Real-world mimicry with textured surfaces, 3D effects, and familiar physical metaphors for intuitive digital interfaces.
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。
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概要と使いどころ
Real-world mimicry with textured surfaces, 3D effects, and familiar physical metaphors for intuitive digital interfaces.
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。
Electric neon glow effects with high-contrast color pairings for bold, attention-grabbing interfaces.
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。
Two-dimensional minimalist style with vibrant colors, clean typography, and no 3D effects for fast, user-friendly interfaces.
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。
Build dark-themed React applications using Tailwind CSS with custom theming, glassmorphism effects, and Framer Motion animations. Use when creating dashboards, admin panels, or data-rich interfaces with a refined dark aesthetic.
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Quality control and assessment for proteomics data. Use when evaluating proteomics data quality before downstream analysis. Covers sample metrics, missing value patterns, replicate correlation, batch effects, and intensity distributions.
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Estimate causal effects between exposures and outcomes using genetic variants as instrumental variables with TwoSampleMR. Implements IVW, MR-Egger, weighted median, and MR-PRESSO methods for robust causal inference from GWAS summary statistics. Use when testing whether an exposure causally affects an outcome using genetic instruments.
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Decompose genetic effects into direct and indirect paths through mediating variables using the mediation R package. Tests whether gene expression, methylation, or other molecular phenotypes mediate the effect of genetic variants on disease. Use when testing whether a molecular phenotype mediates the genotype-to-phenotype relationship.
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Identify likely causal variants within GWAS loci using SuSiE for sum of single effects regression and FINEMAP for shotgun stochastic search. Computes posterior inclusion probabilities and credible sets to prioritize variants for functional follow-up. Use when narrowing GWAS association signals to candidate causal variants or building credible sets for functional validation.
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Create a library-grade Vue composable that accepts maybe-reactive inputs (MaybeRef / MaybeRefOrGetter) so callers can pass a plain value, ref, or getter. Normalize inputs with toValue()/toRef() inside reactive effects (watch/watchEffect) to keep behavior predictable and reactive. Use this skill when user asks for creating adaptable or reusable composables.
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。
Build beautiful, native-feeling Expo screens. Covers Apple HIG styling, semantic colors, native controls, SF Symbols, media, visual effects, gradients, storage, and responsive layout. For routing and navigation, use the expo-router skill; for motion and animation, use the expo-animation 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。
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, music tracks and loops (menu, gameplay, boss, victory/defeat stingers), UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and dialogue TTS, voice conversion from a scratch performance, voice cleanup, audio manifests, and Web Audio integration.
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新闻素材智能粗剪——把新闻素材粗剪为一条内容完整、逻辑清晰、节奏紧凑的新闻短视频。Use when the user asks to 粗剪新闻、新闻剪辑、把新闻素材剪成短视频、智能粗剪、news rough cut、编辑新闻视频, or provides news footage (发布会/采访/现场/监控素材) to be cut into a factual news short. Never add music, voiceover, or sound effects.
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Make short product / skill motion videos (10–30 s, narrated feature demos up to ~60 s) the way high-end launch clips are made — kinetic type, real UI as the material, a hand that causes every reaction, beats that carry into each other instead of replacing each other, hard cuts only where they mean something — without HyperFrames or Remotion. A single HTML composition where every value is a pure function of time, built from a library of measured moves (springs, entrances, carries, contact, camera), rendered frame by frame with real shutter motion blur (1080p30 drafts, 4K60 final), with synthesised sound effects that share one room and an oracle that fails a slideshow before a human has to watch it. Use for 做个动效短片 / 产品宣传片 / 介绍视频 / 发布视频 / 15 秒 launch video / 给 skill 或 app 做个视频 / promo / teaser, for turning real pages or screen recordings into a cut, for product feature demos (产品功能演示 / 功能展示动效) where the UI is rebuilt in HTML from screenshots instead of screen-recorded (不录屏 / 复刻界面 / 截图还原 UI), for narrated cuts with voice-over and subtitles (配音 / 字幕 / 换配音) and for the same film in other languages (日语版 / 多语言 / 本地化), for adding motion vocabulary (动效库 / 转场 / 衔接), and for auditing why a motion video reads as a slideshow (像 PPT / 没节奏 / 一个一个展示 / 转场生硬).
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。
Applies motion design principles to create emotionally-driven, technically sound animations and transitions. Provides timing, easing, choreography, and Disney animation principles adapted for UI. Use when creating animations, transitions, micro-interactions, loading states, page transitions, scroll-triggered effects, or any motion work. Works with CSS, Framer Motion, GSAP, Lottie, Spring, or any animation system.
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。
Decompose genetic effects into direct and indirect paths through mediating variables using the mediation R package. Tests whether gene expression, methylation, or other molecular phenotypes mediate the effect of genetic variants on disease. Use when testing whether a molecular...
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。
Use when correcting batch effects in merged bulk expression matrices with sample-level batch metadata while preserving biological group structure and generating before-and-after QC plots. NOT for: single-cell integration, raw FASTQ processing, differential expression without batch labels, or datasets without biological groups.
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Use when evaluating Tiger Cub / Chase Coleman-style growth investing: scalable tech platforms, network effects, unit economics, growth duration, and concentrated growth longs.
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Apply video filters - scale, crop, watermark, speed, blur, and visual 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。
When a change has effects past the immediate fix—incentives, scale, feedback—trace consequence chains with timing and probability before committing.
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。
Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.
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Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.
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。
Turn talking-head footage into a finished reel, YouTube Short, or short advertisement with curiosity-led openings, earned payoffs, story-driven cuts, transcript-synced motion graphics, moving B-roll, captions, subtle music, and synchronized sound effects. Use for short-form editing; use edit-video for long-form videos and cut-silences for pause removal alone.
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。
Generate a browser-based p5.js curtain simulation that weaves user-supplied PNG, JPEG, or WebP artwork and optional text into individually moving strands. Use when users ask for an interactive curtain or thread simulation, artwork woven into cloth or ropes, image-bearing fabric motion, 可交互线帘/幕布, 图片织入布料, printed curtain effects, or a customizable browser-based fabric reveal.
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。
Use when designing, changing, or reviewing user-facing interfaces or interaction flows, including API changes that alter visible states or recovery. Backend-only work without user-facing effects stays on its existing route.
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。