typeset
無料Improve typography by fixing font choices, hierarchy, sizing, weight consistency, and readability. Makes text feel intentional and polished.
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
Improve typography by fixing font choices, hierarchy, sizing, weight consistency, and readability. Makes text feel intentional and polished.
日本語の概要は準備中です。原文の説明を表示しています。
Provider-neutral deep-research orchestration for brainstorming, technology choices, comparisons, and state-of-the-art surveys. The Research Lead makes scope and decision calls while native subagents scout, search, verify, synthesize, audit, write, and commit every research artifact.
日本語の概要は準備中です。原文の説明を表示しています。
Think and work like an expert Molecular Ecologist. Use when a task calls for Molecular Ecologist judgment. Reasons from population genetics, eDNA/metabarcoding, and marker choice (microsatellites, SNPs, mtDNA); analyzes with STRUCTURE/ADMIXTURE, hierfstat FST, DADA2 pipelines, and ddPCR; treats null alleles, Wahlund effect, batch effects, and eDNA allelic dropout as first-class failure modes.
日本語の概要は準備中です。原文の説明を表示しています。
Think and work like an expert Geographic Information Scientist (GIS). Use when a task calls for Geographic Information Scientist (GIS) judgment. Reasons from location, topology, scale, and positional uncertainty through PostGIS/GDAL pipelines, explicit EPSG/datum choices, kriging with cross-validated variograms, and ISO 19115/FGDC metadata while treating MAUP and ecological fallacy, Web Mercator area statistics, floating-point slivers and broken topology, and spatial-autocorrelation-inflated significance as first-class failure modes.
日本語の概要は準備中です。原文の説明を表示しています。
Think and work like an expert Genome Engineering (CRISPR) Scientist. Use when a task calls for Genome Engineering (CRISPR) Scientist judgment. Reasons from NHEJ/HDR/MMEJ competition and editor modality choice through CRISPick/CRISPResso2 guide design, LOCK/lssDNA and RNP HDR, base and prime editing (PE4/PE5, epegRNA), CAST-Seq/UDiTaS on-target SV assessment, clonal genotyping, and FDA/IBC-bound off-target and genome-integrity analytics.
日本語の概要は準備中です。原文の説明を表示しています。
Use this skill when planning, capturing, processing, validating, troubleshooting, or exporting markerless human motion capture with Move AI products, including Move One single-camera workflows and Genesis multi-camera studio systems. It covers provider selection, setup, calibration, wardrobe and lighting constraints, documented multi-person operation, processing, cleanup, skeleton and retargeting choices, DCC/game-engine export, data management, consent, and privacy. Do not use it for general keyframe animation, non-Move mocap systems, 3D asset generation, or generic animation cleanup unrelated to Move AI outputs.
日本語の概要は準備中です。原文の説明を表示しています。
Use this skill to plan, direct, finish, and QA provider-independent mono or stereo 180-degree, 360-degree, spherical, spatial, wide-FOV, and immersive video. It covers format choice, capture rigs, stitching, nadir and seam management, stereoscopic comfort, attention direction, stabilization, ambisonic and spatial audio, titles, captions, accessibility, edit, color, VFX, projection metadata, Vision Pro, YouTube, headset delivery, device QA, and privacy, location, and likeness rights. Do not use it for interactive XR apps, volumetric/world-model generation, game-engine experiences, or provider-specific video generation prompts.
日本語の概要は準備中です。原文の説明を表示しています。
Provider-independent cinematic trailer production for AI agents creating movie-style trailers, teaser trailers, launch trailers, game trailers, documentary trailers, series promos, and high-impact generated-media previews. Use for trailer strategy, structure, shot planning, voiceover/title-card copy, music and sound-design direction, generated-video prompt translation, edit pacing, platform/runtime choices, delivery handoff, rights/claims caveats, and trailer QA.
日本語の概要は準備中です。原文の説明を表示しています。
Use this skill to plan, direct, troubleshoot, and hand off provider-independent live or hybrid livestream event productions, including run of show, crew, capture, audio, graphics, switching, guests, encoding, ingest, transport choices, latency, redundancy, accessibility, moderation, monitoring, incidents, recording, and delivery.
