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「board」の検索結果

3,264 件 ・ 関連度順

概要と使いどころ

当任务需要创建、修改、扩展或重组阿里云 SLS 的 dashboard JSON 或可导入的大盘配置时使用;尤其适用于线上大盘、强对比的分析看板、已校验的查询包,或需要专业中文标签与指标定义的运维向大盘。

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。

alibaba/loongsuite-pilot2042026年10月14日 更新

Provider-independent explainer video production for AI agents creating educational, product, concept, nonprofit/public-service, onboarding, training, animated, mixed-media, and short social explainers. Use when an agent must turn a topic, brief, research corpus, product, process, policy, dataset, or complex idea into a factual, accessible, narrated, captioned, storyboarded, generated-media-ready explainer video with claim review, localization, pacing, variants, and 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。

calesthio/generative-media-skills2032026年7月14日 更新

Provider-independent production workflow for AI agents creating educational animated lessons, classroom explainers, STEM visualizations, history/social-science animations, training modules, microlearning clips, whiteboard-style explainers, diagram-driven videos, and generated or assembled instructional animation assets. Use when planning, scripting, storyboarding, generating, reviewing, localizing, or QAing animation whose primary purpose is learning.

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。

calesthio/generative-media-skills2032026年7月14日 更新

Walk through a product's key flows with Firecrawl browser and produce a structured UX/product walkthrough. Use for signup, onboarding, pricing, docs, dashboard, product demo prep, UX teardown, and first-run experience analysis.

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。

firecrawl/firecrawl-workflows1932026年8月21日 更新

Use when a learner or instructor asks for a report, summary, reflection, progress note, performance recap, activity metrics, instructor-shareable record of a MATLAB AI tutoring session, aggregate report across multiple MATLAB tutoring session reports, or instructor dashboard artifact with metric drilldowns. Supports optional start and end datetime arguments for multi-session report and dashboard ranges.

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。

matlab/agent-skills-playground1862026年10月10日 更新

Onboard a new QA engineer to an existing codebase, or audit an existing test architecture. Produces a 30-day ramp plan: codebase orientation, framework walkthrough, test architecture audit, mentorship pairing, and first-test guidance. Use when: "QA onboarding," "new tester," "ramp up," "test architecture audit," "first 30 days," "QA mentorship," "joining QA team." Not for: setting up QA on a brand-new project from scratch — use `qa-start`. Related: qa-start, qa-project-context, shift-left-testing, ai-qa-review.

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。

petrkindlmann/qa-skills1822026年6月11日 更新

Test for WCAG 2.2 AA compliance with axe-core + Playwright, keyboard navigation audits, screen reader testing, ARIA pattern validation, and legal compliance mapping (ADA, EAA, Section 508). Automated tools catch 30-40% of issues — this skill covers automated and manual testing together. Use when: "accessibility," "a11y," "WCAG," "screen reader," "axe," "keyboard navigation," "ARIA," "ADA compliance." Not for: cookie-consent/GDPR compliance — use compliance-testing; pixel-diff visual regression — use visual-testing. Related: playwright-automation, compliance-testing, visual-testing, ci-cd-integration.

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。

petrkindlmann/qa-skills1822026年6月11日 更新

stimulus

無料

Stimulus JS framework for Symfony UX -- client-side behavior via HTML data attributes, zero server round-trips. Use when creating controllers for DOM manipulation, handling click/input/submit events, managing targets and values, wiring outlets between controllers, wrapping third-party JS libraries, or building toggles, dropdowns, modals, tabs, clipboard interactions. Code triggers: data-controller, data-action, data-target, data-*-value, data-*-class, data-*-outlet, stimulusFetch lazy, connect(), disconnect(), static targets, static values. Also trigger when the user asks "how do I add a click handler", "how to toggle a class", "how to build a dropdown/modal/tabs", "how to wrap a JS library in Symfony", "add keyboard shortcuts", "lazy-load a controller", "listen to global events", "communicate between controllers". Do NOT trigger for partial page updates without JS (use turbo), server-rendered reactivity (use live-component), or reusable Twig templates (use twig-component).

