Think and work like an expert Geomagnetist. Use when a task calls for Geomagnetist judgment. Reasons from spherical-harmonic main-field theory and remanence physics through IGRF-14/WMM2025 vs CHAOS-8 SV, INTERMAGNET baseline adoption (IBFV2.00), Swarm quiet-time modeling, stepwise AF/thermal demagnetization with PCA/Fisher, GEOMAGIA50/MagIC archaeomagnetic SVCs, and GFZ Kp/ap indices while treating geomagnetic jerks, IGRF epoch mismatch, VRM/CRM overprints, and Day-diagram mixed-carrier traps 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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Think and work like an expert Heat Transfer Engineer. Use when a task calls for Heat Transfer Engineer judgment. Reasons from conduction, convection, radiation, and coupled fluid-solid physics through thermal resistance networks, Biot/NTU/film-temperature scaling, LMTD and epsilon-NTU exchanger methods, fin efficiency, and conjugate-heat-transfer CFD while treating contact resistance and TIM pump-out, fouling, boiling CHF, non-condensables, and non-conservative interface flux mapping 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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Think and work like an expert Finite Element Analyst. Use when a task calls for Finite Element Analyst judgment. Reasons from discretization error, element technology, and constraint physics; runs mesh convergence and Richardson studies, Nastran/Abaqus/ANSYS workflows, RBE2/RBE3 and contact discipline, and ASME V&V 10 verification-before-validation reporting on governing QoIs.
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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Think and work like an expert Electronics Engineer. Use when a task calls for Electronics Engineer judgment. Reasons from datasheet-corner device physics, signal-chain error budgets, and analog-digital return-path coupling through LTspice/IBIS-AMI simulation, ICT/boundary-scan coverage, golden-board signature comparison, and IPC/AEC-Q standards while treating ESD versus EOS overstress, MLCC DC-bias derating, reference and clock-jitter ENOB loss, and NFF field returns 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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Think and work like an expert Cell Biologist. Use when a task calls for Cell Biologist judgment. Reasons from compartment thermodynamics, membrane electrophysics, and necessity-plus-sufficiency logic through STR authentication, confocal/TIRF imaging, CRISPR and siRNA perturbation with rescue, and Western blot, treating mycoplasma, passage and serum-lot drift, edge effects, antibody cross-reactivity, siRNA seed off-targets, and well-as-n pseudoreplication 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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Think and work like an expert Climate Scientist. Use when a task calls for Climate Scientist judgment. Reasons from ERF/EEI energy-budget closure, AR6 forcing (WMGHG vs ERFaci), optimal fingerprinting and FAR event attribution, CMIP6/ScenarioMIP SSP workflows (ESGF, ESMValTool), and paleo proxy physics (PAGES2k, ice-core δD/CO₂, foraminifera Mg/Ca, coral Sr/Ca) while treating aerosol uncertainty, tree-ring divergence, CMIP tuning circularity, and TLS under-coverage 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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Think and work like an expert Additive Manufacturing Engineer. Use when a task calls for Additive Manufacturing Engineer judgment. Reasons from melt-pool physics, VED, and thermal history through LPBF vs DED process selection, build orientation anisotropy, support design, powder lot control, CT/metallography NDE, and ASTM F42 / ISO-ASTM 529xx qualification—not generic 3D printing.
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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Think and work like an expert Aerodynamicist. Use when a task calls for Aerodynamicist judgment. Reasons from circulation, Cp distributions, and boundary-layer physics through Re/Mach similitude, NACA airfoil polars, stall classification, wind-tunnel blockage/wall corrections, and SA/SST/LES external-aero CFD—not generic mechanical engineering.
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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Find and synthesize research papers, whitepapers, PDFs, technical reports, and academic sources with Firecrawl Research, using semantic paper search, related-paper expansion, and in-body verification over Firecrawl's paper index — largely biomedical and life-science literature from PubMed, bioRxiv, and medRxiv, plus arXiv preprints in CS, physics, and math. Use when the user wants a literature review, systematic review, survey of studies, paper summary, research landscape, or sourced synthesis from scholarly and industry publications, including clinical, drug, gene, disease, epidemiology, and public-health topics. Prefer this over a general web-research workflow whenever the evidence base is published papers rather than web pages.
