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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, 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-alternative-realities | Alternative Realities | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | applied |
|
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
- Productivity: Vision Pro virtual displays, Immersed VR coding.
- Training: surgical sim, military, industrial maintenance.
- Therapy: VR exposure (PTSD, phobia), pain distraction.
- Social: Horizon Worlds, VRChat, Rec Room.
- Industrial Twin: AR overlay on factory equipment.
💻 패턴
WebXR session bootstrap
// 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
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)
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
const layer = xr.glLayer;
layer.fixedFoveation = 0.7; // 매 0=off, 1=max — 매 30% GPU savings
Eye-tracked gaze input
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
- 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 |