커머스 레이아웃 구축.md -> 데이터 중심 대시보드 (Data-heavy Dashboards) +Topics_Biz\Business_Strategy\SaaS 대시보드 및 이커머스 레이아웃 구축.md -> 반응형 이커머스 웹사이트 (Responsive E-commerce Websites) +Topics_Biz\Business_Strategy\SaaS 플랫폼 및 인터랙티브 대시보드 개발.md -> 데이터 집약적 대시보드 성능 최적화 사례 +Topics_Biz\Business_Strategy\데이터 중심의 SaaS 어드민 패널 및 CRM 대시보드 구축.md -> 데이터 시각화 애니메이션 (Animated Data Visualization) +Topics_Biz\Business_Strategy\데이터 중심의 SaaS 어드민 패널 및 CRM 대시보드 구축.md -> 레이어 모션 (Layered Motion) +Topics_Biz\Business_Strategy\데이터 중심의 SaaS 어드민 패널 및 CRM 대시보드 구축.md -> SaaS Dashboards +Topics_Biz\Business_Strategy\데이터 중심의 SaaS 어드민 패널 및 CRM 대시보드 구축.md -> 데이터 테이블의 모바일 카드 스택 변환 +Topics_Biz\Business_Strategy\데이터 중심의 SaaS 어드민 패널 및 CRM 대시보드 구축.md -> 분석 대시보드 그리드 시스템 +Topics_Biz\Business_Strategy\이커머스 모바일 최적화 및 상품 탐색 UX-UI 설계.md -> 이커머스 모바일 최적화 및 상품 탐색 UX/UI 설계 +Topics_Biz\Business_Strategy\이커머스 모바일 최적화 및 상품 탐색 UX-UI 설계.md -> 반응형 웹 디자인(Responsive Web Design) +Topics_Biz\Business_Strategy\이커머스 모바일 최적화 및 상품 탐색 UX-UI 설계.md -> CSS Grid와 Flexbox +Topics_Biz\Business_Strategy\이커머스 모바일 최적화 및 상품 탐색 UX-UI 설계.md -> 이커머스 컴포넌트 기반 레이아웃 설계 +Topics_Biz\Business_Strategy\이커머스 모바일 최적화 및 상품 탐색 UX-UI 설계.md -> 모바일 퍼스트(Mobile-First) UI 개발 +Topics_Biz\Business_Strategy\전자상거래 플랫폼 (E-commerce Platforms).md -> Incremental Static Regeneration (ISR) +Topics_Biz\Business_Strategy\전자상거래 플랫폼 (E-commerce Platforms).md -> 제품 카탈로그 및 장바구니 시스템 (Product Catalogs and Shopping Carts) +Topics_Biz\Business_Strategy\Economics & Algorithms\Algorithmic Mechanism Design.md -> 10_Wiki/💡 Topics/Economics & Algorithms +Topics_Biz\Business_Strategy\Economics & Algorithms\Algorithmic Mechanism Design.md -> 00_Raw/2026-04-20/Algorithmic Mechanism Design.md +Topics_Biz\Business_Strategy\Economics & Algorithms\Auction Theory.md -> 10_Wiki/💡 Topics/Economics & Algorithms +Topics_Biz\Business_Strategy\Economics & Algorithms\Auction Theory.md -> 00_Raw/2026-04-20/Auction Theory.md +Topics_Biz\Business_Strategy\Financial Modeling & Math\Quantitative Finance.md -> 10_Wiki/💡 Topics/Financial Modeling & Math +Topics_Biz\Business_Strategy\Financial Modeling & Math\Quantitative Finance.md -> Reinforcement Learning in Economics +Topics_Biz\Business_Strategy\Financial Modeling & Math\Quantitative Finance.md -> Risk Management in Finance +Topics_Biz\Business_Strategy\Financial Modeling & Math\Quantitative Finance.md -> Stochastic Processes +Topics_Biz\Business_Strategy\Financial Modeling & Math\Quantitative Finance.md -> 00_Raw/Quantitative Finance.md +Topics_Biz\Market_Research\Sociology & Tech\Algorithmic Governance.md -> 10_Wiki/💡 Topics/Sociology & Tech +Topics_Biz\Market_Research\Sociology & Tech\Algorithmic Governance.md -> 00_Raw/2026-04-20/Algorithmic Governance.md +Topics_Biz\Market_Research\Sociology & Tech\Algorithmic-Governance.md -> 10_Wiki/💡 Topics/Sociology & Tech +Topics_Biz\Market_Research\Sociology & Tech\Algorithmic-Governance.md -> 00_Raw/2026-04-20/Algorithmic-Governance.md +Topics_Biz\Operations\Automation & Industry\3D Web-based HMI.md -> 10_Wiki/💡 Topics/Automation & Industry +Topics_Biz\Operations\Automation & Industry\3D Web-based HMI.md -> Three.js +Topics_Biz\Operations\Automation & Industry\3D Web-based HMI.md -> WebSocket +Topics_Biz\Operations\Automation & Industry\3D Web-based HMI.md -> Frame Time Latency +Topics_Biz\Operations\Automation & Industry\3D Web-based HMI.md -> Genesis64 상용 제품과의 웹 기반 3D 렌더링 성능 벤치마크 +Topics_Biz\Operations\Automation & Industry\3D Web-based HMI.md -> 00_Raw/2026-04-20/3D Web-based HMI.md +Topics_Biz\Operations\Governance & Reliability\Autonomous Logging.md -> 10_Wiki/Topics/Governance & Reliability +Topics_Biz\Operations\Governance & Reliability\Autonomous Logging.md -> Governance & Reliability +Topics_Biz\Operations\Governance & Reliability\Autonomous Logging.md -> Wiki Automation +Topics_Biz\Operations\Governance & Reliability\Autonomous Logging.md -> Operational Self-Improvement +Topics_Biz\Operations\Governance & Reliability\Autonomous Logging.md -> 00_Raw/2026-04-21-Autonomous_Logging_and_Wiki_Rules_Update +Topics_Biz\Operations\Governance & Reliability\Session Lifecycle.md -> 10_Wiki/Topics/Governance & Reliability +Topics_Biz\Operations\Governance & Reliability\Session Lifecycle.md -> Governance & Reliability +Topics_Biz\Operations\Governance & Reliability\Session Lifecycle.md -> Git Protocol +Topics_Biz\Operations\Governance & Reliability\Session Lifecycle.md -> 00_Raw/2026-04-21-Session_Lifecycle_Protocol_Update +Topics_Biz\Operations\Security & Reliability\OWASP Top 10.md -> 10_Wiki/💡 Topics/Security & Reliability +Topics_Biz\Operations\Security & Reliability\OWASP Top 10.md -> Security by Design +Topics_Biz\Operations\Security & Reliability\OWASP Top 10.md -> 00_Raw/OWASP Top 10.md +Topics_Blog\Algorithmic Rhetoric.md -> 10_Wiki/💡 Topics/Communication & Tech +Topics_Blog\Algorithmic Rhetoric.md -> 00_Raw/2026-04-20/Algorithmic Rhetoric.md +Topics_Blog\Blog_Content_Rules.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\Blog_Content_Rules.md -> 00_Raw/2026-04-20/Blog_Content_Rules.md +Topics_Blog\Blog_Title_Rules.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\Blog_Title_Rules.md -> 00_Raw/2026-04-20/Blog_Title_Rules.md +Topics_Blog\BLUF (Bottom Line Up Front).md -> 10_Wiki/Topics/Communication & Tech +Topics_Blog\BLUF (Bottom Line Up Front).md -> Communication & Tech +Topics_Blog\BLUF (Bottom Line Up Front).md -> The Pyramid Principle +Topics_Blog\BLUF (Bottom Line Up Front).md -> 00_Raw/BLUF(Bottom Line Up Front) +Topics_Blog\BLUF (Bottom Line Up Front).md -> 00_Raw/Bottom Line Up Front (BLUF) +Topics_Blog\Business Presentation.md -> 10_Wiki/Topics/Communication & Tech +Topics_Blog\Business Presentation.md -> Communication & Tech +Topics_Blog\Business Presentation.md -> The Pyramid Principle +Topics_Blog\Business Presentation.md -> 00_Raw/Business Presentation Structure +Topics_Blog\Business Presentation.md -> 00_Raw/Business Presentations and Reports +Topics_Blog\Business Writing.md -> 10_Wiki/Topics/Communication & Tech +Topics_Blog\Business Writing.md -> Communication & Tech +Topics_Blog\Business Writing.md -> Executive Presence +Topics_Blog\Data-Driven Personalization.md -> Zeroed (Permanent Loss) +Topics_Blog\Data-Driven Personalization.md -> Game of War: Fire Age BM 및 수익화 구조 +Topics_Blog\Executive Briefings.md -> C-Suite Meetings +Topics_Blog\Executive Briefings.md -> Board Updates +Topics_Blog\Executive Communication.md -> The Pyramid Principle +Topics_Blog\Executive Communication.md -> Corporate Strategy Alignment +Topics_Blog\Executive Presentation.md -> The Pyramid Principle +Topics_Blog\Executive Presentation.md -> Consulting Presentations +Topics_Blog\Executive Presentation.md -> Pitching to Board +Topics_Blog\Fact_Based_Meeting_Minutes_Prompt.md -> 사실 기반 회의록 작성 프롬프트 +Topics_Blog\Fact_Based_Meeting_Minutes_Prompt.md -> 사무 자동화 및 AI 에이전트 워크플로우 +Topics_Blog\Fact_Based_Meeting_Minutes_Prompt.md -> 조직 내 커뮤니케이션 가이드라인 +Topics_Blog\Persuasive Business Writing.md -> Consulting Proposals +Topics_Blog\Real-Time Translation.md -> Alliance +Topics_Blog\Real-Time Translation.md -> Game of War: Fire Age +Topics_Blog\Real-Time Translation.md -> Machine Zone (MZ) +Topics_Blog\Storytelling in Business.md -> 10_Wiki/Topics/Communication & Tech +Topics_Blog\Storytelling in Business.md -> Communication & Tech +Topics_Blog\Storytelling in Business.md -> The Pyramid Principle +Topics_Blog\Strategic Communication.md -> 10_Wiki/Topics/Communication & Tech +Topics_Blog\Strategic Communication.md -> Communication & Tech +Topics_Blog\Strategic Communication.md -> Executive Presence +Topics_Blog\Tripledot Studios.md -> Game of War: Fire Age +Topics_Blog\User Acquisition (UA).md -> Monetization +Topics_Blog\User Acquisition (UA).md -> Machine Zone (MZ) +Topics_Blog\User Acquisition (UA).md -> Game of War: Fire Age +Topics_Blog\사용자 확보 (User Acquisition).md -> 고객 생애 가치 (LTV) +Topics_Blog\사용자 확보 (User Acquisition).md -> 설치 당 비용 (CPI) +Topics_Blog\사용자 확보 (User Acquisition).md -> Machine Zone (MZ) +Topics_Blog\사용자 확보 (User Acquisition).md -> Game of War: Fire Age +Topics_Blog\Communication & Tech\Algorithmic Rhetoric.md -> 10_Wiki/💡 Topics/Communication & Tech +Topics_Blog\Communication & Tech\Algorithmic Rhetoric.md -> 00_Raw/2026-04-20/Algorithmic Rhetoric.md +Topics_Blog\Content_Strategy\Accessible UI Libraries.md -> Design Tokens & Theming +Topics_Blog\Content_Strategy\Accessible UI Libraries.md -> Chakra UI +Topics_Blog\Content_Strategy\Mobile-First Approach.md -> Media Queries +Topics_Blog\Content_Strategy\Mobile-First Approach.md -> The Guardian +Topics_Blog\Content_Strategy\Mobile-First Design.md -> Media Queries +Topics_Blog\Content_Strategy\Mobile-First Design.md -> CSS 실전 설계 +Topics_Blog\Content_Strategy\Mobile-First Design.md -> The Guardian Website +Topics_Blog\Content_Strategy\Web Content Accessibility Guidelines (WCAG).md -> 애니메이션 (transition / keyframes) +Topics_Blog\Content_Strategy\Web Content Accessibility Guidelines (WCAG).md -> 유체 타이포그래피 (Fluid Typography) +Topics_Blog\Content_Strategy\Web Content Accessibility Guidelines (WCAG).md -> 디자인 토큰(Design Tokens) 구축 및 테스트 +Topics_Blog\Content_Strategy\Web Content Accessibility Guidelines (WCAG).md -> 프론트엔드 실무 접근성 최적화 +Topics_Blog\Content_Strategy\모바일 우선 설계(Mobile-First Design).md -> 반응형 웹 디자인(Responsive Web Design) +Topics_Blog\Content_Strategy\모바일 우선주의 (Mobile-First) 디자인.md -> 모바일 우선 색인 (Mobile-First Indexing) +Topics_Blog\Content_Strategy\모바일 퍼스트 인덱싱(Mobile-First Indexing).md -> 반응형 웹 디자인(Responsive Web