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-workflows☆ 1922026年8月21日 更新
Excalibur.js is a TypeScript-first 2D game engine for the browser with actors, scenes, collision physics, animation, sound, input and a Tiled map plugin. Use when the user wants to build or debug a browser game with Excalibur, load Tiled maps, animate sprite sheets, handle keyboard or pointer input, or manage scenes and cameras.
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/skills☆ 1662026年10月14日 更新
Expert Godot 4 game developer specializing in GDScript, the node/scene system, signals, resources, and engine-native patterns. Provides deep knowledge of Godot's unique architecture, performance optimization, and best practices for building games from simple prototypes to production-ready releases. Use when "godot, gdscript, godot 4, godot engine, build a game with godot, godot scene, godot node, godot signal, godot resource, godot tilemap, godot physics, godot animation, godot ui, godot multiplayer, godot, gdscript, game-engine, game-development, 2d-games, 3d-games, open-source" 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-antigravity☆ 1652026年1月22日 更新
Mastery of the new frontier: AI-generated video that rivals—and reimagines—traditional production. This skill covers Veo3, Runway Gen-3, Sora, Kling, Pika, Luma Dream Machine, and the rapidly evolving landscape of neural video synthesis. We're not just using AI to replace traditional video—we're unlocking visuals that were previously impossible, unaffordable, or unimaginable. Flying through abstract data visualizations, impossible camera moves, photorealistic product renders from text, and consistent character performances without actors or sets. The practitioners of this skill understand that AI video is not about cost savings— it's about creative expansion. The ceiling has been removed. What would you create if production cost was zero and physics was optional? Use when "AI video, generate video, Veo3, Veo 3, Runway, Sora, Kling, Pika, Luma, text to video, image to video, video generation, AI footage, neural video, synthetic video, impossible shot, ai-video, veo3, runway, sora, kling, pika, generation, text-to-video, neural, synthesis" 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-antigravity☆ 1652026年1月22日 更新
半导体芯片制造工艺 (Semiconductor Process Engineering / 半导体芯片制造工艺 — 以「物理化学极限 + 良率经济双重约束」为特征的集成电路前道/后道制造工艺认知操作系统:从「器件架构与微缩路线(planar→FinFET→GAA nanosheet→CFET、等效微缩 DTCO/STCO、背面供电 BSPDN)→ 工艺整合(FEOL/MOL/BEOL 模块协同、PDK、流片 tape-out)→ 单元工艺(光刻 litho(DUV 浸没式 193i / EUV 13.5nm / 多重曝光 SADP-SAQP / OPC / mask)、刻蚀 etch(RIE/ICP/原子层刻蚀 ALE)、薄膜沉积 depo(CVD/PECVD/LPCVD/ALD/PVD/外延 epi/电镀 Cu)、掺杂 doping(离子注入 ion implant / 退火 RTA-laser anneal)、CMP 化学机械抛光、清洗 cleaning)→ 量测检测 metrology(CD-SEM / OCD / overlay / 椭偏 ellipsometry / 缺陷检测 defect inspection / e-beam)→ 良率工程 yield(缺陷密度 / SPC 统计过程控制 / FDC / APC / DOE 实验设计 / 良率爬坡 yield ramp)→ 先进封装 advanced packaging(2.5D/3D、CoWoS、HBM、混合键合 hybrid bonding、chiplet、TSV)」的完整器件-工艺-良率-量产决策链。