本文へ移動
cccskills

「effects」の検索結果

603 件 ・ 関連度順

概要と使いどころ

dowhy

無料

Causal inference framework for answering "does X cause Y?" beyond correlation. DoWhy (Microsoft Research) provides the identify-estimate-refute loop: define a causal graph (DAG), identify the causal effect using backdoor/frontdoor/instrumental variable criteria, estimate treatment effects with multiple estimators, and validate results with automated refutation tests. Use when: distinguishing causation from correlation, estimating treatment effects (ATE, ATT, CATE), designing and analyzing A/B tests with confounders, using instrumental variables, performing counterfactual reasoning ("what would have happened if..."), validating causal claims with sensitivity analysis, working with observational data where randomization is impossible, or any analysis where the question is "what is the CAUSAL effect of X on Y" rather than just "how do X and Y relate?"

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。

brycewang-stanford/Auto-Empirical-Research-Skills4,6062026年10月12日 更新

Dense, machine-readable API reference for PyFixest — high-dimensional fixed-effects OLS/WLS/IV and Poisson (feols, fepois, feglm), clustered/robust standard errors, R-style formula syntax, and post-estimation. Use when writing or debugging Python fixed-effects regressions with the pyfixest package.

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。

brycewang-stanford/Auto-Empirical-Research-Skills4,6062026年10月12日 更新

Classical end-to-end empirical analysis workflow in the modern tidyverse + econometrics R ecosystem — dplyr + tidyr + haven + fixest + sandwich + lmtest + clubSandwich + AER + ivreg + did + bacondecomp + HonestDiD + eventstudyr + rdrobust + rddensity + Synth + gsynth + synthdid + MatchIt + WeightIt + cobalt + ebal + grf + DoubleML + mediation + marginaleffects + modelsummary + kableExtra + gt + ggplot2 + ggpubr + cowplot + binsreg. **Defaults to economics empirical-paper style** (AER / QJE / AEJ) — every run produces a publication-ready output set with a multi-column regression table (M1→M6 progressive controls/FE) as the centerpiece, plus Table 1 (descriptives), mechanism / heterogeneity / robustness tables, and event-study + coefficient + trend figures. Covers the full 8-step R pipeline an applied economist runs on every paper — (1) data import & cleaning (read_dta/read_csv, naniar, janitor, validate-merges), (2) variable construction (mutate/across/winsorize/group_by + lag/lead with dplyr), (3) descriptive statistics & Table 1 (gtsummary, modelsummary::datasummary, tableone), (4) classical diagnostic tests (shapiro/jarque.bera.test/bptest/dwtest/bgtest/vif/adf.test/kpss.test/Hausman), (5) baseline modeling (fixest::feols, ivreg, did::att_gt, eventstudyr, sun_ab, did_imputation, synthdid, rdrobust, MatchIt, WeightIt, grf::causal_forest, DoubleML, mediation), (6) robustness battery (modelsummary stack, clubSandwich CRSE, fwildclusterboot, ri2, robomit Oster, bacondecomp, HonestDiD), (7) further analysis (interactions + marginaleffects, mediation::mediate, gsem via lavaan, dose-response splines, grf CATE), (8) publication-ready tables & figures (modelsummary, kableExtra, gt, stargazer, texreg, flextable to LaTeX/Word/HTML; ggplot2 + ggpubr + cowplot + binsreg + iplot for figures). **Also covers two parallel domain modes that share the same 8-step scaffolding** — **Mode A — Epidemiology / public health** (target-trial emulation, IPTW + g-formula + TMLE doubly-robust triplet via `WeightIt` / `gfoRmula` / `tmle` / `ltmle`, Mendelian randomization via `MendelianRandomization` / `TwoSampleMR` / `MRPRESSO`, KM / Cox / AFT / RMST survival via `survival` / `survminer` / `flexsurv`, E-value sensitivity via `EValue`, principal stratification — STROBE / TRIPOD reporting), and **Mode B — ML causal inference** (DML via `DoubleML`, S/T/X/R/DR meta-learners via `causalweight` / `grf`, causal forest via `grf::causal_forest`, BART/BCF via `bartCause` / `bcf`, matrix completion via `MCPanel`, CATE distribution + policy tree via `policytree`, off-policy evaluation, conformal causal via `conformalInference` / `cfcausal`, fairness audit via `fairmodels`, DAG learning via `pcalg` / `bnlearn` / LLM-assisted). Use when the user asks for a complete R empirical analysis, wants a tidyverse-style reproducible R script / Quarto workflow, prefers fixest over reghdfe, needs the R counterpart to StatsPAI / 00.1 / 00.2, or names a specific R step in isolation ("feols with cluster", "MatchIt nearest neighbor", "bacondecomp in R", "gtsummary table 1", "modelsummary to Word"). Mode A triggers on "target trial emulation R", "tmle ltmle", "MendelianRandomization", "TwoSampleMR", "MRPRESSO", "survival cox AFT", "STROBE R", "EValue R", "公共健康 R", "流行病学 R". Mode B triggers on "DoubleML R", "grf causal forest", "policytree", "bartCause bcf", "conformal causal R", "fairmodels", "pcalg NOTEARS", "因果机器学习 R".

