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「esi」の検索結果

1.4万 件 ・ 関連度順

概要と使いどころ

Designs experiments to minimize and account for batch effects using balanced layouts and blocking strategies. Use when planning multi-batch experiments, assigning samples to sequencing lanes, or designing studies where technical variation could confound biological signals.

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。

BioTender-max/awesome-bio-agent-skills2022026年7月2日 更新

Designs adaptive clinical trials including group-sequential (O'Brien-Fleming, Pocock, Lan-DeMets spending), sample-size re-estimation (blinded Friede-Kieser, unblinded Cui-Hung-Wang, Mehta-Pocock promising zone), seamless Phase 2/3 with treatment-arm selection, population enrichment, and response-adaptive randomisation. Covers FDA 2019 Final Adaptive Designs Guidance, FDA 2022 Master Protocols, and ICH E20 Step 2b/3 draft (June 2025, NOT final). Use when planning interim analyses, sample-size re-estimation, or master/platform-trial designs.

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。

BioTender-max/awesome-bio-agent-skills2022026年7月2日 更新

Quality control metrics and filtering thresholds for protein design. Use this skill when: (1) Evaluating design quality for binding, expression, or structure, (2) Setting filtering thresholds for pLDDT, ipTM, PAE, (3) Checking sequence liabilities (cysteines, deamidation, polybasic clusters), (4) Creating multi-stage filtering pipelines, (5) Computing PyRosetta interface metrics (dG, SC, dSASA), (6) Checking biophysical properties (instability, GRAVY, pI), (7) Ranking designs with composite scoring. This skill provides research-backed thresholds from binder design competitions and published benchmarks.

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。

BioTender-max/awesome-bio-agent-skills2022026年7月2日 更新

Design thinking maestro for human-centered design processes. Use when the user asks to talk to Maya or requests the Design Thinking Maestro.

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。

bmad-code-org/bmad-module-creative-intelligence-suite1962026年9月29日 更新

Guide human-centered design processes using empathy-driven methodologies. Use when the user says "lets run design thinking" or "I want to apply design thinking"

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。

bmad-code-org/bmad-module-creative-intelligence-suite1962026年9月29日 更新

Extract any website's design system into an agent-ready DESIGN.md using Firecrawl scrape evidence. Use when the user wants colors, fonts, spacing, components, layout patterns, or brand/UI guidance from a website so AI agents can create new websites, clone a look, or build pages inspired by that design.

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10月16日 更新

CesiumJS primitives and geometry - Primitive, GeometryInstance, Appearance, BufferPrimitive collections, GeoJsonPrimitive, Billboard/Label/PointPrimitive collections, built-in geometry shapes, ground primitives, classification. Use when rendering performance-critical static or vector geometry, loading GeoJSON without entities, creating custom shapes, batching draw calls, or using low-level collections.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

CesiumJS core utilities and networking - Resource, Color, Event, Request, RequestScheduler, error handling, helper functions, feature detection. Use when fetching remote data, managing HTTP requests, working with colors, handling events, debugging errors, or using utility functions like defined, clone, or buildModuleUrl.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

CesiumJS models, glTF, and particle effects - Model, KHR_meshopt_compression, CAD glTF extensions, EdgeDisplayMode, ModelAnimation, ModelNode, ParticleSystem, emitters, GPM extensions. Use when loading compressed or CAD-style glTF/GLB models, controlling edge rendering, playing model animations, positioning particles, or working with geospatial positioning metadata.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

CesiumJS interaction and picking - ScreenSpaceEventHandler, multi-key KeyboardEventModifier input actions, Scene.pick, Scene.drillPick, Scene.pickPosition, Scene.snap edge snapping (1.144), mouse and touch events. Use when handling user clicks on the globe, selecting entities or 3D Tiles features, registering modifier-key shortcuts, implementing hover effects, snapping to model edges for measurement, or building drag-based interactions.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