覆盖 (a) 第一性张力 — **物理/化学/材料的硬约束(量子隧穿、短沟道效应、RC 延迟、热预算、缺陷物理、ppb 级污染控制)⇄ 良率/成本/产能的经济约束(每片晶圆成本、良率是主经济指标、D0 缺陷密度、wafer-per-hour、折旧)**;**持续微缩/摩尔定律(dimensional + equivalent scaling、节点路线图 N5/N3/N2/A16/A14、high-NA EUV)⇄ 物理极限/微缩放缓(原子尺度、漏电、功耗墙、成本墙、'摩尔定律已死'之争)**;**协同优化/整合(DTCO 设计-工艺协同、STCO 系统-工艺协同、模块间 trade-off)⇄ 单模块极致优化(单一 unit process 工艺窗口)**;**工艺配方的 tacit 手艺(process recipe 调试、工艺窗口、缺陷根因分析、量产 ramp 的经验)⇄ 可建模/可仿真/数据驱动(TCAD 仿真、ML 良率分析、APC/FDC、数字孪生)**;**性能-功耗-面积-成本 PPAC 四角权衡 ⇄ 良率/可制造性 DFM 优先**;**自主可控/国产替代(卡脖子、EUV 出口管制、设备/材料/EDA 国产化、SMIC/长江存储/长鑫/中微/北方华创/上海微电子)⇄ 全球高度分工(ASML 光刻垄断、AMAT/Lam/TEL/KLA 设备、TSMC/Samsung/Intel 代工、全球供应链)**。(b) 核心工作流 / pipeline(最标准、最易蒸高质量 + CLI 化)— 新节点/新工艺导入:器件目标与 PPAC 定义 → 工艺整合方案与 PDK → 单元工艺开发与配方调试(DOE 找工艺窗口)→ 量测建立与 SPC → 良率爬坡(缺陷分类 + 根因分析 + 工艺改善)→ 量产移交与持续改善。具体单元工艺 SOP:光刻(曝光条件 / OPC / overlay 控制 / 多重曝光分解)、刻蚀(选择比 / profile / loading effect / ALE)、沉积(台阶覆盖 / 应力 / 均匀性)、CMP(去除速率 / 碟形 dishing / 侵蚀 erosion)、量测与缺陷分析、良率分析与 FA 失效分析。(c) 工具栈 — 设备(光刻 ASML/上海微电子 SMEE;刻蚀+沉积 AMAT/Lam/TEL/中微 AMEC/北方华创 Naura;离子注入 AMAT/Axcelis;CMP AMAT/荏原 Ebara;量测检测 KLA/AMAT/中科飞测/上海精测)、EDA/TCAD/仿真(Synopsys Sentaurus/Silvaco/Coventor SEMulator3D、OPC Calibre/Synopsys)、良率与制造软件(SPC、MES、FDC/APC、缺陷分析 yield management、PWS)、材料(光刻胶 photoresist、CMP 浆料 slurry、特气、靶材、掩膜 mask blank)。(d) 知识正典 — 半导体工艺 canon 横跨器件物理与制造工程:核心教材(Plummer/Deal/Griffin《Silicon VLSI Technology》、Sze《Physics of Semiconductor Devices》《VLSI Technology》、Wolf & Tauber《Silicon Processing for the VLSI Era》、Campbell《Fabrication Engineering at the Micro and Nanoscale》、May & Spanos《Fundamentals of Semiconductor Manufacturing and Process Control》、Quirk & Serda《Semiconductor Manufacturing Technology》、肖国勇/施敏中文教材)、路线图(ITRS/IRDS、IEEE 国际器件与系统路线图)、顶会论文(IEDM、Symposium on VLSI Technology、IRPS 可靠性、SPIE Advanced Lithography、ISSCC、DAC)、行业分析(SemiAnalysis、TechInsights、IC Knowledge)。(e) figures/流派 — 学术与器件奠基(Gordon Moore 摩尔、Robert Dennard 登纳德微缩、胡正明 Chenming Hu FinFET/UTB-SOI 发明人 UC Berkeley、刘明 Tsu-Jae King Liu Berkeley、Krishna Saraswat Stanford、Mark Bohr Intel 工艺架构)、产业领袖与工艺大师(张忠谋 Morris Chang TSMC、林本坚 Burn-Jeng Lin 浸没式光刻、Martin van den Brink ASML、米玉杰/梁孟松 SMIC/三星工艺、Mark Liu/魏哲家 TSMC)、行业分析师(Dylan Patel SemiAnalysis、Scotten Jones IC Knowledge、TechInsights 拆解、Handel Jones)、科普与拆解(Asianometry、The Chip Letter、半导体行业观察)。流派分歧:等效微缩派 vs 摩尔定律已死派、前道微缩 vs 先进封装 chiplet 异构集成、dimensional scaling vs DTCO 协同优化、IDM vs 纯代工 foundry 模式、自主可控/国产替代路线 vs 全球分工。(f) 行业话术/黑话 — 制程节点 node / 流片 tape-out / 工艺窗口 process window / 良率 yield / 缺陷密度 D0 / 关键尺寸 CD / 套刻 overlay / 掩膜 reticle-mask / 光刻胶 PR / 浸没式 immersion / EUV/DUV / 多重曝光 multi-patterning SADP-SAQP / OPC / 刻蚀选择比 selectivity / profile / loading effect / 原子层刻蚀 ALE / 台阶覆盖 step coverage / 外延 epi / 离子注入 implant / 退火 anneal / RTA / CMP / dishing-erosion / FEOL-MOL-BEOL / FinFET / GAA / 纳米片 nanosheet / CFET / 背面供电 BSPDN / high-NA / PPAC / DTCO-STCO / DFM / SPC / FDC-APC / DOE / WAT-PCM / 良率爬坡 yield ramp / FA 失效分析 / particle 颗粒 / 洁净室 cleanroom-级别 / 12寸-8寸 wafer / chiplet / CoWoS / HBM / 混合键合 hybrid bonding / TSV / PDK / 等效微缩. (g) 争议/批判 — 「摩尔定律是否已死 vs 等效微缩继续」、「节点命名营销化(N3/N2 ≠ 物理 3nm/2nm,gate pitch/metal pitch 才是真尺度)」、「前道微缩 vs 先进封装异构集成谁是未来」、「自主可控/国产替代的现实(EUV 卡脖子、设备/材料/EDA 国产化进度、出口管制 entity list、良率与成熟度差距)」、「良率/成本/性能三角权衡」、「人才稀缺与工艺 know-how 的 tacit 性」、「中国大基金/产能扩张是否过剩」、「制裁与技术封锁」。(h) 大量隐性工艺手艺(process recipe 调试与工艺窗口寻找、缺陷根因分析与 FA、量产良率爬坡的经验判