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。

brycewang-stanford/Auto-Empirical-Research-Skills4,6062026年10月12日 更新

Remove batch effects from RNA-seq data using ComBat, ComBat-Seq, limma removeBatchEffect, and SVA for unknown batch variables. Use when correcting batch effects in expression data.

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。

FreedomIntelligence/OpenClaw-Medical-Skills3,0632026年7月21日 更新

Start and scale networked products using Andrew Chen's "The Cold Start Problem" framework for network effects. Use when the user mentions "network effects", "chicken and egg", "cold start", "two-sided marketplace", "atomic network", "hard side", "liquidity", "critical mass", "invite-only launch", "how do I get my first users", or "the marketplace has no buyers or sellers". Also trigger when launching a marketplace, social, or collaboration product that is worthless without other users, deciding launch sequencing and seeding tactics, or diagnosing stalled network growth at scale. Covers the five stages: cold start, tipping point, escape velocity, hitting the ceiling, and the moat. For word-of-mouth virality, see contagious. For habit-driven retention, see hooked-ux.

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。

wondelai/skills2,3972026年9月11日 更新

voice

無料

Text-to-Speech (TTS), voiceover, narration placement/sync, and custom sound effects (SFX) generator. Use when the user wants generated speech from text, wants to add/replace/align narration or voiceover for an existing video/timeline, wants to keep existing voiceover synced after visual retiming edits, needs voice audition/selection, or explicitly wants a newly generated/custom sound effect that is not available in the Sound Effects library.

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。

0xsline/OpenChatCut2,3212026年10月7日 更新

AI shader generator for WebGL video effects, transitions, masks, and color grading (LUT / 调色 / 电影感 / film look). Use when the user wants a video effect (滤镜 / 特效), a transition (转场 / crossfade / wipe / cube / 3d), a mask (蒙版 / 遮罩 / reveal), a zoom / push-in (推近 / 推镜头), or a color grade — try the built-in effects (zoom, builtin LUTs) before generating a new shader.

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。

0xsline/OpenChatCut2,3212026年10月7日 更新

Process multimedia files with FFmpeg (video/audio encoding, conversion, streaming, filtering, hardware acceleration) and ImageMagick (image manipulation, format conversion, batch processing, effects, composition). Use when converting media formats, encoding videos with specific codecs (H.264, H.265, VP9), resizing/cropping images, extracting audio from video, applying filters and effects, optimizing file sizes, creating streaming manifests (HLS/DASH), generating thumbnails, batch processing images, creating composite images, or implementing media processing pipelines. Supports 100+ formats, hardware acceleration (NVENC, QSV), and complex filtergraphs.

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。

mrgoonie/claudekit-skills2,2282026年4月3日 更新

Use when evaluating platforms, marketplaces, and networks through a USV-style lens: network effects, defensibility, protocols, openness, and scalable distribution.

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。

questflowai/investorskills1,9062026年8月23日 更新

Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Turn a product release (the list of shipped items plus real screen recordings) into a motion recap video and one explained demo per feature, with sound effects tied to on-screen motion and a composed music bed. Deterministic HTML scenes rendered frame by frame, ElevenLabs for sound effects and music, ffmpeg for the mix. Use when asked for a release video, a changelog video, a feature recap reel, or demo clips for release notes and docs.