CesiumJS camera control - Camera, flyTo, lookAt, setView, ScreenSpaceCameraController, composable Controller camera controllers (1.144), CameraEventAggregator, flight animation. Use when positioning the camera, creating flyTo animations, constraining user navigation, adding custom or asset-inspection camera controllers, tracking entities, or converting between screen and world coordinates.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing 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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas. Use when configuring terrain providers, querying terrain heights, customizing atmosphere or sky rendering, adding panoramas, or adjusting scene lighting and shadows.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

Use when a conversation begins with a CesiumJS development request - maps the 14 domain skills on offer and explains how passive activation selects between them

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

CesiumJS imagery layers - ImageryProvider, ImageryLayer, ImageryLayerCollection, WMS, WMTS, Bing, OpenStreetMap, ArcGIS, Mapbox, tile discard policies. Use when adding or swapping base map layers, configuring imagery providers, layering multiple map sources, or creating split-screen imagery comparisons.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

CesiumJS entities and data sources - Entity, EntityCollection, DataSource, GeoJsonDataSource, KmlDataSource, CzmlDataSource, Graphics types, PathGraphics, PathMode, Visualizers. Use when adding points, labels, models, polygons, polylines, or time-segmented paths, loading GeoJSON/KML/CZML/GPX data, or working with the high-level Entity API.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

CesiumJS time, properties, and animation - Clock, JulianDate, TimeInterval, Property, SampledProperty, CallbackProperty, PathMode, interval and sampled path materials, interpolation, splines, CZML temporal data. Use when making entity attributes or path materials time-dynamic, configuring the simulation clock, interpolating positions, or working with sampled, interval, or callback properties.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

Validate system resilience through controlled fault injection. Covers hypothesis-driven chaos experiments, failure injection types (network, service, infrastructure, dependency), LitmusChaos/Chaos Mesh/AWS FIS/Gremlin/toxiproxy tooling, automated abort gating, game day planning, and progressive chaos adoption. Use when: "chaos engineering," "fault injection," "resilience test," "game day," "failure recovery," "system reliability," "blast radius." Not for: safe rollout flags/canary/dark launch during a release — use testing-in-production; designing new tests from production telemetry — use observability-driven-testing. Related: testing-in-production, observability-driven-testing, performance-testing, release-readiness, test-environments.

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-skills1872026年6月11日 更新

Create distinctive, production-grade frontend interfaces with high design quality. Covers design thinking, typography pairing, color theory, motion design, spatial composition, and code quality. Generates real working code — HTML/CSS/JS or React — with intentional aesthetic direction, not generic AI output.

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-marketing1712026年5月15日 更新

Design and implement high-quality blog post and article page layouts with professional typography, spacing, and visual hierarchy. Use when building blog pages, article templates, technical documentation readers, use-case pages, or long-form content layouts. Covers dark and light themes.

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/skills1682026年10月14日 更新

Formal Design of Experiments (DOE) methodology for maximizing information from experiments while minimizing resources. Covers factorial designs, blocking, randomization, and optimal design strategies. Use when ", " 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-antigravity1672026年1月22日 更新

Expert game audio designer and implementer specializing in interactive sound design, adaptive music systems, spatial audio, and audio middleware integration. Brings deep knowledge of FMOD, Wwise, and native engine audio systems to create immersive sonic experiences that respond dynamically to gameplay. Use when "game audio, sound design, game music, FMOD, Wwise, spatial audio, 3D sound, audio middleware, game sfx, adaptive music, interactive audio, audio bus, game mixing, audio occlusion, reverb zones, audio pooling, sound manager, audio, sound, music, game-audio, fmod, wwise, spatial-audio, middleware, mixing, sound-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-antigravity1672026年1月22日 更新

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Expert in designing and structuring online courses - curriculum architecture, learning outcomes, module design, and assessment strategies. Covers backward design methodology, scaffolding content, and creating courses that actually deliver transformation. Use when "create a course, course curriculum, course outline, learning outcomes, course structure, design a course, online course, " 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-antigravity1672026年1月22日 更新