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。

smnandre/symfony-ux-skills1802026年6月15日 更新

evidence

無料

Expert guidance for Evidence, the open-source BI framework that generates beautiful, interactive dashboards from SQL queries and Markdown. Helps developers build data reports as code, deploy them as static sites, and create self-service analytics without heavy BI tools.

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。

TerminalSkills/skills1672026年10月14日 更新

echarts

無料

Creates interactive data visualizations with Apache ECharts, the open-source JavaScript charting library. Use when a user asks to build charts, dashboards, or data-driven graphics using ECharts in React, Vue, or vanilla JavaScript applications, render a chart to SVG on the server, or upgrade from ECharts 5 to 6.

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。

TerminalSkills/skills1672026年10月14日 更新

Expert guidance for Excalidraw, the open-source virtual whiteboard library for creating hand-drawn style diagrams and sketches. Helps developers embed Excalidraw in React applications, build custom integrations, and leverage the API for programmatic diagram creation.

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。

TerminalSkills/skills1672026年10月14日 更新

Generate comprehensive documentation for undocumented or poorly documented codebases. Use when a user asks to document code, add JSDoc/docstrings, create README files, generate architecture docs, explain what a codebase does, produce onboarding guides, or document internal APIs. Works with any language.

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。

TerminalSkills/skills1672026年10月14日 更新

Looker Studio (formerly Google Data Studio) expertise. Build dashboards, design data visualizations, connect data sources, and create marketing reports. Use when the user asks about Looker Studio, Data Studio, marketing dashboards, data visualization, report building, or connecting analytics data sources.

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。

thatrebeccarae/claude-marketing1662026年5月15日 更新

Comprehensive expertise in blockchain data analysis using Dune Analytics, custom indexers, and on-chain data querying. Covers SQL for blockchain, dashboard creation, protocol metrics, and alpha discovery. Use when "onchain analytics, Dune Analytics, blockchain data, SQL blockchain, protocol metrics, TVL tracking, wallet analysis, token analytics, DEX volume, dashboard, " 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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Build MCP tools that are sticky for vibe coders and powerful for developersUse when "Designing new MCP tools, Improving tool UX or DX, Writing error messages, Planning tool naming, Discussing user onboarding, Making tools "sticky", Vibe coder experience, mcp, product, ux, dx, vibe-coding, onboarding, developer-experience, tool-design" 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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Expert in running the day-to-day operations of thriving communities. Covers moderation systems, onboarding flows, crisis management, scaling operations, and team management. The engine room that keeps communities healthy and safe. Use when "community operations, community moderation, community management, onboarding flow, crisis management, trust and safety, community team, " 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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Inter-agent communication patterns including message passing, shared memory, blackboard systems, and event-driven architectures for LLM agentsUse when "agent communication, message passing, inter-agent, blackboard, agent events, multi-agent, communication, message-passing, events, coordination" 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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

agentflow

無料

AgentFlow workflow skill. Use this skill when the user needs Orchestrate autonomous AI development pipelines through your Kanban board (Asana, GitHub Projects, Linear). Manages multi-worker Claude Code dispatch, deterministic quality gates, adversarial review, per-task cost tracking, and crash-proof pipeline execution and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.

