◫Spatial UI & XR

Depth, gaze hover, volumes, ornaments — interface vocabulary for headsets and spatial computing. — 16 entries

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Depth hierarchy뎁스 하이어라키

Instead of a flat UI’s z-index, pushing background, content, and controls to different real Z distances to express what’s in front of what.

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Gaze hover게이즈 호버

The element your eyes land on highlights automatically — the eye-tracking equivalent of mouse hover.

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Spatial window스페이셜 윈도우

The default unit for showing a regular 2D app as a rectangular glass panel floating in space — the user can freely move and resize it.

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Volume볼륨

A bounding-box container that holds 3D content you can walk around and inspect from every side, unlike a flat window.

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Ornament오너먼트

A small control panel attached to the edge (usually the bottom) of a window, floating along with it without touching the window body itself.

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Immersive space이머시브 스페이스

The transition from a small window to an environment that wraps the entire space around you — from partial to full immersion.

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Passthrough패스스루

Showing the headset’s outward cameras live in front of your eyes, so virtual UI sits layered on top of the real room.

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Hand-tracking pinch핸드 트래킹 핀치

Reading a thumb-and-index-finger tap via cameras and treating it as "confirm selection" — controller-free input.

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Direct touch다이렉트 터치

Reaching out and physically "poking" a floating button with a fingertip — unlike pinch, the hand has to be at the same location as the content.

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Spatial audio cue스페이셜 오디오 큐

Audio that sounds like it’s coming from a specific direction and distance outside the frame — nudging attention toward off-screen notifications.

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Spatial glass material스페이셜 글래스 머티리얼

The glass a window is made of adapting its own tint and brightness to whatever real or virtual environment sits behind it.

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Comfort zone컴포트 존

The field-of-view and arm-reach radius where content can be seen without turning the head and touched without straining — persistent UI belongs inside it.

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World anchor월드 앵커

A virtual object pinned to one point in real space that stays put no matter how the camera (the user) moves — the opposite of being stuck to the screen.

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Billboarding빌보드

Keeping a label or icon always facing the camera no matter how the scene rotates — like a billboard that always faces the road.

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Parallax depth card패럴랙스 뎁스 카드

Slicing one image into background, middle, and foreground layers so each moves at a different speed as the viewpoint shifts — reading as if it truly has depth.

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Eye-comfort motion아이 컴포트 모션

The line between motion that causes headset motion sickness — anything glued to the screen — and motion that stays comfortable because it stays fixed in the world.