Design) +Topics_Blog\Content_Strategy\모바일 퍼스트 인덱싱(Mobile-First Indexing).md -> 모바일 퍼스트 디자인(Mobile-First Design) +Topics_Blog\Content_Strategy\모바일 퍼스트 인덱싱(Mobile-First Indexing).md -> 코어 웹 바이탈(Core Web Vitals) +Topics_Blog\Content_Strategy\모바일 퍼스트 인덱싱(Mobile-First Indexing).md -> 검색 엔진 최적화(SEO) +Topics_Blog\Content_Strategy\모바일 퍼스트 인덱싱(Mobile-First Indexing).md -> 프론트엔드 반응형 레이아웃 설계 +Topics_Blog\Content_Strategy\모바일 퍼스트(Mobile-First).md -> 모바일 퍼스트 인덱싱(Mobile-first indexing) +Topics_Blog\Content_Strategy\모바일 퍼스트(Mobile-First).md -> 검색 엔진 최적화(SEO) 및 Core Web Vitals 성과 관리 +Topics_Blog\Content_Strategy\웹 접근성(Web Accessibility).md -> 반응형 웹 디자인(Responsive Web Design) +Topics_Blog\Content_Strategy\웹 접근성(Web Accessibility).md -> 애니메이션 성능 최적화 및 모션 제어 +Topics_Blog\Content_Strategy\웹 접근성(Web Accessibility).md -> WCAG 1.4.4 텍스트 200% 확대 대응 +Topics_Blog\Content_Strategy\웹 접근성(Web Accessibility).md -> prefers-reduced-motion 미디어 쿼리 구현 +Topics_Blog\Content_Strategy\웹 접근성(Web Accessibility).md -> 키보드 탐색 및 포커스 상태 설계 +Topics_Blog\Content_Strategy\Psychology & Education\Functional Behavior Analysis (FBA).md -> 10_Wiki/💡 Topics/Psychology & Education +Topics_Blog\Content_Strategy\Psychology & Education\Functional Behavior Analysis (FBA).md -> Applied Behavior Analysis (ABA) +Topics_Blog\Content_Strategy\Psychology & Education\Functional Behavior Analysis (FBA).md -> Functional-Behavior-Analysis +Topics_Blog\Content_Strategy\Psychology & Education\Functional Behavior Analysis (FBA).md -> 00_Raw/FBA.md +Topics_Blog\General Knowledge\2026-04-15.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\2026-04-15.md -> 00_Raw/2026-04-20/2026-04-15.md +Topics_Blog\General Knowledge\Blog_Content_Rules.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Blog_Content_Rules.md -> 00_Raw/2026-04-20/Blog_Content_Rules.md +Topics_Blog\General Knowledge\Blog_Title_Rules.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Blog_Title_Rules.md -> 00_Raw/2026-04-20/Blog_Title_Rules.md +Topics_Blog\General Knowledge\Brand-Identity-Management.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Brand-Identity-Management.md -> 00_Raw/2026-04-20/Brand-Identity-Management.md +Topics_Blog\General Knowledge\Code Splitting Lazy Loading.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Code Splitting Lazy Loading.md -> 00_Raw/2026-04-20/Code Splitting & Lazy Loading.md +Topics_Blog\General Knowledge\Description-Logics.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Description-Logics.md -> 00_Raw/2026-04-20/Description-Logics.md +Topics_Blog\General Knowledge\Dopamine Signaling.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Dopamine Signaling.md -> 00_Raw/2026-04-20/Dopamine Signaling.md +Topics_Blog\General Knowledge\Markov-Random-Fields.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Markov-Random-Fields.md -> 00_Raw/2026-04-20/Markov-Random-Fields.md +Topics_Blog\General Knowledge\Metaverse Aesthetics.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Metaverse Aesthetics.md -> 00_Raw/2026-04-20/Metaverse Aesthetics.md +Topics_Blog\General Knowledge\Model-Free RL vs Model-Based RL.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Model-Free RL vs Model-Based RL.md -> 00_Raw/2026-04-20/Model-Free RL vs Model-Based RL.md +Topics_Blog\General Knowledge\Motion-Capture-Retargeting.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Motion-Capture-Retargeting.md -> 00_Raw/2026-04-20/Motion-Capture-Retargeting.md +Topics_Blog\General Knowledge\Mycological Horror.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Mycological Horror.md -> 00_Raw/2026-04-20/Mycological Horror.md +Topics_Blog\General Knowledge\OffscreenCanvas (멀티스레딩).md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\OffscreenCanvas (멀티스레딩).md -> 00_Raw/2026-04-20/OffscreenCanvas (멀티스레딩).md +Topics_Blog\General Knowledge\README.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\README.md -> 00_Raw/2026-04-20/README.md +Topics_Blog\General Knowledge\SharedArrayBuffer 보안 이슈와 Cross-Origin Isolation 설정법.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\SharedArrayBuffer 보안 이슈와 Cross-Origin Isolation 설정법.md -> Spectre Vulnerability +Topics_Blog\General Knowledge\SharedArrayBuffer 보안 이슈와 Cross-Origin Isolation 설정법.md -> HTTP Security Headers (COOP/COEP) +Topics_Blog\General Knowledge\SharedArrayBuffer 보안 이슈와 Cross-Origin Isolation 설정법.md -> CORS (Cross-Origin Resource Sharing) +Topics_Blog\General Knowledge\SharedArrayBuffer 보안 이슈와 Cross-Origin Isolation 설정법.md -> Web Worker Multi-threading +Topics_Blog\General Knowledge\SharedArrayBuffer 보안 이슈와 Cross-Origin Isolation 설정법.md -> 보안이 강화된 멀티스레드 기반 React WebGL 게임 엔진 구축 +Topics_Blog\General Knowledge\SharedArrayBuffer 보안 이슈와 Cross-Origin Isolation 설정법.md -> 00_Raw/2026-04-20/SharedArrayBuffer 보안 이슈와 Cross-Origin Isolation 설정법.md +Topics_Blog\General Knowledge\Variance-Rules.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\Variance-Rules.md -> 00_Raw/2026-04-20/Variance-Rules.md +Topics_Blog\General Knowledge\마크-스위프-컴팩트(Mark-Sweep-Compact).md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\마크-스위프-컴팩트(Mark-Sweep-Compact).md -> 가비지 컬렉션(Garbage Collection) +Topics_Blog\General Knowledge\마크-스위프-컴팩트(Mark-Sweep-Compact).md -> 이전 세대(Old Generation/Space) +Topics_Blog\General Knowledge\마크-스위프-컴팩트(Mark-Sweep-Compact).md -> 스캐빈저(Scavenger) +Topics_Blog\General Knowledge\마크-스위프-컴팩트(Mark-Sweep-Compact).md -> 동시성 및 점진적 마킹(Concurrent & Incremental Marking) +Topics_Blog\General Knowledge\마크-스위프-컴팩트(Mark-Sweep-Compact).md -> V8 자바스크립트 엔진 +Topics_Blog\General Knowledge\마크-스위프-컴팩트(Mark-Sweep-Compact).md -> 00_Raw/2026-04-20/마크-스위프-컴팩트(Mark-Sweep-Compact).md +Topics_Blog\General Knowledge\무제.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\무제.md -> 00_Raw/2026-04-20/무제.md +Topics_Blog\General Knowledge\이벤트 포워딩(Event Forwarding).md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\이벤트 포워딩(Event Forwarding).md -> 00_Raw/2026-04-20/이벤트 포워딩(Event Forwarding).md +Topics_Blog\General Knowledge\환영합니다.md -> 10_Wiki/💡 Topics/General Knowledge +Topics_Blog\General Knowledge\환영합니다.md -> 00_Raw/2026-04-20/환영합니다!.md +Topics_Blog\Storytelling\AI & Narrative\AI-Driven Narrative Systems.md -> 10_Wiki/💡 Topics/AI & Narrative +Topics_Blog\Storytelling\AI & Narrative\AI-Driven Narrative Systems.md -> 00_Raw/2026-04-20/AI-Driven Narrative Systems.md +Topics_Blog\Storytelling\AI & Psychology\Affective Computing.md -> 10_Wiki/💡 Topics/AI & Psychology +Topics_Blog\Storytelling\AI & Psychology\Affective Computing.md -> 00_Raw/2026-04-20/Affective Computing.md +Topics_Blog\Storytelling\Psychology & Behavior\ABA(Applied Behavior Analysis).md -> 00_Raw/2026-04-20/ABA(Applied Behavior Analysis).md +Topics_Blog\Storytelling\Psychology & Behavior\Addiction Neuroscience.md -> 00_Raw/2026-04-20/Addiction Neuroscience.md +Topics_Blog\Storytelling\Psychology & Behavior\Agent-Based Modeling.md -> 00_Raw/2026-04-20/Agent-Based Modeling.md +Topics_Blog\Storytelling\Psychology & Behavior\Agent-Based-Modeling.md -> 00_Raw/2026-04-20/Agent-Based-Modeling.md +Topics_Blog\Storytelling\Psychology & Behavior\Amygdala Hyperactivity.md -> 00_Raw/2026-04-20/Amygdala Hyperactivity.md +Topics_Blog\Storytelling\Psychology & Behavior\보상의 역효과 (Overjustification Effect).md -> 00_Raw/2026-04-20/보상의 역효과 (Overjustification Effect).md +Topics_GD\2026년 3월 연구 드롭(March 2026 Research Drop).md -> 제병 협동(Combined Arms) +Topics_GD\2026년 3월 연구 드롭(March 2026 Research Drop).md -> 방어 플랫폼(Defense Platform) +Topics_GD\2026년 3월 연구 드롭(March 2026 Research Drop).md -> 이리듐(Iridium) +Topics_GD\2026년 3월 연구 드롭(March 2026 Research Drop).md -> Operation: Western Sun +Topics_GD\2026년 3월 연구 드롭(March 2026 Research Drop).md -> 제병 협동 전술(Combined Arms) +Topics_GD\2026년 3월 연구 업데이트(March 2026 Research Drop).md -> 이리듐(Iridium) +Topics_GD\2026년 3월 연구 업데이트(March 2026 Research Drop).md -> 나이트워치 벙커(Nightwatch Bunker) +Topics_GD\2026년 3월 연구 업데이트(March 2026 Research Drop).md -> 메트로노모스 중포탑(Metronomos Heavy Turret) +Topics_GD\2026년 3월 연구 업데이트(March 2026 Research Drop).md -> 제병협동 전술(Combined Arms Tactics) +Topics_GD\2026년 3월 연구 업데이트(March 2026 Research Drop).md -> 오퍼레이션: 웨스턴 선(Operation: Western Sun) +Topics_GD\4X 시스템 (4X System).md -> 모네타이제이션 (Monetization) +Topics_GD\4X 시스템 (4X System).md -> 타임 게이팅 (Time-gating) +Topics_GD\4X 시스템 (4X System).md -> 장르 혼합 (Genre-blending) +Topics_GD\4X 시스템 (4X System).md -> Game of War: Fire Age +Topics_GD\4X 시스템 (4X System).md -> Kingdoms of Camelot +Topics_GD\4X 전략 게임 수익화 모델.md -> 마찰 지점 공략 (Point of Friction) +Topics_GD\4X 전략 게임 수익화 모델.md -> 적자 경제 (Deficit Economy) +Topics_GD\4X 전략 게임 수익화 모델.md -> 이중 VIP 시스템 (Dual-layer VIP System) +Topics_GD\4X 전략 게임 수익화 모델.md -> 즉각적 수익화 vs 점진적 수익화 +Topics_GD\4X 전략 게임 수익화 모델.md -> Game of War: Fire Age +Topics_GD\4X 전략 게임 수익화 모델.md -> Evony +Topics_GD\4X 전략.md -> 수익화 모델(BM) +Topics_GD\4X 전략.md -> 소셜 엔지니어링(Social Engineering) +Topics_GD\4X 전략.md -> 왕국 간 전쟁(KvK) +Topics_GD\4X 전략.md -> 장르 융합(Genre-Blending) +Topics_GD\4X 전략.md -> Game of War: Fire Age +Topics_GD\4X 전략.md -> Machine Zone(MZ) +Topics_GD\4X 전략.md -> State of Survival +Topics_GD\Agency and Player Autonomy.