--- id: wiki-2026-0508-alternative-realities title: Alternative Realities category: 10_Wiki/Topics status: verified canonical_id: self aliases: [XR, Mixed Reality, MR/AR/VR Spectrum] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [xr, vr, ar, mr, immersive] raw_sources: [] last_reinforced: 2026-05-10 github_commit: applied tech_stack: language: TypeScript framework: WebXR/Three.js/Unity --- # Alternative Realities ## 매 한 줄 > **"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. ## 매 핵심 ### 매 Reality-Virtuality Continuum - **VR (Virtual Reality)**: 매 100% synthetic — Quest 4, Vision Pro fully-immersive mode. - **AR (Augmented Reality)**: 매 real + overlay — phone AR, Snap Spectacles, HoloLens. - **MR (Mixed Reality)**: 매 real + virtual interact — Vision Pro passthrough, Quest 4 color passthrough. - **XR (Extended Reality)**: 매 umbrella term — VR/AR/MR all-inclusive. ### 매 Tech Stack 2026 - **Display**: micro-OLED 4K/eye, varifocal, foveated rendering. - **Tracking**: inside-out 6DoF, eye tracking, hand tracking 26-joint, body pose. - **Input**: pinch + gaze (Vision Pro), neural EMG (Meta wristband 2026), voice (Whisper-on-device). - **Compute**: Apple M5/Snapdragon XR3 — 매 on-device transformer inference. ### 매 응용 1. **Productivity**: Vision Pro virtual displays, Immersed VR coding. 2. **Training**: surgical sim, military, industrial maintenance. 3. **Therapy**: VR exposure (PTSD, phobia), pain distraction. 4. **Social**: Horizon Worlds, VRChat, Rec Room. 5. **Industrial Twin**: AR overlay on factory equipment. ## 💻 패턴 ### WebXR session bootstrap ```typescript // Modern WebXR (2026) — immersive-ar with hand tracking const xr = navigator.xr; if (await xr.isSessionSupported('immersive-ar')) { const session = await xr.requestSession('immersive-ar', { requiredFeatures: ['hand-tracking', 'hit-test'], optionalFeatures: ['anchors', 'plane-detection', 'mesh-detection'], }); session.addEventListener('end', cleanup); await renderer.xr.setSession(session); } ``` ### Hand-tracking pinch gesture ```typescript function onXRFrame(time: number, frame: XRFrame) { const refSpace = renderer.xr.getReferenceSpace(); for (const inputSource of frame.session.inputSources) { if (!inputSource.hand) continue; const thumb = frame.getJointPose(inputSource.hand.get('thumb-tip'), refSpace); const index = frame.getJointPose(inputSource.hand.get('index-finger-tip'), refSpace); const dist = vec3.distance(thumb.transform.position, index.transform.position); if (dist < 0.02) emit('pinch', inputSource.handedness); } } ``` ### Passthrough + virtual content (Three.js) ```typescript renderer.xr.enabled = true; renderer.setClearAlpha(0); // 매 transparent — passthrough shows through scene.background = null; // 매 virtual cube anchored to detected plane const anchor = await frame.createAnchor(planePose.transform, refSpace); scene.add(makeCubeAtAnchor(anchor)); ``` ### Foveated rendering hint ```typescript const layer = xr.glLayer; layer.fixedFoveation = 0.7; // 매 0=off, 1=max — 매 30% GPU savings ``` ### Eye-tracked gaze input ```typescript session.requestReferenceSpace('viewer').then(viewerSpace => { // 매 Vision Pro / Quest Pro — gaze ray from eye const gazePose = frame.getPose(viewerSpace, refSpace); raycaster.set(gazePose.transform.position, gazeDirection); }); ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Web 배포 | WebXR + Three.js | | Native iOS | RealityKit + ARKit | | Native Android | ARCore + Sceneform/Filament | | Cross-platform native | Unity XR / Unreal | | Enterprise 산업 | Vision Pro / HoloLens 2 | **기본값**: 매 WebXR 시도 → 부족시 native. ## 🔗 Graph - 부모: [[VR 엑서게임 (VR Exergaming)]] · [[HMD(Head-Mounted Display) 기반 엑서게임 환경]] - 변형: [[Digital Twins]] · [[Digital Twins|Digital-Twin-Technology]] - 응용: [[Beat Saber 엑서게임 연구(Beat Saber Exergaming Study)]] · [[Remote-Rehabilitation]] - Adjacent: [[Visual-Effects-VFX]] ## 🤖 LLM 활용 **언제**: XR scene authoring, gesture pattern matching, accessibility caption generation. **언제 X**: 매 real-time inner loop (latency budget 11ms) 에서 cloud LLM 호출. ## ❌ 안티패턴 - **VR 멀미 무시**: 매 locomotion = teleport/snap-turn 권장. Smooth locomotion 은 매 opt-in. - **60fps 미만**: 매 90fps 미만 = motion sickness. 매 budget 11ms. - **Untracked controllers**: 매 always handle controller-lost 이벤트. - **Single-eye render**: 매 stereo render 필수 — single-eye 는 depth 깨짐. ## 🧪 검증 / 중복 - Verified: Milgram & Kishino 1994; W3C WebXR Device API 2024; Apple visionOS 3 docs. - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — XR continuum + 2026 stack + WebXR patterns |