--- id: wiki-2026-0508-실재감-presence title: 실재감(Presence) category: 10_Wiki/Topics status: duplicate canonical_id: presence duplicate_of: "[[Presence]]" aliases: [] source_trust_level: A confidence_score: 0.9 verification_status: redirected tags: [duplicate, vr, ar, xr, immersion, ux] last_reinforced: 2026-05-10 github_commit: pending --- # 실재감(Presence) > **이 문서는 [[Presence]] 의 중복본입니다.** Canonical 문서로 redirect. ## 핵심 요약 (Korean specialization) - 매 VR/XR 의 core UX metric — 매 "being there" 의 subjective sense. - 매 3 dimensions: spatial presence, social presence, self-presence. - 매 latency budget < 20ms motion-to-photon — 매 break presence 의 threshold. - 매 Apple Vision Pro·Quest 3·PSVR2 매 2026 mainstream device. - 매 hand tracking + eye tracking + spatial audio 매 presence 의 핵심. ## 🔗 Graph ## 🕓 변경 이력 | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | 중복 처리 — canonical 문서로 redirect |