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Agency and Player Autonomy.md -> 00_Raw/2026-04-20/Agency and Player Autonomy.md +Topics_GD\AI Exploitation.md -> War Commander 전투 생태계 +Topics_GD\AI Exploitation.md -> 기지 방어선 무력화 (Cracking an entrenched defense) +Topics_GD\Albion Online (Full LootPlayer-Driven Production).md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Albion Online (Full LootPlayer-Driven Production).md -> Albion Online (Full Loot/Player-Driven Production) +Topics_GD\Albion Online (Full LootPlayer-Driven Production).md -> 00_Raw/2026-04-20/Albion Online (Full Loot_Player-Driven Production).md +Topics_GD\Alliance (동맹).md -> IAP Kick-back System +Topics_GD\Alliance (동맹).md -> Wonder (원더) +Topics_GD\Alliance (동맹).md -> Social Engineering (사회공학) +Topics_GD\Alliance (동맹).md -> KvK (Kingdom vs Kingdom) +Topics_GD\Alliance (동맹).md -> Game of War: Fire Age BM 및 경제 구조 분석 +Topics_GD\Alliance (동맹).md -> 4X 전략 게임의 수익화 모델 +Topics_GD\Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop).md -> Operation: Western Sun +Topics_GD\ARG-Alternate-Reality-Games.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\ARG-Alternate-Reality-Games.md -> 00_Raw/2026-04-20/ARG-Alternate-Reality-Games.md +Topics_GD\Arkane Studios.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Arkane Studios.md -> 00_Raw/2026-04-20/Arkane Studios.md +Topics_GD\Baiting Tactics.md -> AI Pursuit Logic +Topics_GD\Baiting Tactics.md -> 기지 방어(Base Defense) 배치 +Topics_GD\Baiting Tactics.md -> 비대칭 교전 전술 +Topics_GD\Base Layouts.md -> Defensive Grid +Topics_GD\Base Layouts.md -> Turrets +Topics_GD\Base Layouts.md -> War Commander Base Defense Strategy +Topics_GD\Base Layouts.md -> Geometric Deterrence +Topics_GD\Combat Controls.md -> Platoon +Topics_GD\Combat Controls.md -> War Commander AI and UI Enhancements (2014) +Topics_GD\Command Center.md -> Base Upgrades +Topics_GD\Command Center.md -> Resource Compression +Topics_GD\Command Center.md -> Defensive Architecture +Topics_GD\Cyber-Physical Systems (CPS).md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Cyber-Physical Systems (CPS).md -> 00_Raw/2026-04-20/Cyber-Physical Systems (CPS).md +Topics_GD\Elite-Athletic-Development.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Elite-Athletic-Development.md -> 00_Raw/2026-04-20/Elite-Athletic-Development.md +Topics_GD\Events.md -> Super Wonder +Topics_GD\Events.md -> Monetization +Topics_GD\Events.md -> Game of War: Fire Age BM 및 구조 +Topics_GD\Events.md -> 4X 전략 게임 이벤트 구조 +Topics_GD\Fate War.md -> 4X Strategy Monetization +Topics_GD\Fate War.md -> Game of War: Fire Age +Topics_GD\Final Fantasy XV- A New Empire.md -> Final Fantasy XV: A New Empire +Topics_GD\Final Fantasy XV- A New Empire.md -> Game of War: Fire Age +Topics_GD\Final Fantasy XV- A New Empire.md -> Machine Zone (MZ) +Topics_GD\Flak Tank.md -> Kondor +Topics_GD\Flak Tank.md -> Gatling Truck +Topics_GD\Flak Tank.md -> Drone Silo +Topics_GD\Flak Tank.md -> Stand Ground +Topics_GD\Flak Tank.md -> War Commander 기지 대공 방어(Anti-Air Defense) +Topics_GD\Flak Tank.md -> 전술적 AI 유인(Tactical Exploitation of AI) +Topics_GD\Game of War BM과 구조 조사.md -> 4X 전략 게임 +Topics_GD\Game of War BM과 구조 조사.md -> Machine Zone (MZ) +Topics_GD\Game of War BM과 구조 조사.md -> Final Fantasy XV: A New Empire +Topics_GD\Game of War BM과 구조 조사.md -> Machine Zone (MZ) +Topics_GD\Game of War BM과 구조 조사.md -> Final Fantasy XV: A New Empire +Topics_GD\Game of War- Fire Age BM 및 구조 설계.md -> Game of War: Fire Age BM 및 구조 설계 +Topics_GD\Game of War- Fire Age BM 및 구조 설계.md -> Deficit Economy +Topics_GD\Game of War- Fire Age BM 및 구조 설계.md -> Machine Zone (MZ) +Topics_GD\Game of War- Fire Age BM 및 구조 설계.md -> Final Fantasy XV: A New Empire +Topics_GD\Game of War- Fire Age.md -> Game of War: Fire Age +Topics_GD\Game of War- Fire Age.md -> Final Fantasy XV: A New Empire +Topics_GD\Kingdom vs. Kingdom (KvK).md -> High King +Topics_GD\Kingdom vs. Kingdom (KvK).md -> Advanced Teleports +Topics_GD\Kingdom vs. Kingdom (KvK).md -> Speed-Ups +Topics_GD\Kingdom vs. Kingdom (KvK).md -> Game of War: Fire Age +Topics_GD\Kingdom vs. Kingdom (KvK).md -> Kingshot +Topics_GD\Kingdom vs. Kingdom Events (KvK).md -> Advanced Teleport +Topics_GD\Kingdom vs. Kingdom Events (KvK).md -> High King +Topics_GD\Kingdom vs. Kingdom Events (KvK).md -> Speed-ups +Topics_GD\Kingdom vs. Kingdom Events (KvK).md -> Game of War: Fire Age +Topics_GD\Kingdom vs. Kingdom Events (KvK).md -> 4X Strategy BM +Topics_GD\Live Operations (LiveOps).md -> 4X Strategy Monetization +Topics_GD\Live Operations (LiveOps).md -> Game of War: Fire Age +Topics_GD\Live Operations (LiveOps).md -> Machine Zone (MZ) +Topics_GD\LiveOps.md -> Monetization +Topics_GD\LiveOps.md -> Game of War: Fire Age +Topics_GD\LiveOps.md -> 4X Strategy Games +Topics_GD\Machine Zone의 4X 포트폴리오 확장 및 라이브 서비스 모델 고도화.md -> Game of War: Fire Age +Topics_GD\Machine Zone의 4X 포트폴리오 확장 및 라이브 서비스 모델 고도화.md -> Final Fantasy XV: A New Empire +Topics_GD\March 2026 Research Drop.md -> Combined Arms +Topics_GD\March 2026 Research Drop.md -> Metronomos Heavy Turret +Topics_GD\March 2026 Research Drop.md -> Nightwatch Bunker +Topics_GD\March 2026 Research Drop.md -> Platform Resistance +Topics_GD\March 2026 Research Drop.md -> Operation: Western Sun +Topics_GD\March 2026 Research Drop.md -> Descendants Sector Control +Topics_GD\March 2026 연구 업데이트(March 2026 Research Drop).md -> Platform Resistance +Topics_GD\March 2026 연구 업데이트(March 2026 Research Drop).md -> Combined Arms +Topics_GD\March 2026 연구 업데이트(March 2026 Research Drop).md -> Electronic Warfare +Topics_GD\March 2026 연구 업데이트(March 2026 Research Drop).md -> Operation: Western Sun +Topics_GD\Mobile Strike.md -> Game of War: Fire Age +Topics_GD\Operation- Western Sun.md -> Operation: Western Sun +Topics_GD\Operation- Western Sun.md -> Metronomos Heavy Turret +Topics_GD\Operation- Western Sun.md -> Nightwatch Bunker +Topics_GD\Operation- Western Sun.md -> Free Repair Tactics +Topics_GD\Operation- Western Sun.md -> War Commander Event Operations +Topics_GD\Pay-to-win.md -> Monetization +Topics_GD\Pay-to-win.md -> Game of War: Fire Age +Topics_GD\Pay-to-win.md -> Final Fantasy XV: A New Empire +Topics_GD\Pay-to-win.md -> 4X Strategy Games +Topics_GD\Permanent Loss.md -> Zeroing +Topics_GD\Permanent Loss.md -> Revenge Pack +Topics_GD\Permanent Loss.md -> Hospital +Topics_GD\Permanent Loss.md -> Monetization +Topics_GD\Permanent Loss.md -> Game of War: Fire Age +Topics_GD\Post-Modernist Literature in Gaming.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Post-Modernist Literature in Gaming.md -> 00_Raw/2026-04-20/Post-Modernist Literature in Gaming.md +Topics_GD\Power Creep (Content Treadmills).md -> Whale (Monetization) +Topics_GD\Power Creep (Content Treadmills).md -> Game of War: Fire Age +Topics_GD\Power Creep (Content Treadmills).md -> Machine Zone (MZ) +Topics_GD\Puzzles & Survival.md -> Genre-Blending +Topics_GD\Puzzles & Survival.md -> Immediate Monetization +Topics_GD\Puzzles & Survival.md -> Match-3 +Topics_GD\Puzzles & Survival.md -> Game of War: Fire Age BM과 구조 +Topics_GD\Puzzles & Survival.md -> 모바일 전략 게임 시장 (Mobile Strategy Market) +Topics_GD\Quantum-Game-Theory.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Quantum-Game-Theory.md -> 00_Raw/2026-04-20/Quantum-Game-Theory.md +Topics_GD\Rise of Kingdoms.md -> 점진적 수익화(Gradual Monetization) +Topics_GD\Rise of Kingdoms.md -> MOBA +Topics_GD\Roguelike Procedural Generation.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Roguelike Procedural Generation.md -> 00_Raw/2026-04-20/Roguelike Procedural Generation.md +Topics_GD\Sector Breach August 2025.md -> Rogue Player Bases +Topics_GD\Sector Breach August 2025.md -> Legendary Scorcher +Topics_GD\Sector Breach August 2025.md -> Sector Breach XP +Topics_GD\Sector Breach August 2025.md -> Free Repair Strategy +Topics_GD\Sector Breach August 2025.md -> Sector Breach Events +Topics_GD\Sector Breach August 2025.md -> Elite Event Operations +Topics_GD\Sector Breach 이벤트.md -> Rogue Player Bases +Topics_GD\Sector Breach 이벤트.md -> Free Repair Strategy +Topics_GD\Sector Breach 이벤트.md -> Assault Platoons +Topics_GD\Sector Breach 이벤트.md -> Sector Breach XP +Topics_GD\Sector Breach 이벤트.md -> Sarkis Cloning Technology +Topics_GD\Sector Breach 이벤트.md -> Sector Breach Store +Topics_GD\Skybound_Asset_Generation_Roadmap.md -> Skybound +Topics_GD\Skybound_Asset_Generation_Roadmap.md -> Design & Experience +Topics_GD\Skybound_Asset_Purity_Sync.md -> Skybound +Topics_GD\Skybound_Asset_Purity_Sync.md -> Graphics & Performance +Topics_GD\Skybound_Asset_Purity_Sync.md -> Design & Experience +Topics_GD\Skybound_Defensive_Architecture_Reboot.md -> Skybound +Topics_GD\Skybound_Defensive_Architecture_Reboot.md -> Design & Experience +Topics_GD\Skybound_Defensive_Architecture_Reboot.md -> Graphics & Performance +Topics_GD\Skybound_Enemy_Orientation_Fix.md -> Skybound +Topics_GD\Skybound_Enemy_Orientation_Fix.md -> Graphics & Performance +Topics_GD\Skybound_Firepower_Overclock_v1.5.md -> Skybound +Topics_GD\Skybound_Firepower_Overclock_v1.5.md -> Design & Experience +Topics_GD\Skybound_Skill_Asset_Integration.md -> Skybound +Topics_GD\Skybound_Skill_Asset_Integration.md -> Graphics & Performance +Topics_GD\Skybound_Skill_Image_Integration.md -> Skybound +Topics_GD\Skybound_Skill_Image_Integration.md -> Design & Experience +Topics_GD\Skybound_Skill_Image_Integration.md -> Graphics & Performance +Topics_GD\Skybound_Weapon_Behavior_Engine_Migration.md -> Skybound +Topics_GD\Skybound_Weapon_Behavior_Engine_Migration.md -> Design & Experience +Topics_GD\Splash Damage.md -> Area-of-Effect (AoE) +Topics_GD\Splash Damage.md -> Spread Units Command +Topics_GD\Splash Damage.md -> Flamethrowers +Topics_GD\Splash Damage.md -> Hellfire Tanks +Topics_GD\Splash Damage.md -> Legendary Scorcher +Topics_GD\Splash Damage.md -> War Commander Combat Ecosystem +Topics_GD\Splash Damage.md -> Arc 2 Technology +Topics_GD\Staircase Monetization Model.md -> Game of War: Fire Age +Topics_GD\Staircase Monetization Model.md -> Machine Zone (MZ) +Topics_GD\Street Duel Fighter.md -> 10_Wiki/Topics/Game Design +Topics_GD\Street Duel Fighter.md -> Game Design +Topics_GD\Street Duel Fighter.md -> Retro Aesthetics +Topics_GD\Street Duel Fighter.md -> Canvas Interaction +Topics_GD\Street Duel Fighter.md -> 00_Raw/2026-04-21-STREET_DUEL_FIGHTER_Prompt +Topics_GD\Support Insulated.md -> 이리듐(Iridium) +Topics_GD\Support Insulated.md -> 다병과 연합 전술(Combined Arms approach) +Topics_GD\Systems Biology.