In AR and XR, a pose describes where something is and how it is oriented relative to a reference coordinate system at a particular moment.
Where it is, and which way it faces
Imagine placing a digital sculpture beside a museum label. Its position tells you where it sits; its orientation tells you which direction its front faces. Move it sideways without turning it and the pose changes. Turn it in place and the pose changes again. The animation separates these two actions in a plan view. A full three-dimensional pose also includes height and rotations beyond the turn shown here.
A pose always needs a reference
The same phone can have different coordinates relative to a painting, the room or another object. That does not mean the phone moved: the reference changed. This is why local coordinates and world coordinates matter when describing placement. A tracking system estimates a camera or target pose from its observations; those estimates can change as it receives better information. Numbers alone are not enough unless their reference frame is known.
Pose, transform and 6DoF
Six degrees of freedom describe the independent ways an object can move and turn. Pose describes its position and orientation at an instant. A general 3D transform may also include scale, which a rigid pose does not. In this context, pose is also different from a character pose: arranging a character usually involves the transforms of many joints rather than one tracked reference.
What this means when preparing an artwork
For an artwork assembled in Painta, distinguish the placement you author from the tracking estimate used by the viewer. If a sculpture is consistently facing backwards, inspect its orientation and export conventions. If the whole overlay changes alignment while the phone moves, inspect the tracking conditions too. Keeping those questions separate makes a useful exhibition test: first check the authored arrangement, then check how it holds against the physical reference.