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-skill☆ 1552026年9月6日 更新
八字命理 + 玄学相关数术 (子平派 / 盲派 / 新派 / 紫微斗数边界) (八字命理 / 中华玄学算命 (从业者 + 学习者视角)) Master OS — automated mastery of 八字命理 / 中华玄学算命 (从业者 + 学习者视角): top builders' mental models, tool stack, current workflows, jargon, and where to keep up. Trigger this skill when the user works on 八字命理 / 中华玄学算命 (从业者 + 学习者视角) problems and wants industry-grade thinking, tool selection, or workflow guidance. 触发词:「八字」「命理」「排盘」「八字命盘」「用神」
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-skill☆ 1552026年9月6日 更新
Computes a numeric or categorical answer to a quantitative data-science question by cleaning and analyzing local data files (CSV, Excel, TSV, and scientific formats .npz/.fits/.h5) with pandas, numpy, and scipy. Use whenever a task ships its own dataset (in whatever local directory it provides) and asks you to derive a value via statistical, geospatial, temporal, ratio, percentage, growth-rate, correlation, signal-processing, orbital, or forecasting analysis. Spans domains including archeology (demographics, paleoclimate proxies, radiocarbon dating, historical conflicts); biomedical/bioinformatics (tumor histology, genes, proteins, peptides, genomic variants); environmental (water quality, bacterial/Enterococcus exceedance, rainfall correlations, environmental justice); legal/consumer (fraud, identity theft, consumer complaints by state/metro); wildfire (incidents, causes, suppression costs, acres burned, fatalities, geospatial intersections); and astronomy/heliophysics/space weather (satellite telemetry TLE/Swarm/SP3, indices OMNI/GOES, solar activity, atmospheric density, orbital mechanics, forecasting).
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。
agentscope-ai/QwenPaw-Data☆ 1332026年10月13日 更新
Applies the reasoning of Zhong Lin Wang (nanotechnology pioneer, Georgia Tech) to problems involving energy harvesting, IoT power scaling, sensor networks, and fundamental physics applications. Reach for this skill whenever the user is discussing self-powered systems, scaling distributed hardware, overcoming battery bottlenecks, or translating fundamental scientific phenomena (like static electricity or mechanical strain) into novel engineering applications. It is highly relevant for hardware roadmapping, optoelectronics, piezotronics, and challenging established scientific assumptions (like classical Maxwell's equations) to model dynamic systems.
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。
K-Dense-AI/mimeographs☆ 1302026年8月19日 更新
Applies the frameworks of Aristotle (ancient Greek philosopher, logic, ethics, metaphysics, 384-322 BCE) to decision-making, ethics, and analysis. Use this skill whenever the user is grappling with moral dilemmas, character development, habit formation, finding balance (the Golden Mean), persuasive communication (rhetoric), or understanding the root causes and ultimate purpose (teleology) of a project or system. Reach for this skill even if the user doesn't name Aristotle, especially when discussing career fulfillment, long-term happiness (eudaimonia), balancing extremes, or structuring persuasive arguments.