日本語の概要は準備中です。原文の説明を表示しています。
Use this skill for provider-independent reality capture that turns photographed or video-derived real places, objects, aerial sites, interiors, or people into photogrammetric meshes, NeRFs, or 3D Gaussian splats. It guides representation choice, capture planning, calibration and scale, reconstruction or training, cleanup, compression and LOD, coordinate and interchange handoff, visual/geometric QA, archival records, and property, location, people, and cultural rights checks. Do not use it for text-to-3D generation, synthetic asset invention, guaranteed metrology, or broad downstream finishing after handoff.
日本語の概要は準備中です。原文の説明を表示しています。
Plot per-group distributions of continuous data using boxplots, violins, beeswarms, quasirandom jitter, and raincloud plots with sample-size honesty (Weissgerber 2015), KDE-bandwidth awareness, and N-aware encoding choices. Use when comparing distributions across a small number of groups — expression per cluster, biomarker per arm, scores per condition — and the bar-of-mean default is misleading.
日本語の概要は準備中です。原文の説明を表示しています。
Generates 3D conformer ensembles using RDKit ETKDGv3 with knowledge-enhanced distance geometry, MMFF94/UFF force-field optimization, CREST + GFN2-xTB semi-empirical refinement, and macrocycle-aware torsion preferences. Provides explicit decision rules for single vs ensemble conformer use, RMSD pruning, energy windows, conformer count, and force-field choice. Use when preparing 3D ligands for docking, generating descriptor input for 3D QSAR, or sampling macrocycle/peptide conformational ensembles.
日本語の概要は準備中です。原文の説明を表示しています。
Run remote BLAST searches against NCBI servers using Biopython Bio.Blast.NCBIWWW. Use when identifying unknown sequences, finding homologs, picking the correct BLAST program (blastn/blastp/blastx/tblastn/tblastx/psiblast/megablast/dc-megablast), interpreting Karlin-Altschul E-values, avoiding the max_target_seqs trap (Shah 2019), choosing composition-based statistics, or limiting searches by organism. Covers RID lifecycle, database choice (nt/nr/refseq_select/swissprot), word-size and CBS taxonomy.
日本語の概要は準備中です。原文の説明を表示しています。
Visualizes ChIP-seq data using deepTools (computeMatrix, plotHeatmap, plotProfile, bamCoverage, bamCompare), pyGenomeTracks (modern INI-driven track plots), Gviz (R browser-style), EnrichedHeatmap (ComplexHeatmap-based), ChIPseeker tag heatmaps, and IGV batch screenshots. Handles bigWig normalization choices (CPM, BPM, RPGC, spike-in scaled), bamCompare operations (log2 ratio, subtract, SES), k-means clustering of heatmaps for biological subgrouping, and spike-in-scaled tracks for global-shift experiments. Use when generating publication-quality ChIP-seq signal heatmaps, profile plots, genome-browser tracks, or comparing samples visually.
日本語の概要は準備中です。原文の説明を表示しています。
Segments the genome into chromatin states from combinatorial histone modification and chromatin factor ChIP-seq data. Uses ChromHMM (multivariate HMM on binarized signal, v1.27), Segway (Dynamic Bayesian Network on continuous signal), EpiSegMix (flexible-distribution HMM with duration modeling, 2024), EpiLogos (multi-biosample visualization), IDEAS (cell-type-aware joint), and full-stack ChromHMM (Vu Ernst 2022) for cross-cell-type segmentations. Handles state-count selection (15 vs 18 vs 25 states), binarization choice, OverlapEnrichment / NeighborhoodEnrichment downstream analysis, and cross-biosample integration. Use when learning chromatin states from a histone mark panel, characterizing learned states by genomic feature enrichment, or comparing chromatin landscapes across cell types.
日本語の概要は準備中です。原文の説明を表示しています。
Analyzes base-editing screens for variant function. Covers library design (Sanson 2020 GRACE, Hanna 2021 BRCA1/2 SNV scanning, Cuella-Martin 2021), CBE vs ABE chemistry choice (BE3/BE4 vs ABE7.10/ABE8.20/ABE8e), editing-window math (positions 4-8 from PAM-distal end, wider for ABE8e), bystander-edit quantification and the variant-call ambiguity it creates, sgRNA-efficiency filtering before hit calling, indel byproduct interpretation, the substitution-vs-indel diagnostic, variant annotation against ClinVar / COSMIC, and the Broad be-validation-pipeline. Use when designing a BE variant screen, choosing CBE vs ABE for a specific edit, interpreting bystander-confounded hits, distinguishing functional signal from indel artifact, integrating CRISPResso2 output with screen scoring, or deciding BE vs PE for SNV installation.