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。

huytieu/COG-second-brain1,2772026年10月2日 更新

Simulate transcription factor perturbation effects on cell state in silico with CellOracle and Dynamo, and predict transcriptional responses to genetic perturbations with GEARS, scGen, and CPA. Covers the direction-not-magnitude principle, local-linear validity, the GRN/velocity error it inherits, baseline discipline (mean and additive baselines), and the validation gap. Use when predicting TF knockout or overexpression effects, ranking driver TFs for fate transitions, or planning perturbation experiments. For GRN construction see multiomics-grn; for experimental Perturb-seq see single-cell/perturb-seq.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Detects allele-specific transcription factor or histone modification binding from heterozygous-variant ChIP-seq using WASP (reference-bias filter; mandatory upstream), RASQUAL (joint QTL + bias-corrected testing), BaalChIP (Bayesian beta-binomial with copy-number-aware overdispersion), and AlleleSeq (personalized diploid genome). Handles imprinted-locus awareness, X-inactivation artifacts, cancer copy-number imbalance, and integration with downstream caQTL / bQTL mapping. Use when identifying variants with allelic effects on TF binding, fine-mapping causal regulatory variants, validating deep-learning variant predictions, or characterizing cis-acting regulatory effects.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Estimate causal effects of an exposure on an outcome from GWAS summary statistics using genetic instruments. Implements IVW (fixed/random), MR-Egger, weighted median/mode, MR-RAPS, CAUSE, GSMR-HEIDI, MR-PRESSO, MVMR, MR-Clust, LCV, and LHC-MR via TwoSampleMR, MendelianRandomization, MR-PRESSO, cause, and lhcMR. Use when testing causal direction between traits, evaluating drug-target effects via cis-pQTL/cis-eQTL, performing multivariable mediation MR, distinguishing causation from correlated horizontal pleiotropy, or producing STROBE-MR-compliant sensitivity batteries.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Simple scroll-triggered reveal animations using AOS (Animate On Scroll). Use this skill when building marketing pages, landing pages, or content-heavy sites requiring basic fade/slide effects without complex animation orchestration. Triggers on tasks involving scroll animations, scroll-triggered reveals, AOS, simple animations, or basic scroll effects. Alternative to GSAP ScrollTrigger and Locomotive Scroll for simpler use cases. Compare with motion-framer for React-specific animations.

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。

freshtechbro/claudedesignskills1,0402025年11月20日 更新

pixijs-2d

無料

Fast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU. Use this skill when building 2D games, particle systems, interactive canvases, sprite animations, or UI overlays on 3D scenes. Triggers on tasks involving PixiJS, 2D rendering, sprite sheets, particle effects, filters, or high-performance canvas graphics. Alternative to Canvas2D with WebGL acceleration for rendering thousands of sprites at 60 FPS.

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。

freshtechbro/claudedesignskills1,0402025年11月20日 更新

After Effects animation rendering for web and React applications. Use this skill when implementing Lottie animations, JSON vector animations, interactive animated icons, micro-interactions, or loading animations. Triggers on tasks involving Lottie, lottie-web, lottie-react, dotLottie, After Effects JSON export, bodymovin, animated SVG alternatives, or designer-created animations. Complements GSAP ScrollTrigger and Framer Motion for scroll-driven and interactive animations.

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。

freshtechbro/claudedesignskills1,0402025年11月20日 更新

Comprehensive skill for Locomotive Scroll smooth scrolling library with parallax effects, viewport detection, and scroll-driven animations. Use this skill when implementing smooth scrolling experiences, creating parallax effects, building scroll-triggered animations, or developing immersive scrolling websites. Triggers on tasks involving Locomotive Scroll, smooth scrolling, parallax, scroll detection, scroll events, sticky elements, horizontal scrolling, or GSAP ScrollTrigger integration. Integrates with GSAP for advanced scroll-driven animations.

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。

freshtechbro/claudedesignskills1,0402025年11月20日 更新

Comprehensive skill for GSAP (GreenSock Animation Platform) and ScrollTrigger plugin. Use this skill when creating web animations, scroll-driven experiences, timelines, tweens, scroll-triggered animations, pinning, scrubbing, parallax effects, or animating DOM elements, SVG, Canvas, WebGL, or Three.js. Triggers on tasks involving GSAP, ScrollTrigger, smooth animations, scroll effects, or animation sequencing.

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。

freshtechbro/claudedesignskills1,0402025年11月20日 更新

Use when generating or transforming audio with ElevenLabs models on Scenario via MCP: text-to-speech with inline emotion tags, music from a prompt or sectioned songs, sound effects and loops, dubbing audio or video into another language, re-voicing a recording with a preset or cloned voice, or isolating speech from noise. Keywords: ElevenLabs, Eleven v3, Multilingual v2, Turbo 2.5, Music v2, Sound Effects 2, Dubbing, Voice Changer, Speech to Speech, Voice Isolator, TTS, SFX, localization.

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。

scenario-labs/skills9922026年10月13日 更新

Use when adding sound to a video or generating standalone audio with Sonilo models on Scenario via MCP: text-to-sound-effects, text-to-music, video-to-sound-effects or video-to-music from a clip, scoring silent AI video, foley, ambience, muxed video-to-video variants returning the clip with the new track mixed in, keeping speech while replacing music, or per-segment sound control. Keywords: Sonilo V1.1, SFX, soundtrack, score, keepSpeechVocal, segments, royalty-free.

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。

scenario-labs/skills9922026年10月13日 更新

Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新