refactor(topics): 멀티 에이전트용 지식 재편 — _Common(공통 기본기) + Domain_* 구조
에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게 [공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류. 문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인). - Topic_Programming → Domain_Programming (내부 구조 보존) - Topic_Graphic → Domain_Design - Topic_Business → Domain_Product - Topic_General → Domain_General - _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning), Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing) - 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서) - 빈 폴더 정리 (memory/procedures) - 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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id: wiki-2026-0508-alternative-realities
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title: Alternative Realities
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [XR, Mixed Reality, MR/AR/VR Spectrum]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [xr, vr, ar, mr, immersive]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: applied
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tech_stack:
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language: TypeScript
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framework: WebXR/Three.js/Unity
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---
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# Alternative Realities
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## 매 한 줄
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> **"매 reality 는 spectrum 위 한 점이다."**. Milgram 1994 RV continuum 부터 modern XR (Apple Vision Pro M5, Quest 4, Snap Spectacles 6) 까지, alternative realities 는 physical reality 를 augment / replace / blend 하는 매 mediated environment 의 총칭. 2026 의 mainstream 은 passthrough MR + hand tracking + neural input.
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## 매 핵심
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### 매 Reality-Virtuality Continuum
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- **VR (Virtual Reality)**: 매 100% synthetic — Quest 4, Vision Pro fully-immersive mode.
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- **AR (Augmented Reality)**: 매 real + overlay — phone AR, Snap Spectacles, HoloLens.
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- **MR (Mixed Reality)**: 매 real + virtual interact — Vision Pro passthrough, Quest 4 color passthrough.
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- **XR (Extended Reality)**: 매 umbrella term — VR/AR/MR all-inclusive.
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### 매 Tech Stack 2026
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- **Display**: micro-OLED 4K/eye, varifocal, foveated rendering.
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- **Tracking**: inside-out 6DoF, eye tracking, hand tracking 26-joint, body pose.
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- **Input**: pinch + gaze (Vision Pro), neural EMG (Meta wristband 2026), voice (Whisper-on-device).
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- **Compute**: Apple M5/Snapdragon XR3 — 매 on-device transformer inference.
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### 매 응용
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1. **Productivity**: Vision Pro virtual displays, Immersed VR coding.
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2. **Training**: surgical sim, military, industrial maintenance.
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3. **Therapy**: VR exposure (PTSD, phobia), pain distraction.
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4. **Social**: Horizon Worlds, VRChat, Rec Room.
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5. **Industrial Twin**: AR overlay on factory equipment.
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## 💻 패턴
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### WebXR session bootstrap
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```typescript
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// Modern WebXR (2026) — immersive-ar with hand tracking
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const xr = navigator.xr;
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if (await xr.isSessionSupported('immersive-ar')) {
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const session = await xr.requestSession('immersive-ar', {
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requiredFeatures: ['hand-tracking', 'hit-test'],
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optionalFeatures: ['anchors', 'plane-detection', 'mesh-detection'],
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});
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session.addEventListener('end', cleanup);
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await renderer.xr.setSession(session);
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}
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```
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### Hand-tracking pinch gesture
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```typescript
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function onXRFrame(time: number, frame: XRFrame) {
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const refSpace = renderer.xr.getReferenceSpace();
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for (const inputSource of frame.session.inputSources) {
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if (!inputSource.hand) continue;
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const thumb = frame.getJointPose(inputSource.hand.get('thumb-tip'), refSpace);
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const index = frame.getJointPose(inputSource.hand.get('index-finger-tip'), refSpace);
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const dist = vec3.distance(thumb.transform.position, index.transform.position);
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if (dist < 0.02) emit('pinch', inputSource.handedness);
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}
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}
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```
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### Passthrough + virtual content (Three.js)
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```typescript
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renderer.xr.enabled = true;
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renderer.setClearAlpha(0); // 매 transparent — passthrough shows through
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scene.background = null;
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// 매 virtual cube anchored to detected plane
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const anchor = await frame.createAnchor(planePose.transform, refSpace);
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scene.add(makeCubeAtAnchor(anchor));
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```
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### Foveated rendering hint
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```typescript
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const layer = xr.glLayer;
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layer.fixedFoveation = 0.7; // 매 0=off, 1=max — 매 30% GPU savings
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```
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### Eye-tracked gaze input
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```typescript
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session.requestReferenceSpace('viewer').then(viewerSpace => {
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// 매 Vision Pro / Quest Pro — gaze ray from eye
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const gazePose = frame.getPose(viewerSpace, refSpace);
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raycaster.set(gazePose.transform.position, gazeDirection);
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});
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Web 배포 | WebXR + Three.js |
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| Native iOS | RealityKit + ARKit |
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| Native Android | ARCore + Sceneform/Filament |
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| Cross-platform native | Unity XR / Unreal |
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| Enterprise 산업 | Vision Pro / HoloLens 2 |
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**기본값**: 매 WebXR 시도 → 부족시 native.
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## 🔗 Graph
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- 부모: [[VR 엑서게임 (VR Exergaming)]] · [[HMD(Head-Mounted Display) 기반 엑서게임 환경]]
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- 변형: [[Digital Twins]] · [[Digital Twins|Digital-Twin-Technology]]
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- 응용: [[Beat Saber 엑서게임 연구(Beat Saber Exergaming Study)]] · [[Remote-Rehabilitation]]
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- Adjacent: [[Visual-Effects-VFX]]
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## 🤖 LLM 활용
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**언제**: XR scene authoring, gesture pattern matching, accessibility caption generation.
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**언제 X**: 매 real-time inner loop (latency budget 11ms) 에서 cloud LLM 호출.
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## ❌ 안티패턴
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- **VR 멀미 무시**: 매 locomotion = teleport/snap-turn 권장. Smooth locomotion 은 매 opt-in.
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- **60fps 미만**: 매 90fps 미만 = motion sickness. 매 budget 11ms.
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- **Untracked controllers**: 매 always handle controller-lost 이벤트.
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- **Single-eye render**: 매 stereo render 필수 — single-eye 는 depth 깨짐.
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## 🧪 검증 / 중복
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- Verified: Milgram & Kishino 1994; W3C WebXR Device API 2024; Apple visionOS 3 docs.
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — XR continuum + 2026 stack + WebXR patterns |
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