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Systems Biology.md -> 00_Raw/2026-04-20/Systems Biology.md +Topics_GD\Unit Stances.md -> February 2014 Game Update +Topics_GD\VIP 시스템 (VIP System).md -> Game of War: Fire Age +Topics_GD\VIP 시스템.md -> Game of War: Fire Age +Topics_GD\VIP.md -> Subscription through Activation +Topics_GD\VIP.md -> Monetization Model (BM) +Topics_GD\VIP.md -> Troops +Topics_GD\VIP.md -> Game of War: Fire Age +Topics_GD\War Commander AI and UI Enhancements.md -> Platoon Formations +Topics_GD\War Commander AI and UI Enhancements.md -> 2014 February Game Update +Topics_GD\War Commander 전투 생태계의 전술적 진화(Tactical Evolution of the Combat Ecosystem).md -> 지휘 및 통제(Command and Control) +Topics_GD\War Commander 전투 생태계의 전술적 진화(Tactical Evolution of the Combat Ecosystem).md -> Arc 2 기술(Arc 2 Technology) +Topics_GD\War Commander 전투 생태계의 전술적 진화(Tactical Evolution of the Combat Ecosystem).md -> 섹터 전투 및 동맹(Sector Warfare and Alliances) +Topics_GD\War Commander 전투 시스템 진화 (2014년 2월 업데이트).md -> 전투 컨트롤 (Combat Controls) +Topics_GD\War Commander 전투 시스템 진화 (2014년 2월 업데이트).md -> 미끼 전술 (Baiting) +Topics_GD\War Commander 전투 시스템 진화 (2014년 2월 업데이트).md -> 방어 태세 (Defensive Stances) +Topics_GD\War Commander 전투 시스템 진화 (2014년 2월 업데이트).md -> 2014년 2월 3일 게임 업데이트 +Topics_GD\War Commander 전투 전술 및 방어 메타.md -> Mixed Platoons +Topics_GD\War Commander 전투 전술 및 방어 메타.md -> Support/Heavy Platforms +Topics_GD\War Commander 전투 전술 및 방어 메타.md -> War Commander Combat Ecosystem +Topics_GD\War Commander 전투 전술 및 방어 메타.md -> Square Base +Topics_GD\War Commander 전투 전술 및 방어 메타.md -> Behemoth +Topics_GD\Wonder.md -> Super Wonder +Topics_GD\Wonder.md -> KvK (Kingdom vs. Kingdom) +Topics_GD\Wonder.md -> Feudal Power Pyramid +Topics_GD\Wonder.md -> Titles of Power +Topics_GD\Wonder.md -> Wonder Forest +Topics_GD\Wonder.md -> Game of War: Fire Age +Topics_GD\World War Rising.md -> 4X 전략 게임 +Topics_GD\World War Rising.md -> 스킨 교체(Reskin) +Topics_GD\World War Rising.md -> Game of War: Fire Age +Topics_GD\가상 화폐 (Virtual Currency).md -> 하드 커런시 (Hard Currency) +Topics_GD\가상 화폐 (Virtual Currency).md -> 인앱 결제 (In-App Purchases) +Topics_GD\가상 화폐 (Virtual Currency).md -> 이중 화폐 상점 (Dual-currency shops) +Topics_GD\가상 화폐 (Virtual Currency).md -> 착취적 수익화 (Predatory Monetization) +Topics_GD\가상 화폐 (Virtual Currency).md -> Game of War: Fire Age BM 모델 +Topics_GD\가상 화폐 (Virtual Currency).md -> 4X 전략 게임 수익화 전략 (4X Strategy Monetization) +Topics_GD\거점(Control Points) 점령전.md -> 토륨(Thorium) +Topics_GD\거점(Control Points) 점령전.md -> War Commander: Rogue Assault +Topics_GD\계단식 수익화 (Staircase Monetization).md -> Game of War: Fire Age +Topics_GD\계단식 수익화 (Staircase Monetization).md -> Machine Zone (MZ) +Topics_GD\계단식 수익화 모델 (Staircase Monetization).md -> 지불 용의 (Willingness to Pay, WTP) +Topics_GD\계단식 수익화 모델 (Staircase Monetization).md -> 고객 생애 가치 (Lifetime Value, LTV) +Topics_GD\계단식 수익화 모델 (Staircase Monetization).md -> Game of War: Fire Age +Topics_GD\고과금 유저 (Whales).md -> 코어 장비 (Core Equipment) +Topics_GD\고과금 유저 (Whales).md -> 왕국 대 왕국 (KvK) +Topics_GD\고과금 유저 (Whales).md -> Game of War: Fire Age +Topics_GD\고과금 유저 (Whales).md -> 4X 전략 게임 (4X Strategy Games) +Topics_GD\고래 유저 (Whale Players).md -> 코어 장비 (Core Equipment) +Topics_GD\고래 유저 (Whale Players).md -> Game of War: Fire Age +Topics_GD\고래 유저 (Whale Players).md -> Kingshot +Topics_GD\과금 모델 (Monetization).md -> 계단식 과금 (Staircase Monetization) +Topics_GD\과금 모델 (Monetization).md -> 동적 제안 (Dynamic Offers) +Topics_GD\과금 모델 (Monetization).md -> Game of War: Fire Age +Topics_GD\과금 모델 (Monetization).md -> 4X 전략 게임 (4X Strategy Games) +Topics_GD\과금 모델 (Monetization).md -> Machine Zone (MZ) +Topics_GD\구역 통제 및 동맹 전쟁(Sector Control and Alliance Wars).md -> 동맹 체제(Alliances) +Topics_GD\구역 통제 및 동맹 전쟁(Sector Control and Alliance Wars).md -> 감금 전술(Jailing) +Topics_GD\구역 통제 및 동맹 전쟁(Sector Control and Alliance Wars).md -> 통제 지점(Control Points) +Topics_GD\구역 통제 및 동맹 전쟁(Sector Control and Alliance Wars).md -> 월드 맵 시스템(World Map System) +Topics_GD\구역 통제 및 동맹 전쟁(Sector Control and Alliance Wars).md -> 구역 패권 지정학(Sector Geopolitics) +Topics_GD\기지 레이아웃 메타(Base Layout Meta).md -> 방어 건물(Defense Buildings) +Topics_GD\기지 레이아웃 메타(Base Layout Meta).md -> War Commander 전투 생태계의 전술적 진화(Tactical Evolution of the War Commander Combat Ecosystem) +Topics_GD\기지 방어 레이아웃(Base Layouts).md -> 방어 건물(Defense Buildings) +Topics_GD\기지 방어 레이아웃(Base Layouts).md -> War Commander 전투 생태계의 구조적 역학(Structural Dynamics of Combat Ecosystem) +Topics_GD\기지 방어 설계 및 공략(Base Defense and Siege).md -> 전투 컨트롤 및 AI 유인(Combat Controls & Baiting) +Topics_GD\기지 방어 설계 및 공략(Base Defense and Siege).md -> 기지 레이아웃(Base Layouts) +Topics_GD\기지 방어 설계 및 공략(Base Defense and Siege).md -> 섹터 전쟁 및 동맹 패권(Sector Warfare and Alliance Hegemony) +Topics_GD\다크 패턴 (Dark Patterns).md -> Game of War: Fire Age BM 구조 +Topics_GD\동맹(Alliances).md -> 섹터(Sector) +Topics_GD\동맹(Alliances).md -> 통제점(Control Points) +Topics_GD\동맹(Alliances).md -> 투옥(Jailing) 전술 +Topics_GD\동맹(Alliances).md -> 토륨(Thorium) +Topics_GD\동맹(Alliances).md -> War Commander 전투 생태계 및 지정학적 구조 +Topics_GD\동적 가격 책정 (Dynamic Pricing).md -> Game of War: Fire Age +Topics_GD\동적 가격 책정 (Dynamic Pricing).md -> Machine Zone (MZ) +Topics_GD\라이브 서비스 (Live Service).md -> 프리미엄 (Freemium) +Topics_GD\라이브 서비스 (Live Service).md -> 라이브 운영 (LiveOps) +Topics_GD\라이브 서비스 (Live Service).md -> 씬 클라이언트 (Thin-Client) +Topics_GD\라이브 서비스 (Live Service).md -> 미세 결제 (Microtransactions) +Topics_GD\라이브 서비스 (Live Service).md -> Game of War: Fire Age +Topics_GD\맞춤형 팩 (Personalized Packs).md -> 계단식 과금 모델 (Staircase Monetization Model) +Topics_GD\맞춤형 팩 (Personalized Packs).md -> 실시간 엔진 (Real-Time Engine, RTE) +Topics_GD\맞춤형 팩 (Personalized Packs).md -> 이탈 지점 (Quit Points) +Topics_GD\맞춤형 팩 (Personalized Packs).md -> Game of War: Fire Age +Topics_GD\맞춤형 팩 (Personalized Packs).md -> State of Survival +Topics_GD\모바일 미드코어 게임의 진화 및 Game of War BM 구조 분석 프로젝트.md -> 4X 전략 게임 +Topics_GD\모바일 미드코어 게임의 진화 및 Game of War BM 구조 분석 프로젝트.md -> 이중 계층 VIP 시스템 +Topics_GD\모바일 미드코어 게임의 진화 및 Game of War BM 구조 분석 프로젝트.md -> 약탈적 수익화 (Predatory Monetisation) +Topics_GD\모바일 미드코어 게임의 진화 및 Game of War BM 구조 분석 프로젝트.md -> 실시간 번역 엔진 기반의 글로벌 소셜 상호작용 및 봉건제 권력 메타 설계 +Topics_GD\미끼 전술(Baiting).md -> 유닛 제어 및 방어 태세(Combat Controls and Defensive Stances) +Topics_GD\미끼 전술(Baiting).md -> 기지 방어 구조(Defensive Architecture) +Topics_GD\미끼 전술(Baiting).md -> 대공 및 대지상 유닛 상성(Anti-Air and Anti-Ground Counters) +Topics_GD\미끼 전술(Baiting).md -> 기지 공략 및 전술적 타격(Base Attack and Tactical Strikes) +Topics_GD\방어 구조 및 기지 레이아웃(Defensive Architecture and Base Layouts).md -> 방어 플랫폼 및 데미지 저항(Damage Resistance) +Topics_GD\방어 구조 및 기지 레이아웃(Defensive Architecture and Base Layouts).md -> 기지 방어 유닛(Defensive Units) +Topics_GD\방어 구조 및 기지 레이아웃(Defensive Architecture and Base Layouts).md -> 전술적 유인(Baiting) 및 카운터 전략 +Topics_GD\방어 구조 및 기지 레이아웃(Defensive Architecture and Base Layouts).md -> Arc 2 기술 및 2026년 방어 생태계 변화 +Topics_GD\방어 구조(Defensive Architecture).md -> 기지 레이아웃(Base Layouts) +Topics_GD\방어 구조(Defensive Architecture).md -> 플랫폼 특화(Platform Specialization) +Topics_GD\방어 구조(Defensive Architecture).md -> War Commander 전투 생태계(War Commander Combat Ecosystem) +Topics_GD\방어 기하학 및 구조 설계(Defensive Architecture).md -> 유인 전술 및 전투 통제(Baiting and Combat Controls) +Topics_GD\방어 기하학 및 구조 설계(Defensive Architecture).md -> 플랫폼 저항 및 방어 특화(Platform Resistance and Defensive Specialization) +Topics_GD\방어 기하학 및 구조 설계(Defensive Architecture).md -> 기지 레이아웃 및 킬 존(Base Layouts and Kill Zones) +Topics_GD\방어 기하학 및 구조 설계(Defensive Architecture).md -> 전투 생태계의 구조적 역학(Structural Dynamics of Combat Ecosystem) +Topics_GD\방어 태세(Defensive Stance).md -> 지휘 본부(Command Center) +Topics_GD\방어 태세(Defensive Stance).md -> 2014년 2월 전투 컨트롤(Combat Controls) 업데이트 +Topics_GD\방어 플랫폼(Defense Platforms).md -> 포탑(Turrets) +Topics_GD\방어 플랫폼(Defense Platforms).md -> 2026년 3월 연구 드롭(MARCH 2026 RESEARCH DROP) +Topics_GD\병원 (Hospital).md -> Instant Training Packs +Topics_GD\병원 (Hospital).md -> Troops +Topics_GD\병원 (Hospital).md -> Hero Research +Topics_GD\복합 방어 전략(Combined Arms Defensive Grid).md -> Square Base +Topics_GD\복합 방어 전략(Combined Arms Defensive Grid).md -> Blitz Base +Topics_GD\복합 방어 전략(Combined Arms Defensive Grid).md -> AI 유인(Baiting) 전술 +Topics_GD\복합 방어 전략(Combined Arms Defensive Grid).md -> Metronomos +Topics_GD\복합 방어 전략(Combined Arms Defensive Grid).md -> Nightwatch Bunker +Topics_GD\복합 방어 전략(Combined Arms Defensive Grid).md -> War Commander Base Layouts +Topics_GD\봉건적 권력 피라미드 (Feudal Power Pyramid).md -> 원더 (Wonder) +Topics_GD\봉건적 권력 피라미드 (Feudal Power Pyramid).md -> 동맹 (Alliance) +Topics_GD\봉건적 권력 피라미드 (Feudal Power Pyramid).md -> 계단식 수익화 모델 (Staircase Monetization Model) +Topics_GD\봉건적 권력 피라미드 (Feudal Power Pyramid).md -> Game of War 소셜 엔지니어링 및 BM 아키텍처 분석 +Topics_GD\블리츠 기지 설계(Blitz Base Design).md -> Baiting(유인 전술) +Topics_GD\블리츠 기지 설계(Blitz Base Design).md -> Watch Tower(감시탑) +Topics_GD\블리츠 기지 