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。

diegosouzapw/awesome-omni-skills1612026年7月8日 更新

投行并购 (投行并购 / 交易撮合 (Investment Banking M&A / Dealmaking) — 面向并购顾问、企业融资、卖方/买方交易执行的职业认知操作系统,从业者(分析师 Analyst / 经理 Associate / 副总裁 VP / 董事 Director / 董事总经理 MD / 内部公司发展 Corp Dev / PE 投资人)、想入行者、以及服务这行(法律/会计/估值/咨询)的视角。覆盖: (a) 第一性张力 — 投行 M&A 的核心世界观分歧: **价格 vs 价值 (price 是市场愿意付的, value 是内在的, deal 在两者缝隙里成交) ⇄ 确定性 vs 最高价 (certainty of close 对卖方常胜过纸面最高报价) ⇄ 顾问/中介 vs 委托代理 (banker 是 agent, 客户利益 vs 成交费的激励冲突真实存在, 「banker 总想成交」是行业原罪批判)**; 更深层 — 「过程/竞价纪律 (controlled auction 制造竞争张力、信息不对称管理) ⇄ 关系/信任 (relationship banking、长期 coverage、reputational capital)」, 「叙事/包装 (the story, equity story, positioning) ⇄ 数字/尽调 (the numbers, diligence, quality of earnings)」, 「估值的科学外衣 (DCF/comps 的伪精确) ⇄ 谈判的真实定价 (价格由 leverage、竞争、时机决定)」; (b) 估值与分析正典 (最标准化、最易蒸出高质量+CLI 化) — DCF (折现现金流: FCF 预测/WACC 折现率/terminal value 终值/Gordon growth vs exit multiple), Comparable Companies (可比公司/trading comps: EV/EBITDA, EV/Revenue, P/E), Precedent Transactions (先例交易/deal comps: control premium 控制权溢价), LBO (杠杆收购模型: IRR/MOIC/debt schedule/sources & uses), Accretion/Dilution (增厚/摊薄分析: EPS 影响、pro forma), Sum-of-the-Parts (分部估值/SOTP), Football Field (估值区间图), Merger Model (合并模型: synergies 协同/purchase accounting/goodwill), Sensitivity/scenario; (c) 交易流程与产出物 — 卖方流程 (sell-side: teaser 简介 → NDA → CIM/IM 信息备忘录 → management presentation → IOI 意向函 → data room 数据室 → LOI/term sheet → confirmatory diligence → SPA 买卖协议 → signing → closing), 买方流程 (buy-side: thesis/sourcing → outreach → valuation → bid → exclusivity → diligence → financing → close), auction 类型 (broad/targeted/negotiated/preemptive bid); 产出物: pitchbook 推介材料、CIM、fairness opinion 公平意见、board presentation、fee letter、engagement letter; (d) 交易结构与条款 — consideration (cash/stock/mix/earnout 对赌)、deal protections (breakup fee 分手费/go-shop/no-shop/MAC 重大不利变化条款)、representations & warranties 陈述与保证、escrow 托管、working capital adjustment 营运资金调整、reverse termination fee、collar 价格区间、tender offer vs merger、hostile vs friendly、defensive tactics (poison pill 毒丸/white knight 白衣骑士/staggered board); (e) 行业结构与角色 — bulge bracket (高盛/摩根士丹利/JPM/BofA/花旗) vs elite boutique (Centerview/Evercore/Moelis/Lazard/PJT/Perella) vs middle market (Houlihan Lokey/William Blair/Harris Williams) vs regional/independent; analyst→associate→VP→director→MD 晋升金字塔; coverage (行业组) vs product (M&A/ECM/DCM/leveraged finance/restructuring); sponsors group (服务 PE); 买方包括 PE/strategic acquirer/corp dev; (f) 量化指标与节奏 — deal fee (success fee 业内通常约 1-2% 视规模递减/retainer/Lehman formula)、league table 排行榜、pitch→mandate 转化、deal velocity、hours culture (analyst 80-100h/week 文化批判)、bonus/comp 结构、deal sheet (简历上的成交清单); (g) 争议/批判 — fairness opinion 是否橡皮图章 (利益冲突: 出意见的 banker 也收成交费)、estimate 的伪精确 (DCF garbage in garbage out、假设驱动结论)、banker 永远建议成交 (deal 偏见、empire building 助推 CEO 自利并购)、协同效应系统性高估 (大量并购毁灭价值、winner's curse 赢家诅咒)、analyst 血汗工厂文化 (2021 高盛 13 人 deck 事件、过劳死争议)、advisory 价值 vs 中介寻租之争、bulge vs boutique 的利益独立性叙事 (boutique 标榜「无承销利益冲突」)、SPAC 泡沫与 de-SPAC 教训; (h) 流派/思想谱系 — 估值学派 (Aswath Damodaran 估值教父/纽大、Tim Koller McKinsey《Valuation》、McKinsey valuation 体系) vs 公司金融教科书派 (Rosenbaum & Pearl《Investment Banking》行业圣经、Brealey Myers Allen、CFI/WSP/BIWS 培训体系) vs 交易实战派 (Bruce Wasserstein《Big Deal》、Joseph Perella/Felix Rohatyn 老派 dealmaker、现代 boutique 创始人) vs 行为/批判派 (并购毁灭价值的学术证据、Damodaran 对协同/控制权溢价的批判、Matt Levine《Money Stuff》解构华尔街逻辑) vs PE/buy-side 视角 (LBO 数学、value creation 杠杆/运营/multiple expansion)。不含: 二级市场股票交易/卖方研究 (equity research)、零售财富管理/private banking、纯 ECM/IPO 承销执行 (虽相关但聚焦 M&A advisory)、纯 PE 投后运营、量化交易/对冲基金策略、纯公司财务报表会计。) Master OS — automated mastery of 投行并购 / 交易撮合 (Investment Banking M&A / Dealmaking) — 面向并购顾问、企业融资、卖方/买方交易执行的职业认知操作系统,从业者(分析师 Analyst / 经理 Associate / 副总裁 VP / 董事 Director / 董事总经理 MD / 内部公司发展 Corp Dev / PE 投资人)、想入行者、以及服务这行(法律/会计/估值/咨询)的视角。覆盖: (a) 第一性张力 — 投行 M&A 的核心世界观分歧: **价格 vs 价值 (price 是市场愿意付的, value 是内在的, deal 在两者缝隙里成交) ⇄ 确定性 vs 最高价 (certainty of close 对卖方常胜过纸面最高报价) ⇄ 顾问/中介 vs 委托代理 (banker 是 agent, 客户利益 vs 成交费的激励冲突真实存在, 「banker 总想成交」是行业原罪批判)**; 更深层 — 「过程/竞价纪律 (controlled auction 制造竞争张力、信息不对称管理) ⇄ 关系/信任 (rela

