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「systems」の検索結果

2,916 件 ・ 関連度順

概要と使いどころ

Maps between gene identifier systems (Ensembl, Entrez, HGNC symbol, UniProt, RefSeq, MANE) using AnnotationDbi, biomaRt, mygene, pyensembl, and Ensembl REST. Encodes Ensembl version stripping with GENCODE _PAR_Y preservation, the Ziemann 2016 Excel autocorrect debacle and Bruford 2020 HGNC renames (SEPT*->SEPTIN*, MARCH*->MARCHF*, MARC*->MTARC*, DEC1->DELEC1), OCT4/POU5F1 alias resolution, biomaRt archive endpoints for release pinning, the `filters` (plural) gotcha, MANE Select for clinical reporting, cross-species orthology via Ensembl Compara / OMA / OrthoDB, and tx2gene construction for tximport. Use when converting gene IDs across systems, handling renamed symbols, building tx2gene, pinning to a specific Ensembl release for reproducibility, or mapping cross-species orthologs.

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/bioSkills1,2232026年8月15日 更新

Model, simulate, and optimize Serializer/Deserializer (SerDes) systems — serial and parallel links — using MATLAB SerDes Toolbox. Design NRZ and PAM-N links (PAM3 through PAM16) — explore equalization architectures (FFE, CTLE, DFE), sweep or optimize parameters with genetic algorithms, and characterize channels from loss models, S-parameter files, or crosstalk scenarios. Process captured waveforms through equalization chains, build eye diagrams, and decompose jitter. Deliver IBIS-AMI models for Tx, Rx, Redriver, or Retimer by exporting to Simulink and compiling .ami/.ibs/.dll/.so files. Covers the full arc from initial design exploration and parameter optimization to compliance testing and compiled model validation, including custom datapath blocks for nonstandard equalization.

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/matlab-agentic-toolkit1,1682026年10月9日 更新

Build, import, analyze, tolerate, and optimize optical systems using the Optical Design and Simulation Library. Use when the user asks about optical systems, ray tracing, geometric optics, Zemax import, optical coatings, tolerancing, or optical design optimization.

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/matlab-agentic-toolkit1,1682026年10月9日 更新

Expert Section 508 compliance advisor for US federal ICT accessibility. Use this skill whenever a user asks about Section 508, WCAG 2.0/2.1 AA for federal systems, VPAT or Accessibility Conformance Reports (ACR), accessibility audits, remediation planning, PDF accessibility, web or software accessibility, mobile accessibility, federal procurement accessibility requirements, contractor obligations, undue burden exceptions, assistive technology compatibility, or Section 508 testing. Covers the Revised Section 508 Standards (2018), all WCAG 2.0 Level AA success criteria, the four POUR principles, testing methodologies, and agency compliance workflows. Trigger even if the user doesn't say "skill" — any Section 508 or ICT accessibility question for federal systems should use this skill.

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。

Sushegaad/Claude-Skills-Governance-Risk-and-Compliance9572026年10月10日 更新

Develops firmware for microcontrollers, implements RTOS applications, optimizes power consumption for STM32, ESP32, FreeRTOS, and bare-metal 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。

paperclipai/companies9192026年3月24日 更新

Design systems leadership across component libraries, design tokens, and design-dev collaboration. Use when architecting a token system, building a component library, defining governance, or generating cross-platform tokens.

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。

borghei/Claude-Skills9092026年10月7日 更新

Build email template systems with React Email or MJML: responsive layouts, dark mode, multi-provider sending, and spam score optimization. Use when setting up transactional email, building email design systems, or debugging deliverability.

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。

borghei/Claude-Skills9092026年10月7日 更新

Expert Section 508 compliance advisor for US federal ICT accessibility. Use this skill whenever a user asks about Section 508, WCAG 2.0/2.1 AA for federal systems, VPAT or Accessibility Conformance Reports (ACR), accessibility audits, remediation planning, PDF accessibility, web or software accessibility, mobile accessibility, federal procurement accessibility requirements, contractor obligations, undue burden exceptions, assistive technology compatibility, or Section 508 testing. Covers the Revised Section 508 Standards (2018), all WCAG 2.0 Level AA success criteria, the four POUR principles, testing methodologies, and agency compliance workflows. Trigger even if the user doesn't say "skill" — any Section 508 or ICT accessibility question for federal systems should use this skill.