설계(Blitz Base Design).md -> Stronghold(스트롱홀드) +Topics_GD\블리츠 기지 설계(Blitz Base Design).md -> Hellfire(헬파이어) +Topics_GD\블리츠 기지 설계(Blitz Base Design).md -> 기지 방어 기하학(Defensive Architecture and Geometric Deterrence) +Topics_GD\블리츠 기지 설계(Blitz Base Design).md -> 혼합 유닛 방어 전략 +Topics_GD\상성 및 데미지 유형(Unit Counters & Damage Profiles).md -> 기지 방어 및 레이아웃(Base Defense & Layouts) +Topics_GD\상성 및 데미지 유형(Unit Counters & Damage Profiles).md -> 플래툰 구성 및 전술(Platoon Compositions & Tactics) +Topics_GD\상성 및 데미지 유형(Unit Counters & Damage Profiles).md -> Arc 2 Technology +Topics_GD\세계 지도(World Map).md -> 섹터(Sector) +Topics_GD\세계 지도(World Map).md -> 제일링(Jailing) +Topics_GD\세계 지도(World Map).md -> 소대(Platoon) +Topics_GD\세계 지도(World Map).md -> 통제점(Control Points) +Topics_GD\세계 지도(World Map).md -> 통제 구역 전쟁(Contestable Zones War) +Topics_GD\세계 지도(World Map).md -> 악명 프리시즌(Infamy Preseason) +Topics_GD\세계 지도(World Map).md -> 자원 매장지 쟁탈전(Resource Deposit Capture) +Topics_GD\세계 지도(World Map).md -> 제일링(Jailing) +Topics_GD\스태어케이스 수익화 모델 (Staircase Monetization Model).md -> Game of War: Fire Age +Topics_GD\스태어케이스 수익화 모델 (Staircase Monetization Model).md -> Machine Zone (MZ) +Topics_GD\시간 제한 메커니즘 (Time-gating).md -> 가속 아이템 (Speed Ups) +Topics_GD\시간 제한 메커니즘 (Time-gating).md -> 코어 장비 (Core Equipment) +Topics_GD\시간 제한 메커니즘 (Time-gating).md -> 소외 불안 (FOMO) +Topics_GD\시간 제한 메커니즘 (Time-gating).md -> Game of War: Fire Age BM 구조 +Topics_GD\시간 제한 활성화 (Time-limited Activation).md -> 수익화 모델 (Monetization Model) +Topics_GD\시간 제한 활성화 (Time-limited Activation).md -> Game of War: Fire Age +Topics_GD\실시간 번역 엔진 (Real-Time Engine).md -> LiveOps (라이브 운영) +Topics_GD\실시간 번역 엔진 (Real-Time Engine).md -> Staircase Monetization (계단식 수익화 모델) +Topics_GD\실시간 번역 엔진 (Real-Time Engine).md -> Alliances (연맹 시스템) +Topics_GD\실시간 번역 엔진 (Real-Time Engine).md -> Machine Zone (MZ) +Topics_GD\실시간 번역 엔진 (Real-Time Engine).md -> Game of War: Fire Age +Topics_GD\실시간 번역 엔진 (RTE).md -> Game of War: Fire Age +Topics_GD\실시간 번역 엔진 (RTE).md -> Machine Zone (MZ) +Topics_GD\실시간 엔진 (Real-Time Engine).md -> 라이브 운영 (LiveOps) +Topics_GD\실시간 엔진 (Real-Time Engine).md -> 행동 세분화 (Behavioral Segmentation) +Topics_GD\실시간 엔진 (Real-Time Engine).md -> 동적 제안 (Dynamic Offers) +Topics_GD\실시간 엔진 (Real-Time Engine).md -> 계단식 수익화 모델 (Staircase Monetization Model) +Topics_GD\실시간 엔진 (Real-Time Engine).md -> Game of War: Fire Age +Topics_GD\실시간 엔진 (Real-Time Engine).md -> Machine Zone (MZ) +Topics_GD\실시간 엔진 (RTE).md -> 라이브 옵스 (LiveOps) +Topics_GD\실시간 엔진 (RTE).md -> 마찰 지점 수익화 (Monetization at the point of friction) +Topics_GD\실시간 엔진 (RTE).md -> 실시간 번역 (Real-Time Translation) +Topics_GD\실시간 엔진 (RTE).md -> Game of War: Fire Age +Topics_GD\실시간 엔진 (RTE).md -> Machine Zone (MZ) +Topics_GD\아크 2 테크놀로지 및 유닛(Arc 2 Technology and Units).md -> 섹터 돌파 이벤트(Sector Breach Event) +Topics_GD\아크 2 테크놀로지 및 유닛(Arc 2 Technology and Units).md -> 제병 협동 전술(Combined Arms Tactics) +Topics_GD\아크 2 테크놀로지 및 유닛(Arc 2 Technology and Units).md -> 2026년 3월 리서치 드롭(March 2026 Research Drop) +Topics_GD\약탈적 수익화 (Predatory Monetization).md -> Game of War: Fire Age BM 구조 +Topics_GD\얼라이언스 (Alliance).md -> 원더 (Wonder) +Topics_GD\얼라이언스 (Alliance).md -> 창발적 게임플레이 (Emergent Gameplay) +Topics_GD\얼라이언스 (Alliance).md -> 수익화 모델 (Monetization) +Topics_GD\얼라이언스 (Alliance).md -> KvK (Kingdom vs Kingdom) +Topics_GD\얼라이언스 (Alliance).md -> Game of War: Fire Age +Topics_GD\얼라이언스 (Alliance).md -> 4X Strategy Games +Topics_GD\영구 손실 (Permanent loss).md -> Instant Training Packs +Topics_GD\영구적 손실 (Permanent Loss).md -> Game of War: Fire Age +Topics_GD\영구적 손실 (Permanent Loss).md -> Machine Zone (MZ) +Topics_GD\영구적 손실 (Permanent Loss).md -> 4X 전략 게임 (4X Strategy Games) +Topics_GD\왕국 대 왕국 (KvK) 이벤트.md -> 원더 (Wonder) +Topics_GD\왕국 대 왕국 (KvK) 이벤트.md -> 가속 아이템 (Speed-ups) +Topics_GD\왕국 대 왕국 (KvK) 이벤트.md -> 고급 순간이동 (Advanced Teleport) +Topics_GD\왕국 대 왕국 (KvK) 이벤트.md -> 라이브옵스 (LiveOps) 및 과금 구조 +Topics_GD\왕국 대 왕국 (KvK) 이벤트.md -> Game of War: Fire Age +Topics_GD\왕국 대 왕국 (KvK) 이벤트.md -> 4X 전략 게임 (4X Strategy Game) +Topics_GD\월드 맵(World Map).md -> Sector(섹터) +Topics_GD\월드 맵(World Map).md -> Platoons(소대) +Topics_GD\월드 맵(World Map).md -> Resource Deposits(자원 매장지) +Topics_GD\월드 맵(World Map).md -> Clans & Alliances(클랜 및 동맹) +Topics_GD\월드 맵(World Map).md -> Jailing(제일링/포위 전술) +Topics_GD\월드 맵(World Map).md -> War Commander 전투 생태계 및 지정학적 구조 +Topics_GD\유닛 미끼 전술(Baiting).md -> 인공지능 추적 로직(AI Pursuit Logic) +Topics_GD\유닛 미끼 전술(Baiting).md -> 방어 태세(Defensive Stances) +Topics_GD\유닛 미끼 전술(Baiting).md -> War Commander 전투 전술 및 기동 +Topics_GD\유닛 상성(Unit Matchups).md -> 방어 시설 및 포탑(Defense Buildings) +Topics_GD\유닛 상성(Unit Matchups).md -> 전술 기동 및 미끼(Baiting) 전략 +Topics_GD\유닛 상성(Unit Matchups).md -> War Commander 전투 생태계 및 전술 진화(Tactical Evolution of Combat Ecosystem) +Topics_GD\유인 전술(Baiting Tactics).md -> War Commander 전투 시스템 +Topics_GD\이리듐 및 토륨 경제(Iridium and Thorium Economy).md -> 기지 방어 기하학(Defensive Architecture) +Topics_GD\이리듐 및 토륨 경제(Iridium and Thorium Economy).md -> 동맹 및 섹터 패권(Alliances and Sector Hegemony) +Topics_GD\이리듐 및 토륨 경제(Iridium and Thorium Economy).md -> Arc 2 기술(Arc 2 Technology) +Topics_GD\이중 VIP 시스템 (Dual-layer VIP).md -> 4X 전략 게임 (4X Strategy Games) +Topics_GD\이중 VIP 시스템 (Dual-layer VIP).md -> Game of War: Fire Age +Topics_GD\이중 계층 과금 모델 (Two-layer Monetization).md -> 계단식 과금 모델 (Staircase Monetization) +Topics_GD\이중 계층 과금 모델 (Two-layer Monetization).md -> Game of War: Fire Age +Topics_GD\이중 계층 과금 모델 (Two-layer Monetization).md -> 4X 전략 게임 (4X Strategy) +Topics_GD\인문학적 게임 비평 및 서사학.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\인문학적 게임 비평 및 서사학.md -> 00_Raw/2026-04-20/인문학적 게임 비평 및 서사학.md +Topics_GD\적자 경제 (Deficit economy).md -> 유지비 (Upkeep) +Topics_GD\적자 경제 (Deficit economy).md -> 4X 코어 루프 (4X Core Loop) +Topics_GD\전력 시스템(Power Systems).md -> 발전소(Power Plant) +Topics_GD\전력 시스템(Power Systems).md -> 포탑(Turrets) +Topics_GD\전력 시스템(Power Systems).md -> War Commander 기지 설계 및 공격 전술 +Topics_GD\전투 컨트롤(Combat Controls).md -> 방어 태세(Defensive Stances) +Topics_GD\전투 컨트롤(Combat Controls).md -> 마이크로 매니지먼트(Micro-management) +Topics_GD\전투 컨트롤(Combat Controls).md -> 2014년 2월 전투 시스템 업데이트(February 2014 Combat System Update) +Topics_GD\전투 통제(Combat Controls).md -> 방어 태세(Defensive Stances) +Topics_GD\전투 통제(Combat Controls).md -> 2014년 2월 전투 통제 업데이트(February 2014 Combat Controls Update) +Topics_GD\제로잉 (Getting Zero-ed).md -> Game of War: Fire Age BM 및 게임 구조 분석 +Topics_GD\제로잉 (Zeroing).md -> Permanent Loss (영구적 손실) +Topics_GD\제로잉 (Zeroing).md -> Sunk Cost Fallacy (매몰 비용 오류) +Topics_GD\제로잉 (Zeroing).md -> LiveOps (라이브옵스) +Topics_GD\제로잉 (Zeroing).md -> Game of War: Fire Age +Topics_GD\토륨 경제(Thorium Economy).md -> Arc 2 Technology +Topics_GD\토륨 경제(Thorium Economy).md -> Verkraft Thorium Compounds +Topics_GD\토륨 경제(Thorium Economy).md -> Control Points +Topics_GD\토륨 경제(Thorium Economy).md -> Resource Compression +Topics_GD\토륨 경제(Thorium Economy).md -> War Commander 101, Part 2: Resources +Topics_GD\토륨 경제(Thorium Economy).md -> Structural Dynamics and Tactical Evolution of the War Commander Combat Ecosystem +Topics_GD\파워 크립 (Power Creep).md -> 무한 확장 경제 (Infinitely Scalable Economy) +Topics_GD\파워 크립 (Power Creep).md -> 콘텐츠 러닝머신 (Content Treadmills) +Topics_GD\파워 크립 (Power Creep).md -> Game of War: Fire Age +Topics_GD\피해 유형(Damage Types).md -> Support Platforms +Topics_GD\피해 유형(Damage Types).md -> Mixed Platoons +Topics_GD\피해 유형(Damage Types).md -> Status Effects +Topics_GD\혼합 소대 전술(Mixed Platoon Tactics).md -> 피해 저항 플랫폼(Damage Resistance Platforms) +Topics_GD\혼합 소대 전술(Mixed Platoon Tactics).md -> 대공 및 대지 전투(Anti-Air and Anti-Ground Combat) +Topics_GD\혼합 소대 전술(Mixed Platoon Tactics).md -> War Commander 전투 생태계의 전술적 진화(Tactical Evolution of the War Commander Combat Ecosystem) +Topics_GD\혼합 소대(Mixed Platoons).md -> 가위바위보 상성 시스템(Rock-Paper-Scissors Dynamic) +Topics_GD\혼합 소대(Mixed Platoons).md -> 지원 플랫폼(Support Platforms) +Topics_GD\혼합 소대(Mixed Platoons).md -> 전투 생태계의 구조적 역학과 전술적 진화(Structural Dynamics and Tactical Evolution of the Combat Ecosystem) +Topics_GD\Balancing\Game Design & Math\Algorithmic Game Theory.md -> 10_Wiki/💡 Topics/Game Design & Math +Topics_GD\Balancing\Game Design & Math\Algorithmic Game Theory.md -> 00_Raw/2026-04-20/Algorithmic Game Theory.md +Topics_GD\Core_Systems\AI & Games\AlphaZero Strategy.md -> 10_Wiki/💡 Topics/AI & Games +Topics_GD\Core_Systems\AI & Games\AlphaZero Strategy.md -> 00_Raw/2026-04-20/AlphaZero Strategy.md +Topics_GD\Core_Systems\Game Design\Agency and Player Autonomy.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\Agency and Player Autonomy.md -> 00_Raw/2026-04-20/Agency and Player Autonomy.md +Topics_GD\Core_Systems\Game Design\Albion Online (Full LootPlayer-Driven Production).md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\Albion Online (Full LootPlayer-Driven Production).md -> Albion Online (Full Loot/Player-Driven Production) +Topics_GD\Core_Systems\Game Design\Albion Online (Full LootPlayer-Driven Production).md -> 00_Raw/2026-04-20/Albion Online (Full Loot_Player-Driven Production).md +Topics_GD\Core_Systems\Game Design\ARG-Alternate-Reality-Games.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\ARG-Alternate-Reality-Games.md -> 00_Raw/2026-04-20/ARG-Alternate-Reality-Games.md +Topics_GD\Core_Systems\Game Design\Arkane Studios.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\Arkane Studios.md -> 00_Raw/2026-04-20/Arkane Studios.md +Topics_GD\Core_Systems\Game Design\Cyber-Physical Systems (CPS).md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\Cyber-Physical Systems (CPS).md -> 00_Raw/2026-04-20/Cyber-Physical Systems (CPS).md +Topics_GD\Core_Systems\Game Design\Elite-Athletic-Development.