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。

swaylq/master-skill1572026年9月6日 更新

游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play

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。

swaylq/master-skill1572026年9月6日 更新

Interpret video content visually by sampling frames into timestamped contact sheets that can be read as images. Use when: user asks what happens in a video; asks to summarize, describe, review, or QA video content or footage; asks about scenes, actions, people, or objects in a video; needs a storyboard-style overview of a clip; asks to find where something occurs in a video. Triggers on 'watch this video', 'what's in this video', 'summarize the video', 'describe the footage', 'contact sheet', 'storyboard', 'review this clip', 'find the scene where', 'scene detection', 'shot boundaries', 'detect cuts', 'dwell points'. For converting, trimming, or transcoding video, use processing-video instead.

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。

oaustegard/claude-skills1522026年10月14日 更新

Full Agency Onboard — launches 5 parallel audit teams and produces a unified client-ready report with composite scoring

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。

zubair-trabzada/ai-agency-claude1512026年4月8日 更新

Comprehensive GitHub project management with swarm-coordinated issue tracking, project board automation, and sprint planning

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。

ruvnet/midstream1492026年10月10日 更新

Migrates Vendure Admin UI extensions (legacy Angular-based) to the new React Dashboard.

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。

Pinelab-studio/pinelab-vendure-plugins1382026年10月14日 更新