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이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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6.9 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-extended-reality-xr | Extended Reality (XR) | 10_Wiki/Topics | verified | self |
|
none | A | 0.96 | applied |
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2026-05-10 | pending |
|
Extended Reality (XR)
매 한 줄
"매 VR + AR + MR 의 umbrella". 매 modern: 매 Apple Vision Pro (2024), Meta Quest 3, Magic Leap 2. 매 Apple "spatial computing" rebrand. 매 ML / AI integration: 매 hand tracking, scene understanding, foundation 3D model.
매 핵심
매 spectrum
- VR (immersive): 매 fully virtual.
- AR (overlay): 매 real + digital.
- MR (mixed): 매 anchored interaction.
- Spatial computing (Apple): 매 ambient.
매 modern device
- Apple Vision Pro (2024): 매 4K micro-OLED, R1 chip.
- Meta Quest 3 / Pro: 매 standalone, color passthrough.
- Magic Leap 2 (enterprise).
- HoloLens 2 (Microsoft).
- PSVR2.
매 standard
- OpenXR: 매 cross-vendor.
- WebXR: 매 browser-native.
- GLTF / USDZ: 매 3D format.
- Spatial anchor.
- Hand tracking.
매 AI integration
- Hand tracking (MediaPipe, Apple ARKit).
- Scene understanding (semantic).
- Eye tracking (foveated rendering).
- Avatars (Codec, persona).
- Foundation 3D (NeRF, Gaussian Splatting).
- AI agents in space.
매 응용
- Gaming: 매 immersive.
- Training: 매 surgery, military.
- Productivity: 매 multi-monitor in space.
- Telepresence: 매 avatar meeting.
- Therapy: 매 exposure, PTSD.
- Design: 매 CAD review.
- Education: 매 anatomy, history.
💻 패턴
Unity XR (cross-platform)
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class GrabSpawn : MonoBehaviour {
public XRGrabInteractable interactable;
void Start() {
interactable.selectEntered.AddListener(OnGrab);
}
void OnGrab(SelectEnterEventArgs e) { ... }
}
WebXR (browser)
import * as THREE from 'three';
import { ARButton } from 'three/addons/webxr/ARButton.js';
const renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.xr.enabled = true;
document.body.appendChild(ARButton.createButton(renderer));
renderer.setAnimationLoop(frame => {
renderer.render(scene, camera);
});
visionOS (Swift)
import RealityKit
import SwiftUI
struct ContentView: View {
var body: some View {
RealityView { content in
let model = try await ModelEntity(named: "scene.usdz")
content.add(model)
}
.gesture(SpatialTapGesture().onEnded { _ in
handleTap()
})
}
}
Hand tracking (Quest, Unity)
using Oculus.Interaction.Input;
public class HandTrack : MonoBehaviour {
public IHand hand;
void Update() {
if (hand.GetFingerIsPinching(HandFinger.Index)) {
performAction();
}
}
}
Spatial anchor (persistent)
async Task<bool> SaveAnchor(OVRSpatialAnchor anchor) {
var saved = await anchor.SaveAsync();
return saved.Success;
}
async Task LoadAnchors(IEnumerable<Guid> uuids) {
var loadOp = await OVRSpatialAnchor.LoadUnboundAnchorsAsync(uuids);
foreach (var unbound in loadOp.Value) {
unbound.LocalizeAsync(new GameObject().AddComponent<OVRSpatialAnchor>());
}
}
Foveated rendering
// 매 eye-tracked foveated rendering on Quest Pro
OVRPlugin.foveatedRenderingLevel = OVRPlugin.FoveatedRenderingLevel.High;
OVRPlugin.useDynamicFoveatedRendering = true;
Gaussian Splatting (NeRF alternative)
# 매 INRIA SIBR-style
import gaussian_splatting as gs
scene = gs.Scene.from_images('captures/')
scene.train(iterations=30000)
scene.export('output.splat')
# 매 viewer 의 60fps WebGL
Scene understanding (Apple ARKit)
let config = ARWorldTrackingConfiguration()
config.sceneReconstruction = .meshWithClassification
config.planeDetection = [.horizontal, .vertical]
arSession.run(config)
// 매 ARMeshAnchor 의 classifications: floor, wall, table, ceiling, ...
Avatar (Codec-style)
class CodecAvatar:
def __init__(self):
self.expression = ExpressionEncoder()
self.audio = AudioFeatureExtractor()
def render(self, video_frame, audio_chunk):
expr = self.expression(video_frame)
speech = self.audio(audio_chunk)
return decode_avatar(expr, speech)
Spatial UI (visionOS)
WindowGroup { ContentView() }
.windowStyle(.volumetric)
.defaultSize(width: 1, height: 1, depth: 1, in: .meters)
ImmersiveSpace(id: "ImmersiveSpace") {
ImmersiveView()
}
Locomotion (comfort)
// 매 teleport 의 nausea-friendly
public class Teleport : MonoBehaviour {
void OnSelect() {
var hit = RaycastFromController();
if (hit.collider) {
FadeToBlack(0.2f);
transform.position = hit.point;
FadeFromBlack(0.2f);
}
}
}
Performance (90fps target)
// 매 PC VR: 90fps target. 매 standalone: 72-120fps
[ExecuteAlways]
public class FrameMonitor : MonoBehaviour {
void Update() {
if (Time.deltaTime > 1f / 80f) {
Debug.LogWarning($"Frame drop: {1/Time.deltaTime}fps");
}
}
}
MR passthrough toggle
OVRPassthroughLayer passthrough;
void OnAR() { passthrough.enabled = true; }
void OnVR() { passthrough.enabled = false; }
매 결정 기준
| 상황 | Platform |
|---|---|
| Mass market mobile AR | WebXR + ARKit/ARCore |
| Premium spatial | visionOS |
| Gaming / fitness | Quest 3 |
| Enterprise | Magic Leap / HoloLens |
| Cross-platform | OpenXR + Unity |
| Web | WebXR + Three.js |
기본값: 매 Unity OpenXR + 매 hand tracking + 매 spatial anchor + 매 60+fps + 매 comfort first.
🔗 Graph
- 부모: Computer-Graphics · HCI
- 변형: VR · AR · MR · Spatial Computing
- 응용: Vision-Pro · Quest · WebXR
- Adjacent: Gaussian-Splatting · NeRF · Embodied-AI
🤖 LLM 활용
언제: 매 immersive product. 매 training simulation. 매 design. 언제 X: 매 simple 2D suffices.
❌ 안티패턴
- Below 60fps: 매 nausea.
- Tiny text: 매 readability fail.
- No comfort options: 매 motion sickness.
- Ignore battery: 매 30min limit.
- Heavy passthrough: 매 thermal.
🧪 검증 / 중복
- Verified (Apple visionOS, Meta Quest docs, OpenXR spec).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-04-26 | XR auto |
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — VR/AR/MR + 매 Unity / WebXR / visionOS / Quest code |