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\Elite-Athletic-Development.md -> 00_Raw/2026-04-20/Elite-Athletic-Development.md +Topics_GD\Core_Systems\Game Design\Post-Modernist Literature in Gaming.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\Post-Modernist Literature in Gaming.md -> 00_Raw/2026-04-20/Post-Modernist Literature in Gaming.md +Topics_GD\Core_Systems\Game Design\Quantum-Game-Theory.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\Quantum-Game-Theory.md -> 00_Raw/2026-04-20/Quantum-Game-Theory.md +Topics_GD\Core_Systems\Game Design\Roguelike Procedural Generation.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\Roguelike Procedural Generation.md -> 00_Raw/2026-04-20/Roguelike Procedural Generation.md +Topics_GD\Core_Systems\Game Design\Street Duel Fighter.md -> 10_Wiki/Topics/Game Design +Topics_GD\Core_Systems\Game Design\Street Duel Fighter.md -> Game Design +Topics_GD\Core_Systems\Game Design\Street Duel Fighter.md -> Retro Aesthetics +Topics_GD\Core_Systems\Game Design\Street Duel Fighter.md -> Canvas Interaction +Topics_GD\Core_Systems\Game Design\Street Duel Fighter.md -> 00_Raw/2026-04-21-STREET_DUEL_FIGHTER_Prompt +Topics_GD\Core_Systems\Game Design\Systems Biology.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\Systems Biology.md -> 00_Raw/2026-04-20/Systems Biology.md +Topics_GD\Core_Systems\Game Design\인문학적 게임 비평 및 서사학.md -> 10_Wiki/💡 Topics/Game Design +Topics_GD\Core_Systems\Game Design\인문학적 게임 비평 및 서사학.md -> 00_Raw/2026-04-20/인문학적 게임 비평 및 서사학.md +Topics_GD\Core_Systems\Game Design & Math\Algorithmic Game Theory.md -> 10_Wiki/💡 Topics/Game Design & Math +Topics_GD\Core_Systems\Game Design & Math\Algorithmic Game Theory.md -> 00_Raw/2026-04-20/Algorithmic Game Theory.md +Topics_GD\Core_Systems\Physics & Simulation\Aerospace Flight Simulation.md -> 10_Wiki/💡 Topics/Physics & Simulation +Topics_GD\Core_Systems\Physics & Simulation\Aerospace Flight Simulation.md -> 00_Raw/2026-04-20/Aerospace Flight Simulation.md +Topics_GD\Core_Systems\Simulation & Math\Agent-Based Modeling (ABM).md -> 10_Wiki/💡 Topics/Simulation & Math +Topics_GD\Core_Systems\Simulation & Math\Agent-Based Modeling (ABM).md -> 00_Raw/2026-04-20/Agent-Based Modeling (ABM).md +Topics_GD\Core_Systems\System Architecture & Simulation\Digital Twins.md -> 10_Wiki/💡 Topics/System Architecture & Simulation +Topics_GD\Core_Systems\System Architecture & Simulation\Digital Twins.md -> Real-Time-Game-Engines +Topics_GD\Core_Systems\System Architecture & Simulation\Digital Twins.md -> 00_Raw/Digital Twins.md +Topics_GD\Core_Systems\System Design & Modeling\Event Storming.md -> 10_Wiki/💡 Topics/System Design & Modeling +Topics_GD\Core_Systems\System Design & Modeling\Event Storming.md -> System Dynamics +Topics_GD\Core_Systems\System Design & Modeling\Event Storming.md -> Saga Pattern +Topics_GD\Core_Systems\System Design & Modeling\Event Storming.md -> 00_Raw/Event Storming.md +Topics_GD\UX_Scenarios\Skybound\Skybound_Asset_Generation_Roadmap.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\Skybound_Asset_Generation_Roadmap.md -> Design & Experience +Topics_GD\UX_Scenarios\Skybound\Skybound_Asset_Purity_Sync.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\Skybound_Asset_Purity_Sync.md -> Graphics & Performance +Topics_GD\UX_Scenarios\Skybound\Skybound_Asset_Purity_Sync.md -> Design & Experience +Topics_GD\UX_Scenarios\Skybound\Skybound_Defensive_Architecture_Reboot.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\Skybound_Defensive_Architecture_Reboot.md -> Design & Experience +Topics_GD\UX_Scenarios\Skybound\Skybound_Defensive_Architecture_Reboot.md -> Graphics & Performance +Topics_GD\UX_Scenarios\Skybound\Skybound_Enemy_Orientation_Fix.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\Skybound_Enemy_Orientation_Fix.md -> Graphics & Performance +Topics_GD\UX_Scenarios\Skybound\Skybound_Firepower_Overclock_v1.5.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\Skybound_Firepower_Overclock_v1.5.md -> Design & Experience +Topics_GD\UX_Scenarios\Skybound\Skybound_Skill_Asset_Integration.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\Skybound_Skill_Asset_Integration.md -> Graphics & Performance +Topics_GD\UX_Scenarios\Skybound\Skybound_Skill_Image_Integration.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\Skybound_Skill_Image_Integration.md -> Design & Experience +Topics_GD\UX_Scenarios\Skybound\Skybound_Skill_Image_Integration.md -> Graphics & Performance +Topics_GD\UX_Scenarios\Skybound\Skybound_Weapon_Behavior_Engine_Migration.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\Skybound_Weapon_Behavior_Engine_Migration.md -> Design & Experience +Topics_GD\UX_Scenarios\Skybound\01_Core_Engine\Git_Synchronization_Protocol.md -> WIKIFICATION_PROTOCOL +Topics_GD\UX_Scenarios\Skybound\01_Core_Engine\Skybound-Modular-Game-Architecture.md -> Combat-System-Core +Topics_GD\UX_Scenarios\Skybound\01_Core_Engine\Visual_Feedback_Signal_Pattern.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\01_Core_Engine\Visual_Feedback_Signal_Pattern.md -> UI-UX +Topics_GD\UX_Scenarios\Skybound\01_Core_Engine\Visual_Feedback_Signal_Pattern.md -> Graphics & Performance +Topics_GD\UX_Scenarios\Skybound\02_Combat_AI\Staggered-Firing-Logic-and-Phase-Offset.md -> Combat-System-Core +Topics_GD\UX_Scenarios\Skybound\04_Mechanics_Progression\Combat_Timeline_Difficulty_Scaling.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\04_Mechanics_Progression\Combat_Timeline_Difficulty_Scaling.md -> Game Design +Topics_GD\UX_Scenarios\Skybound\04_Mechanics_Progression\Combat_Timeline_Difficulty_Scaling.md -> Software Architecture +Topics_GD\UX_Scenarios\Skybound\04_Mechanics_Progression\InGame_Progression_System.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\04_Mechanics_Progression\InGame_Progression_System.md -> Game Design +Topics_GD\UX_Scenarios\Skybound\04_Mechanics_Progression\InGame_Progression_System.md -> Software Architecture +Topics_GD\UX_Scenarios\Skybound\04_Mechanics_Progression\Meta_Economy_Growth_Loop.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\04_Mechanics_Progression\Meta_Economy_Growth_Loop.md -> Game Design +Topics_GD\UX_Scenarios\Skybound\04_Mechanics_Progression\Meta_Economy_Growth_Loop.md -> Economics & Algorithms +Topics_GD\UX_Scenarios\Skybound\05_Project_Issues\2026-04-22_Engine_Stability_Audit.md -> Skybound +Topics_GD\UX_Scenarios\Skybound\05_Project_Issues\2026-04-22_Engine_Stability_Audit.md -> Software Reliability +Topics_GD\UX_Scenarios\Skybound\05_Project_Issues\2026-04-22_Engine_Stability_Audit.md -> Governance & Reliability +Topics_GD\UX_Scenarios\Skybound\05_Project_Issues\2026-04-22_Engine_Stability_Audit.md -> 02_Architecture_Principles +Topics_GD\UX_Scenarios\Systemic Modeling & Fun\Game Design Theory.md -> 10_Wiki/💡 Topics/Systemic Modeling & Fun +Topics_GD\UX_Scenarios\Systemic Modeling & Fun\Game Design Theory.md -> Emergent Gameplay +Topics_GD\UX_Scenarios\Systemic Modeling & Fun\Game Design Theory.md -> 00_Raw/Game Design Theory.md diff --git a/scratch/find_broken_links.py b/scratch/find_broken_links.py new file mode 100644 index 00000000..731c1e11 --- /dev/null +++ b/scratch/find_broken_links.py @@ -0,0 +1,36 @@ +import os +import re + +wiki_root = r"E:\Wiki\2nd\10_Wiki" +all_files = set() +for root, dirs, files in os.walk(wiki_root): + for file in files: + if file.endswith(".md"): + name = os.path.splitext(file)[0] + all_files.add(name) + +broken_links = [] +link_pattern = re.compile(r"\[\[([^\]|]+)(?:\|[^\]]+)?\]\]") + +for root, dirs, files in os.walk(wiki_root): + for file in files: + if file.endswith(".md"): + abs_path = os.path.join(root, file) + try: + with open(abs_path, "r", encoding="utf-8") as f: + content = f.read() + links = link_pattern.findall(content) + for link in links: + link_target = link.strip().replace("\\", "/").split("/")[-1] + if link_target and link_target not in all_files and link_target != "Index": + broken_links.append((os.path.relpath(abs_path, wiki_root), link)) + except: + pass + +if broken_links: + with open(r"E:\Wiki\2nd\scratch\broken_links.txt", "w", encoding="utf-8") as out: + for source, target in broken_links: + out.write(f"{source} -> {target}\n") + print(f"Found {len(broken_links)} broken links. Saved to orphans.txt") +else: + print("No broken links found!") diff --git a/scratch/find_orphans.py b/scratch/find_orphans.py new file mode 100644 index 00000000..82b598fb --- /dev/null +++ b/scratch/find_orphans.py @@ -0,0 +1,45 @@ +import os +import re + +wiki_root = r"E:\Wiki\2nd\10_Wiki" +all_files = [] +for root, dirs, files in os.walk(wiki_root): + for file in files: + if file.endswith(".md"): + rel_path = os.path.relpath(os.path.join(root, file), wiki_root) + all_files.append(rel_path.replace("\\", "/")) + +print(f"Total files: {len(all_files)}") + +# Build a set of all mentioned files +mentioned = set() +link_pattern = re.compile(r"\[\[([^\]|]+)(?:\|[^\]]+)?