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。

lawve-ai/awesome-legal-skills8642026年10月3日 更新

Framework for demonstrating AI capabilities in legal contexts. Provides detailed personas across tenant law, business contracts, startup disputes, employment claims, and consumer protection with progressive complexity scenarios. Use when: (1) Demonstrating AI-powered legal triage or intake systems, (2) Showcasing responsible AI-assisted client interactions, (3) Training staff on appropriate AI use in legal contexts, (4) Creating realistic scenarios for legal tech presentations, (5) Developing educational materials about AI in legal services, or (6) Testing AI-powered legal information systems in controlled 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。

lawve-ai/awesome-legal-skills8642026年10月3日 更新

ffind

無料

Advanced file finder with type detection and filesystem extraction for analyzing firmware and extracting embedded filesystems. Use when you need to analyze firmware files, identify file types, or extract ext2/3/4 or F2FS filesystems.

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。

BrownFineSecurity/iothackbot8622026年6月1日 更新

Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败和可完整游玩的原型。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。

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。

zenstory-ai/novel-to-game8582026年10月3日 更新

Deconstruct a novel for game adaptation. Compress a raw novel, deconstruction library, or writing project into a SOURCE_BIBLE with cited textual evidence, extracting world rules, player verbs, spaces, character will, systems, and visual anchors — without inventing a genre yet. Use for gameable book analysis, analyze a novel for game adaptation, extract game systems from a book. 游戏化拆书。把原始小说、拆文库或写作工程压缩成有必要原文证据的 SOURCE_BIBLE,提取世界规则、玩家动词、空间、角色意志、系统和视觉锚点,不提前发明游戏类型。用于游戏化拆书、分析小说的游戏改编基础等需求。

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。

zenstory-ai/novel-to-game8582026年10月3日 更新

Surface beliefs, assumptions, stories, and values shaping a system. Use when deeper mental models need examining with care and evidence.

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。

GarethManning/education-agent-skills8562026年8月29日 更新

Map systemic forces shaping a wellbeing concern without individualising the problem. Uses Bronfenbrenner's ecological model and social determinants to generate structural interventions.

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。

GarethManning/education-agent-skills8562026年8月29日 更新

Design a wise systems intervention from an existing analysis. Maps proposed actions against Meadows' leverage points, checks for unintended consequences, and generates alternatives.

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。

GarethManning/education-agent-skills8562026年8月29日 更新

Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.

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-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for turn-based combat with turn order, action points, phase management, and timeline systems for strategy/RPG games. Covers speed-based initiative, interrupts, and simultaneous turns. Use when implementing turn-based combat OR tactical systems. Keywords turn-based, initiative, action points, phase, round, turn order, combat.

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-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for quest tracking systems (objectives, progress, rewards, branching chains) using Resource-based quests, signal-driven updates, and AutoLoad managers. Use when implementing RPG quests or mission systems. Keywords quest, objectives, Quest Resource, QuestObjective, signal-driven, branching, rewards, AutoLoad.

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-Dev-Agentic-Skills8502026年10月14日 更新

Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.

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-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (cost_growth_factor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idle_game, big_number, exponential_growth, generator_system, offline_progress, prestige_system, number_formatting.

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-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.

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-Dev-Agentic-Skills8502026年10月14日 更新

Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup.

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-Dev-Agentic-Skills8502026年10月14日 更新

Expert patterns for game economies including currency management (multi-currency, wallet system), shop systems (buy/sell prices, stock limits), dynamic pricing (supply/demand), loot tables (weighted drops, rarity tiers), and economic balance (inflation control, currency sinks). Use for RPGs, trading games, or resource management systems. Trigger keywords: EconomyManager, currency, shop_item, loot_table, dynamic_pricing, buy_sell_spread, currency_sink, inflation, item_rarity.

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-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames.

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-Dev-Agentic-Skills8502026年10月14日 更新