日本語の概要は準備中です。原文の説明を表示しています。
Use Grok 4.5 as the required external design advisor when a task needs UI critique, UX critique, component-choice review, interaction-flow review, design imagery markdown, art direction, visual hierarchy judgment, design-system fit, color/type/layout suggestions, HTML mockups, SVG icons, handwritten SVG wordmarks, or file-based feedback on existing UI. Trigger on requests like "design a page", "generate design imagery", "give design advice", "optimize this UI", "improve UX", "optimize user flow", "review interaction", "check usability", "reduce friction", "choose the right component", "review this design", "create an icon", "suggest colors", "UI mockup", "visual direction", "lettering", "wordmark", "handwritten logo", or when another agent needs a second opinion on visual or interaction quality.
日本語の概要は準備中です。原文の説明を表示しています。
An inspired interpretation of Shopifi's design language — a cinematic commerce platform that runs two parallel design tracks. The marketing-hero and product-narrative pages live on near-black canvases with full-bleed photography of merchants, giant Neue Haas Grotesk display type at thin weights, and a single black-pill CTA stroked in white. The transactional pages (pricing, signup, dashboards) flip to a cream-mint canvas with pastel aloe and pistachio greens, the same pill button vocabulary, and Inter for UI body. The two tracks share typographic DNA but diverge sharply in canvas polarity — and that choice is the brand.
日本語の概要は準備中です。原文の説明を表示しています。
Use when creating, asking, grading, or explaining multiple choice questions for MATLAB programming practice, concept checks, quizzes, or tutoring exercises.
日本語の概要は準備中です。原文の説明を表示しています。
Implement GDPR and ePrivacy-compliant cookie consent: a banner with equal Accept and Reject buttons, per-category choices, stored consent records, consent-gated analytics with Google Consent Mode v2, and Global Privacy Control. Use when adding a cookie banner, managing marketing consent, achieving GDPR compliance for EU users, or integrating consent with analytics platforms.
日本語の概要は準備中です。原文の説明を表示しています。
The craft of weaving story into interactive systems where the player is both audience and author. This skill covers the unique challenges of game narrative: branching structures that respect player agency, environmental storytelling that rewards exploration, dialogue systems that feel alive, and the delicate balance between authored experience and emergent narrative. Unlike linear media, games don't tell stories TO players - they create the conditions for stories to emerge WITH players. The narrative designer's job is to build the scaffolding that supports infinite player-authored moments while maintaining coherent themes and emotional arcs. This skill synthesizes lessons from Disco Elysium's internal monologue as gameplay, Hades' death-as-narrative-engine, interactive fiction's branching mastery (Inkle, Twine), and procedural narrative pioneers like Dwarf Fortress. It addresses ludonarrative harmony, bark systems, cinematics that respect agency, and the "and therefore" test that separates plot from story. Use when "narrative design, game story, game writing, dialogue system, branching narrative, player choice, environmental storytelling, bark system, quest design, lore delivery, ludonarrative, interactive fiction, inkle, twine, dialogue tree, player agency, cinematic design, voice direction, localization, procedural narrative, narrative, game-writing, dialogue, branching, player-agency, environmental-storytelling, quest-design, voice-acting, localization, interactive-fiction, procedural-narrative, ludonarrative" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
The foundational theory of interactive experience design - loops, motivation, feel, and the art of meaningful playUse when "game design, core loop, game feel, player motivation, game mechanics, meaningful choice, progression system, game economy, game balance, playtesting, GDD, game document, fun factor, engagement, flow state, risk reward, player agency, juice, game polish, 8 kinds of fun, bartle types, MDA framework, game-design, player-experience, core-loop, motivation, game-feel, MDA, playtesting, GDD, systems-thinking, player-psychology, engagement, flow-state" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
Expert in decision-making frameworks - systematic approaches to making better decisions under uncertainty. Covers decision criteria, reversibility assessment, stakeholder alignment, and decision documentation. Knows when to decide fast and when to deliberate. Use when "decision framework, how to decide, making a choice, tradeoff, should we, pros and cons, decision matrix, weighing options, " mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
Technical decision-making frameworks - trade-off evaluation, reversibility analysis, and second-order thinking for better engineering choicesUse when "should we, which is better, trade-off, decision, choose between, versus, pros and cons, what if we, is it worth, evaluate options, decisions, trade-offs, architecture, adr, reversibility, strategy, planning, risk" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。