\]\]") + +for rel_path in all_files: + abs_path = os.path.join(wiki_root, rel_path.replace("/", os.sep)) + try: + if not os.path.exists(abs_path): + continue + with open(abs_path, "r", encoding="utf-8") as f: + content = f.read() + links = link_pattern.findall(content) + for link in links: + link_clean = link.strip().replace("\\", "/") + mentioned.add(link_clean) + except Exception as e: + print(f"Error reading {rel_path}: {e}") + +# Check which files are not mentioned +orphans = [] +for f in all_files: + basename = os.path.splitext(os.path.basename(f))[0] + if f not in mentioned and basename not in mentioned and f.replace(".md", "") not in mentioned: + orphans.append(f) + +with open(r"E:\Wiki\2nd\scratch\orphans.txt", "w", encoding="utf-8") as out: + out.write(f"Total files: {len(all_files)}\n") + out.write(f"\nFound {len(orphans)} orphaned files:\n") + for o in orphans: + out.write(o + "\n") + +print(f"Results written to E:\\Wiki\\2nd\\scratch\\orphans.txt") diff --git a/scratch/generate_indexes.py b/scratch/generate_indexes.py new file mode 100644 index 00000000..6c1b4e0f --- /dev/null +++ b/scratch/generate_indexes.py @@ -0,0 +1,48 @@ +import os + +wiki_root = r"E:\Wiki\2nd\10_Wiki" + +def generate_folder_index(dir_path): + rel_dir = os.path.relpath(dir_path, wiki_root) + index_name = "Index.md" + index_path = os.path.join(dir_path, index_name) + + files = [] + subdirs = [] + + for item in os.listdir(dir_path): + if item == index_name: continue + full_path = os.path.join(dir_path, item) + if os.path.isdir(full_path): + subdirs.append(item) + elif item.endswith(".md"): + files.append(item) + + if not files and not subdirs: + return + + content = f"# Index: {rel_dir.replace(os.sep, ' > ')}\n\n" + + if subdirs: + content += "## 📁 Subcategories\n" + for sd in sorted(subdirs): + # Check if subdir has an Index.md + content += f"- [[{sd}/Index|{sd}]]\n" + content += "\n" + + if files: + content += "## 📝 Documents\n" + for f in sorted(files): + name = os.path.splitext(f)[0] + content += f"- [[{name}]]\n" + + with open(index_path, "w", encoding="utf-8") as f: + f.write(content) + print(f"Generated {index_path}") + +# Traverse and generate for each folder +for root, dirs, files in os.walk(wiki_root): + # Exclude .git + if ".git" in dirs: + dirs.remove(".git") + generate_folder_index(root) diff --git a/scratch/orphans.txt b/scratch/orphans.txt new file mode 100644 index 00000000..ce991b11 --- /dev/null +++ b/scratch/orphans.txt @@ -0,0 +1,127 @@ +Total files: 4319 + +Found 124 orphaned files: +Index.md +Decisions/Skybound/Index.md +Development/UI_Components/Index.md +Management/System/Index.md +Projects/Skybound/Index.md +Skills/BuildSystem/Index.md +Topics/00_Raw/Index.md +Topics/01_Frontend_Mastery/Index.md +Topics/02_Architecture_Principles/Index.md +Topics/03_DevOps_Environment/Index.md +Topics/04_Governance_Reliability/Index.md +Topics/10_Wiki/Index.md +Topics/Agent & AI/Index.md +Topics/AI/Index.md +Topics/AI & Games/Index.md +Topics/AI & ML MLOps/Index.md +Topics/AI & Narrative/Index.md +Topics/AI & Psychology/Index.md +Topics/AI & Tools/Index.md +Topics/Automation/Index.md +Topics/Business_Strategy/Index.md +Topics/Coding/Index.md +Topics/Communication & Tech/Index.md +Topics/Computational Theory & Math/Index.md +Topics/Datacollector/Index.md +Topics/Design/Index.md +Topics/Design & Experience/Index.md +Topics/Design & Web Performance/Index.md +Topics/Economics & Algorithms/Index.md +Topics/Education/Index.md +Topics/Financial Modeling & Math/Index.md +Topics/Frontend & Concurrency/Index.md +Topics/Frontend_Mastery/Index.md +Topics/Game Design/Index.md +Topics/Game Design/Genre & Mechanics/Index.md +Topics/Game Design/Industry/Index.md +Topics/Game Design/Monetization/Index.md +Topics/Game Design/Social & Psychology/Index.md +Topics/General Knowledge/Index.md +Topics/Governance & Reliability/Index.md +Topics/Graphics/Index.md +Topics/Graphics & Performance/Index.md +Topics/Health/Index.md +Topics/Health & Science/Index.md +Topics/Infrastructure & Automation/Index.md +Topics/Logic & Reasoning/Index.md +Topics/Memory & Systems/Index.md +Topics/Metaverse/Index.md +Topics/Metaverse & Devices/Index.md +Topics/Physics & Simulation/Index.md +Topics/Programming & Formal Methods/Index.md +Topics/Programming & Language/Index.md +Topics/Programming & Web/Index.md +Topics/Psychology/Index.md +Topics/Psychology & Behavior/Index.md +Topics/Psychology & Education/Index.md +Topics/Security & Reliability/Index.md +Topics/Skybound/Index.md +Topics/Skybound/01_Core_Engine/Index.md +Topics/Skybound/02_Combat_AI/Index.md +Topics/Skybound/03_Boss_Systems/Index.md +Topics/Skybound/04_Mechanics_Progression/Index.md +Topics/Skybound/05_Project_Issues/Index.md +Topics/Software Architecture/AlphaGo (Monte Carlo Tree Search RL)] [Autonomous Driving Simulation] [Robotic Manipulation.md +Topics/Software Architecture/Index.md +Topics/Software Reliability/Index.md +Topics/System Architecture & Reliability/Index.md +Topics/System Architecture & Simulation/Index.md +Topics/System Design & Modeling/Index.md +Topics/Systemic Modeling & Fun/Index.md +Topics/Web & Performance/Index.md +Topics_Art/Modeling/Index.md +Topics_Art/Modeling/Metaverse/Index.md +Topics_Art/Modeling/Metaverse & Devices/Index.md +Topics_Art/UI_UX_Assets/Index.md +Topics_Art/UI_UX_Assets/Design/Index.md +Topics_Art/UI_UX_Assets/Design & Experience/BioShock (Rapture)] [Dark Souls (Environmental Lore)] [Gone Home (Domestic Narrative Architecture).md +Topics_Art/UI_UX_Assets/Design & Experience/Index.md +Topics_Art/UI_UX_Assets/Design & Experience/응용 행동 분석(ABA)] [행동 경제학] [교육 심리학의 행동주의 모델.md +Topics_Art/UI_UX_Assets/Design & Web Performance/Index.md +Topics_Art/UI_UX_Assets/Web & Performance/Index.md +Topics_Art/Visual_Effects/Index.md +Topics_Art/Visual_Effects/Graphics/Index.md +Topics_Art/Visual_Effects/Graphics & Performance/Duolingo (Language Learning)] [Fitness Tracking Apps (Strava_Fitbit)] [EdTech Gamification] [FinTech Engagement Strategies.md +Topics_Art/Visual_Effects/Graphics & Performance/Index.md +Topics_Biz/Business_Strategy/Index.md +Topics_Biz/Business_Strategy/Economics & Algorithms/Index.md +Topics_Biz/Business_Strategy/Financial Modeling & Math/Index.md +Topics_Biz/Market_Research/Index.md +Topics_Biz/Market_Research/Sociology & Tech/Index.md +Topics_Biz/Operations/Index.md +Topics_Biz/Operations/Automation & Industry/Index.md +Topics_Biz/Operations/Governance & Reliability/Index.md +Topics_Biz/Operations/Security & Reliability/Index.md +Topics_Blog/Communication & Tech/Index.md +Topics_Blog/Content_Strategy/Index.md +Topics_Blog/Content_Strategy/Psychology & Education/Index.md +Topics_Blog/General Knowledge/Index.md +Topics_Blog/Storytelling/Index.md +Topics_Blog/Storytelling/AI & Narrative/Index.md +Topics_Blog/Storytelling/AI & Psychology/Index.md +Topics_Blog/Storytelling/Psychology & Behavior/Index.md +Topics_GD/Balancing/Index.md +Topics_GD/Balancing/Game Design & Math/Index.md +Topics_GD/Core_Systems/Index.md +Topics_GD/Core_Systems/AI & Games/Index.md +Topics_GD/Core_Systems/Game Design/Index.md +Topics_GD/Core_Systems/Game Design & Math/Index.md +Topics_GD/Core_Systems/Physics & Simulation/Index.md +Topics_GD/Core_Systems/Simulation & Math/Index.md +Topics_GD/Core_Systems/System Architecture & Simulation/Index.md +Topics_GD/Core_Systems/System Design & Modeling/Index.md +Topics_GD/Economy/Index.md +Topics_GD/Level_Design/Index.md +Topics_GD/Skybound_Reports/Index.md +Topics_GD/Theory_and_Principles/Index.md +Topics_GD/UX_Scenarios/Index.md +Topics_GD/UX_Scenarios/Skybound/Index.md +Topics_GD/UX_Scenarios/Skybound/01_Core_Engine/Index.md +Topics_GD/UX_Scenarios/Skybound/02_Combat_AI/Index.md +Topics_GD/UX_Scenarios/Skybound/03_Boss_Systems/Index.md +Topics_GD/UX_Scenarios/Skybound/04_Mechanics_Progression/Index.md +Topics_GD/UX_Scenarios/Skybound/05_Project_Issues/Index.md +Topics_GD/UX_Scenarios/Systemic Modeling & Fun/Index.md diff --git a/scratch/wiki_auto_engine.ps1 b/scratch/wiki_auto_engine.ps1 new file mode 100644 index 00000000..142d3eb2 --- /dev/null +++ b/scratch/wiki_auto_engine.ps1 @@ -0,0 +1,61 @@ +$rawDir = Join-Path (Get-Location) "00_Raw" +$targetBase = Join-Path (Get-Location) "10_Wiki\Topics" + +# Robust Rules Array +$rules = @( + @{ keywords = @("WARNO", "Eugen", "Steel Division", "Wargame", "10v10", "Combined Arms", "제병협동", "사단", "은신", "탄도학", "장갑", "소음", "가용성", "가위바위보"); target = "AI & Games" }, + @{ keywords = @("경제", "인플레이션", "수익화", "가차", "결제", "통화", "싱크", "Sinks", "IAA", "IAP", "PBR", "가격", "지표", "수도꼭지", "배수구", "보상", "난이도"); target = "Economics & Algorithms" }, + @{ keywords = @("ndf", "parse", "WME", "War-Yes", "Warno-Armory", "파싱", "도구", "스크립트", "LOD", "렌더링", "Telemetry", "텔레메트리"); target = "Programming & Tools" }, + @{ keywords = @("심리", "행동", "손실", "게이미피케이션", "사회", "Sociology", "대수"); target = "Psychology & Behavior" }, + @{ keywords = @("Pocket Land", "Nexus Gaming", "Magic Sort", "WoW 토큰", "PLEX", "디아블로"); target = "General Knowledge" } +) + +$files = Get-ChildItem -Path $rawDir -Filter "*.md" + +foreach ($file in $files) { + $targetFolder = "General Knowledge" # Default fallback + $found = $false + + foreach ($rule in $rules) { + foreach ($keyword in $rule.keywords) { + if ($file.Name -like "*$keyword*") { + $targetFolder = $rule.target + $found = $true + break + } + } + if ($found) { break } + } + + $dstDir = Join-Path $targetBase $targetFolder + if (-not (Test-Path $dstDir)) { New-Item -ItemType Directory -Path $dstDir -Force | Out-Null } + + $dstPath = Join-Path $dstDir $file.Name + + # Process Content + $content = Get-Content $file.FullName -Raw + # Standardize H1: # [[Title]] -> # Title + $content = $content -replace '# \[\[(.*?)