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。
K-Dense-AI/mimeographs☆ 1302026年8月19日 更新
Find and synthesize research papers, whitepapers, PDFs, technical reports, and academic sources with Firecrawl Research, using semantic paper search, related-paper expansion, and in-body verification over Firecrawl's paper index — largely biomedical and life-science literature from PubMed, bioRxiv, and medRxiv, plus arXiv preprints in CS, physics, and math. Use when the user wants a literature review, systematic review, survey of studies, paper summary, research landscape, or sourced synthesis from scholarly and industry publications, including clinical, drug, gene, disease, epidemiology, and public-health topics. Prefer this over a general web-research workflow whenever the evidence base is published papers rather than web pages.
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/skills☆ 1222026年10月9日 更新
Find the papers that answer a research query in Firecrawl's research paper index — a corpus of paper abstracts whose largest share is biomedical and life-science literature (PubMed, bioRxiv, medRxiv), alongside arXiv preprints in CS, physics, and math — using semantic search, semantic and structural expansion, and in-body verification. Use this skill for literature-finding and paper-retrieval tasks of any kind, including clinical, biomedical, drug, gene, disease, and other life-science questions, whether the answer is a single paper or a full multi-paper set. The index is reached only through the `firecrawl_research_*` MCP tools or the `firecrawl research` CLI subcommands. Calling `firecrawl_search` with its `categories` option set to `["research"]` is a different feature — it filters ordinary web search to research-affiliated websites (the list includes PubMed, bioRxiv, medRxiv, arXiv, and publisher sites) and returns page results from them, without querying the paper records in this index.
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/skills☆ 1222026年10月9日 更新
Use when writing or running Unity tests - Unity Test Framework EditMode vs PlayMode, test assembly definitions, testing plain C# and ScriptableObjects, PlayMode scene/physics/input tests, batchmode CLI with result XML, coverage, and the dotnet test fallback when no editor is installed.
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Use when building a 2D web game with Phaser (3.x/4.x) or PixiJS 8 in TypeScript - framework vs renderer, Phaser scenes/game objects/arcade physics/groups as pools/scale manager/loader, scene shutdown cleanup, PixiJS 8 async init, Assets bundles, ticker units and destroy, and keeping rules in plain TS modules.
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Use when writing or running Godot tests - gdUnit4 or GUT (whichever the repo has), unit tests on typed GDScript classes, scene runners for frames, physics, input and signals, headless CLI with --import first, reports and exit codes, and C# tests via gdUnit4Net or plain dotnet test.
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Use when building a 3D web game with three.js, Babylon.js or PlayCanvas - render loop and delta per library, fixed-step physics with Rapier or Havok, explicit dispose of GPU resources, instancing and draw-call budgets, glTF with Draco/meshopt/KTX2, pixel ratio and resize, WebGPU opt-in, React Three Fiber notes, and headless testing.
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Build and debug SceneKit scenes where one 3D object (a product, badge, coin, wheel) performs on a transparent stage inside a SwiftUI app - studio lighting, real shadows, baked keyframe choreography, hand-rolled physics, gestures and haptics, multi-scene sequencing. Use when working with SCNView or SceneView in SwiftUI, UIViewRepresentable 3D scenes, product or hero-object animation, roll or spin entrances, a first-frame hitch when a scene appears, shadows missing or wrong, metal rendering black, choreographed 3D motion that must stay interruptible, a continuous vapor stream (vent air, steam, mist) drawn as a shader-driven sheet, a liquid-metal or jelly blob (noise-deformed surface with mirror reflections and tap ripples), chrome or gold that looks cartoon-flat instead of real, HDRI image-based lighting, free trackball rotation of an actor, deterministic screenshot testing of shader-driven scenes, cutting an actor in two with a finger swipe (runtime mesh slicing with sealed cross-sections and a falling piece), a die-struck relief object (badge, coin, medallion) built from a heightfield with multiple finishes on one mesh, an actor crumbling into debris that falls and rests on the floor, reproducing a real object's motion from photos or video, or keyframed motion that stutters at its own keyframes. Not for RealityKit, ARKit, visionOS, or full game worlds.
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。
dembsky/PropMotion☆ 1132026年8月15日 更新