c24165b8bc
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>
4.9 KiB
4.9 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-가상현실-vr | 가상현실(VR) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
가상현실(VR)
매 한 줄
"매 VR 의 head-mounted display + 6DoF tracking 의 immersive 3D world.". 매 1968 Sutherland 의 Sword of Damocles 의 origin, 매 2026 의 Apple Vision Pro 2 / Quest 4 / Valve Deckard 의 mainstream 진입, 매 spatial computing 의 paradigm shift.
매 핵심
매 hardware stack
- HMD: dual-display (매 eye 마다 4K micro-OLED 의 2026 표준).
- Tracking: inside-out SLAM (매 cameras + IMU) 또는 outside-in lighthouse.
- Controllers: 6DoF + finger tracking + haptics.
- Eye tracking + foveated rendering: 매 GPU cost 의 50-70% 감소.
매 software stack
- OpenXR: 매 Khronos cross-vendor standard.
- Unity XR / Unreal XR / Godot XR: engine layer.
- WebXR: browser-based VR.
- visionOS / Horizon OS / SteamVR: platform layer.
매 응용
- Gaming (Half-Life Alyx, Beat Saber).
- Training simulation (surgery, aviation, military).
- Virtual collaboration (Horizon Workrooms, Spatial).
- Therapy (PTSD exposure, phobia treatment).
💻 패턴
Pattern 1 — OpenXR session bootstrap (C++)
XrInstance instance;
XrInstanceCreateInfo ci{XR_TYPE_INSTANCE_CREATE_INFO};
strcpy(ci.applicationInfo.applicationName, "MyVRApp");
ci.applicationInfo.apiVersion = XR_CURRENT_API_VERSION;
xrCreateInstance(&ci, &instance);
XrSystemId sysId;
XrSystemGetInfo sgi{XR_TYPE_SYSTEM_GET_INFO};
sgi.formFactor = XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY;
xrGetSystem(instance, &sgi, &sysId);
Pattern 2 — Unity XR Interaction (C#)
using UnityEngine.XR.Interaction.Toolkit;
public class GrabHandler : MonoBehaviour {
void OnEnable() {
var grab = GetComponent<XRGrabInteractable>();
grab.selectEntered.AddListener(OnGrab);
}
void OnGrab(SelectEnterEventArgs args) {
Debug.Log($"Grabbed by {args.interactorObject}");
}
}
Pattern 3 — foveated rendering hint (Unreal)
// VRS (Variable Rate Shading) tied to eye gaze
FEyeTrackerGazeData gaze;
UEyeTrackerFunctionLibrary::GetGazeData(gaze);
FoveationRenderer->SetFoveationCenter(gaze.GazeOrigin, gaze.GazeDirection);
FoveationRenderer->SetFoveationLevel(EFoveationLevel::High);
Pattern 4 — locomotion (teleport, smooth, room-scale)
// Teleport: discrete jump (low motion sickness).
// Smooth: continuous joystick (immersion ↑, sickness ↑).
// Room-scale: physical walking within play area.
locomotionProvider.MoveType = comfortSetting == HIGH ? Teleport : Smooth;
Pattern 5 — async reprojection (90Hz lock)
// Compositor re-warps last frame using latest head pose
// when app misses frame budget. Critical for sub-20ms motion-to-photon.
xrEndFrame(session, &endInfo); // compositor handles reprojection
Pattern 6 — WebXR session
const session = await navigator.xr.requestSession('immersive-vr', {
requiredFeatures: ['local-floor', 'hand-tracking']
});
const refSpace = await session.requestReferenceSpace('local-floor');
session.requestAnimationFrame(onXRFrame);
매 결정 기준
| 상황 | Approach |
|---|---|
| 매 cross-platform deploy | OpenXR + Unity XR |
| 매 web reach | WebXR |
| 매 Apple ecosystem only | visionOS native (Swift + RealityKit) |
| 매 maximum fidelity (PCVR) | Unreal + Vulkan |
| 매 mobile standalone | Quest native (Android NDK) |
기본값: 매 Unity XR + OpenXR 의 cross-vendor.
🔗 Graph
- 부모: Computer-Graphics · Human Computer Interaction
- 변형: Mixed-Reality · Spatial Computing
- Adjacent: 깊이_지각(Depth_perception)
🤖 LLM 활용
언제: 매 immersive simulation 의 design 시, 매 OpenXR API 의 boilerplate 생성, 매 locomotion 의 comfort tradeoff 분석. 언제 X: 매 hardware-specific tuning (매 HMD 마다 의 IPD calibration), 매 user 의 actual motion sickness 의 real-world test.
❌ 안티패턴
- Frame drops: 매 90Hz 미달 → motion sickness 직결. 매 budget 의 11ms hard cap.
- Smooth locomotion default: 매 first-time user 의 nausea 의 cause. Teleport default.
- Camera jerks: 매 cinematic cuts 의 cinema convention 의 VR 적용 금지.
- Tiny UI: 매 angular size <2° 의 unreadable. 매 dpi 의 web 의 mental model 금지.
🧪 검증 / 중복
- Verified (Khronos OpenXR spec, Apple visionOS docs, Meta Developer docs).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — VR hardware/software stack + OpenXR/Unity/Unreal patterns |