\]\]', '# $1' + + # Metadata Insertion + $frontmatter = @" +--- +category: $($targetFolder) +status: Final +converted_at: 2026-04-28 +--- + +"@ + $newContent = $frontmatter + $content + + # Atomic Write & Delete + try { + [System.IO.File]::WriteAllText($dstPath, $newContent, [System.Text.Encoding]::UTF8) + if (Test-Path $dstPath) { + Remove-Item $file.FullName -Force + Write-Host "Success: $($file.Name) -> $($targetFolder)" + } + } catch { + Write-Host "Error processing $($file.Name): $($_.Exception.Message)" + } +} diff --git a/scratch/wiki_engine.py b/scratch/wiki_engine.py new file mode 100644 index 00000000..6248eaee --- /dev/null +++ b/scratch/wiki_engine.py @@ -0,0 +1,57 @@ +import os +import re +import shutil + +raw_dir = "00_Raw" +target_base = "10_Wiki/Topics" + +# Mapping Rules: Keyword regex -> Target Folder +rules = [ + (r"WARNO|Eugen|Steel|Wargame|10v10|Combined|제병협동|사단|은신|탄도|장갑|소음|가용성|가위바위보", "AI & Games"), + (r"경제|인플레|수익|가차|결제|통화|싱크|Sinks|IAA|IAP|PBR|가격|지표|수도꼭지|배수구|보상|난이도", "Economics & Algorithms"), + (r"ndf|parse|WME|War-Yes|Armory|파싱|도구|스크립트|LOD|렌더링|텔레메트리", "Programming & Tools"), + (r"심리|행동|손실|게이미피케이션|사회|Sociology|대수", "Psychology & Behavior"), + (r"Pocket|Nexus|Magic|WoW|PLEX|디아블로", "General Knowledge") +] + +if not os.path.exists(raw_dir): + print(f"Error: {raw_dir} not found") + exit(1) + +files = [f for f in os.listdir(raw_dir) if f.endswith(".md")] + +for filename in files: + src_path = os.path.join(raw_dir, filename) + target_folder = "General Knowledge" + + for pattern, folder in rules: + if re.search(pattern, filename, re.IGNORECASE): + target_folder = folder + break + + dst_dir = os.path.join(target_base, target_folder) + os.makedirs(dst_dir, exist_ok=True) + dst_path = os.path.join(dst_dir, filename) + + try: + with open(src_path, "r", encoding="utf-8") as f: + content = f.read() + + # Clean H1: # [[Title]] -> # Title + content = re.sub(r"# \[\[(.*?)\]\]", r"# \1", content) + + # Add Frontmatter + frontmatter = f"---\ncategory: {target_folder}\nstatus: Final\nconverted_at: 2026-04-28\n---\n\n" + new_content = frontmatter + content + + with open(dst_path, "w", encoding="utf-8") as f: + f.write(new_content) + + if os.path.exists(dst_path): + os.remove(src_path) + print(f"Success: {filename} -> {target_folder}") + + except Exception as e: + print(f"Failed: {filename} - {str(e)}") + +print("Wiki-fication complete!") diff --git a/scratch/wiki_final_engine.ps1 b/scratch/wiki_final_engine.ps1 new file mode 100644 index 00000000..7656a557 --- /dev/null +++ b/scratch/wiki_final_engine.ps1 @@ -0,0 +1,56 @@ +$rawDir = "00_Raw" +$targetBase = "10_Wiki\Topics" + +$files = Get-ChildItem -Path $rawDir -Filter "*.md" + +foreach ($file in $files) { + $name = $file.Name + $targetFolder = "General Knowledge" + + # Pattern Matching Logic + if ($name -match "WARNO|Eugen|Steel|Wargame|10v10|Combined|제병협동|사단|은신|탄도|장갑|소음|가용성|가위바위보") { + $targetFolder = "AI & Games" + } + elseif ($name -match "경제|인플레|수익|가차|결제|통화|싱크|Sinks|IAA|IAP|PBR|가격|지표|수도꼭지|배수구|보상|난이도") { + $targetFolder = "Economics & Algorithms" + } + elseif ($name -match "ndf|parse|WME|War-Yes|Armory|파싱|도구|스크립트|LOD|렌더링|텔레메트리") { + $targetFolder = "Programming & Tools" + } + elseif ($name -match "심리|행동|손실|게이미피케이션|사회|Sociology|대수") { + $targetFolder = "Psychology & Behavior" + } + elseif ($name -match "Pocket|Nexus|Magic|WoW|PLEX|디아블로") { + $targetFolder = "General Knowledge" + } + + $dstDir = Join-Path $targetBase $targetFolder + if (-not (Test-Path $dstDir)) { New-Item -ItemType Directory -Path $dstDir -Force | Out-Null } + + $dstPath = Join-Path $dstDir $name + + # Process Content Safely + try { + $content = Get-Content $file.FullName -Raw -Encoding UTF8 + $content = $content -replace '# \[\[(.*?)\]\]', '# $1' + + $frontmatter = @" +--- +category: $targetFolder +status: Final +converted_at: 2026-04-28 +--- + +"@ + $newContent = $frontmatter + $content + + [System.IO.File]::WriteAllText($dstPath, $newContent, [System.Text.Encoding]::UTF8) + + if (Test-Path $dstPath) { + Remove-Item $file.FullName -Force + Write-Host "Success: $name -> $targetFolder" + } + } catch { + Write-Host "Failed: $name - $($_.Exception.Message)" + } +} diff --git a/scratch/wiki_move_p1.ps1 b/scratch/wiki_move_p1.ps1 new file mode 100644 index 00000000..e9bcf6db --- /dev/null +++ b/scratch/wiki_move_p1.ps1 @@ -0,0 +1,45 @@ +$files = @( + @{src='00_Raw\WARNO.md'; dst='10_Wiki\Topics\AI & Games\WARNO.md'; cat='AI & Games'}, + @{src='00_Raw\WARNO-DATA Wiki.md'; dst='10_Wiki\Topics\AI & Games\WARNO-DATA Wiki.md'; cat='AI & Games'}, + @{src='00_Raw\WARNO-DATA 프로젝트.md'; dst='10_Wiki\Topics\AI & Games\WARNO-DATA 프로젝트.md'; cat='AI & Games'}, + @{src='00_Raw\Steel Division 시리즈.md'; dst='10_Wiki\Topics\AI & Games\Steel Division 시리즈.md'; cat='AI & Games'}, + @{src='00_Raw\Wargame 시리즈.md'; dst='10_Wiki\Topics\AI & Games\Wargame 시리즈.md'; cat='AI & Games'}, + @{src='00_Raw\Eugen Systems.md'; dst='10_Wiki\Topics\Game Design\Eugen Systems.md'; cat='Game Design'}, + @{src='00_Raw\ndf-parse.md'; dst='10_Wiki\Topics\Programming & Tools\ndf-parse.md'; cat='Programming & Tools'}, + @{src='00_Raw\ndf-parse 패키지.md'; dst='10_Wiki\Topics\Programming & Tools\ndf-parse 패키지.md'; cat='Programming & Tools'} +) + +foreach ($f in $files) { + $srcPath = Join-Path (Get-Location) $f.src + $dstPath = Join-Path (Get-Location) $f.dst + + if (Test-Path $srcPath) { + $content = Get-Content $srcPath -Raw + # Title Cleanup: # [[Title]] -> # Title + $content = $content -replace '# \[\[(.*?)\]\]', '# $1' + + # Add Frontmatter + $frontmatter = @" +--- +category: $($f.cat) +status: Final +converted_at: 2026-04-28 +--- + +"@ + + $newContent = $frontmatter + $content + + # Ensure directory exists + $dir = [System.IO.Path]::GetDirectoryName($dstPath) + if (-not (Test-Path $dir)) { New-Item -ItemType Directory -Path $dir -Force | Out-Null } + + # Write to destination + [System.IO.File]::WriteAllText($dstPath, $newContent, [System.Text.Encoding]::UTF8) + + # Delete source (only after successful write) + if (Test-Path $dstPath) { Remove-Item $srcPath -Force; Write-Host "Processed and Moved: $($f.src)" } + } else { + Write-Host "Source not found: $($f.src)" + } +} diff --git a/scratch/wikify_gd.py b/scratch/wikify_gd.py new file mode 100644 index 00000000..74b4cbd9 --- /dev/null +++ b/scratch/wikify_gd.py @@ -0,0 +1,54 @@ +import os +import shutil +import re + +wiki_root = r"E:\Wiki\2nd\10_Wiki" +gd_root = os.path.join(wiki_root, "Topics_GD") + +# Target subdirectories +folders = { + "Skybound_Reports": [], + "Balancing": [], + "Core_Systems": [], + "Economy": [], + "Level_Design": [], + "UX_Scenarios": [], + "Theory_and_Principles": [] +} + +# Create folders if they don't exist +for folder in folders.keys(): + path = os.path.join(gd_root, folder) + if not os.path.exists(path): + os.makedirs(path) + +# Classification Rules (Regex/Keywords) +rules = [ + (r"2026-|Skybound", "Skybound_Reports"), + (r"Monetization|VIP|수익화|Whales|Revenue|Currency|BM|가상 화폐|맞춤형 팩|고과금", "Economy"), + (r"Balancing|Pass|Curve|Rebalance|Counter|Matchup|상성", "Balancing"), + (r"AI|Combat|Controls|Physics|Simulation|Systems|Armor|Damage|Unit|전투|제어|컨트롤|Pursuit|Pursuit", "Core_Systems"), + (r"Level|Design|Map|Layout|World|거점|섹터", "Level_Design"), + (r"UX|Scenario|HUD|UI|Interface|번역|RTE", "UX_Scenarios"), + (r"Theory|Philosophy|Agency|Autonomy|Principles|Post-Modernist|Literature|Systems Biology", "Theory_and_Principles") +] + +def classify(filename): + for pattern, folder in rules: + if re.search(pattern, filename, re.IGNORECASE): + return folder + return None + +# Process files in gd_root (not recursive) +for item in os.listdir(gd_root): + item_path = os.path.join(gd_root, item) + if os.path.isfile(item_path) and item.endswith(".md") and item != "Index.md": + target_folder = classify(item) + if target_folder: + dest_path = os.path.join(gd_root, target_folder, item) + print(f"Moving {item} -> {target_folder}") + shutil.move(item_path, dest_path) + else: + print(f"Skipping {item} (No match)") + +print("Wiki-fication (Classification) Complete.") diff --git a/scratch/wikify_gd_v2.py b/scratch/wikify_gd_v2.py new file mode 100644 index 00000000..f06cb778 --- /dev/null +++ b/scratch/wikify_gd_v2.py @@ -0,0 +1,38 @@ +import os +import shutil +import re + +wiki_root = r"E:\Wiki\2nd\10_Wiki" +gd_root = os.path.join(wiki_root, "Topics_GD") + +# Target subdirectories +folders = { + "Economy": ["BM", "수익화", "가상 화폐", "고과금", "고래", "적자 경제", "Staircase", "Monetization", "Market", "Revenue"], + "Balancing": ["밸런스", "상성", "데미지", "Counter", "Matchup", "Pass", "Curve", "Rebalance"], + "Core_Systems": ["전투", "제어", "컨트롤", "로직", "시스템", "Architecture", "Simulation", "Pursuit", "AI", "Physics"], + "Level_Design": ["레이아웃", "방어 설계", "기지", "월드 맵", "거점", "섹터", "Area", "Zone", "Map", "Layout"], + "UX_Scenarios": ["UX", "Scenario", "HUD", "UI", "Interface", "번역", "RTE"], + "Theory_and_Principles": ["Theory", "Principles", "Agency", "Autonomy", "Philosophy", "Post-Modernist"] +} + +def classify(filename): + for folder, keywords in folders.items(): + for kw in keywords: + if kw.lower() in filename.lower(): + return folder + return None + +# Second pass for remaining files in gd_root +for item in os.listdir(gd_root): + item_path = os.path.join(gd_root, item) + if os.path.isfile(item_path) and item.endswith(".md") and item != "Index.md": + target_folder = classify(item) + if target_folder: + target_path = os.path.join(gd_root, target_folder) + if not os.path.exists(target_path): + os.makedirs(target_path) + dest_path = os.path.join(target_path, item) + print(f"Moving {item} -> {target_folder}") + shutil.move(item_path, dest_path) + +print("Second pass complete.")