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「harmony」の検索結果

42 件 ・ 関連度順

概要と使いどころ

HarmonyOS application development expert. Use when building HarmonyOS apps with ArkTS, ArkUI, Stage model, and distributed capabilities. Covers HarmonyOS NEXT (API 12+) best practices.

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。

majiayu000/spellbook2872026年10月8日 更新

严格审视 HarmonyOS、OpenHarmony 与 ArkUI 产品或代码,只报告有证据的设计、导航、跨设备适配、输入状态、动效、异步状态真实性、无障碍和动画性能问题,并给出规则 ID、ArkUI 落点与通过结论。用于用户明确要求 review、audit、审查、验收或评估鸿蒙 UI;不要用于从零设计、直接实现功能、修复构建签名或审查非界面代码。

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。

dososo/HarmonyOS-Design372026年7月15日 更新

审视、设计、从零启动或改进 HarmonyOS、OpenHarmony 与 ArkUI 产品界面。用于检查 ArkTS UI、建立新项目设计基线、区分永恒原则与当前平台视觉语言、规划跨手机/平板/折叠屏/PC 的导航和布局、多输入控件状态、animateTo、transition、geometryTransition、springMotion、手势跟手与可打断动效、异步状态真实性、视觉分层参数、无障碍或动画性能,或建立鸿蒙 Motion Token 时。不要用于签名、构建、网络、存储、权限、数据库等纯工程问题,也不要用于通用视频剪辑或其他移动平台的设计规范评审。

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。

dososo/HarmonyOS-Design372026年7月15日 更新

Expert in color theory, palette harmony, and perceptual color science for computational photo composition. Specializes in earth-mover distance optimization, warm/cool alternation, diversity-aware palette selection, and hue-based photo sequencing. Activate on "color palette", "color harmony", "warm cool", "earth mover distance", "Wasserstein", "LAB space", "hue sorted", "palette matching". NOT for basic RGB manipulation (use standard image processing), single-photo color grading (use native-app-designer), UI color schemes (use vaporwave-glassomorphic-ui-designer), or color blindness simulation (accessibility specialists).

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。

curiositech/windags-skills132026年10月12日 更新

Expert in color theory, palette harmony, and perceptual color science for computational photo composition. Specializes in earth-mover distance optimization, warm/cool alternation, diversity-aware palette selection, and hue-based photo sequencing. Activate on "color palette", "color harmony", "warm cool", "earth mover distance", "Wasserstein", "LAB space", "hue sorted", "palette matching". NOT for basic RGB manipulation (use standard image processing), single-photo color grading (use native-app-designer), UI color schemes (use vaporwave-glassomorphic-ui-designer), or color blindness simulation (accessibility specialists).

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。

curiositech/port-daddy22026年10月12日 更新

Harmony batch correction for scRNA-seq and other omics. Removes batch effects from PCA embeddings while preserving biology. Run after PCA, before UMAP. Scales to millions of cells. Python (harmonypy, scanpy) and R (Seurat).

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。

jaechang-hits/SciAgent-Skills3762026年9月29日 更新

把用户对 HarmonyOS、ArkUI、Canvas 或代码生成产品动效的模糊描述转换为准确术语、相近概念和可能的 ArkUI 能力,例如“松手像急刹车”“拖过头有阻力”“页面像从同一个卡片长出来”“后端没完成却显示成功”。用于命名、检索和编写提示词;不要用于完整设计审视、传统视频剪辑、镜头叙事、直接实现或构建问题。

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。

dososo/HarmonyOS-Design372026年7月15日 更新

World-class color theory expertise combining the scientific precision of Josef Albers' "Interaction of Color," the systematic thinking of color systems from Pantone and RAL, and the perceptual psychology insights from researchers like Bevil Conway. Color is not just aesthetics - it's communication, emotion, and usability compressed into wavelengths. Great color work is invisible when done right. Users don't notice "nice colors" - they notice when they can't read text, when buttons don't look clickable, when errors don't feel urgent, or when the interface feels "off" without knowing why. Color theory is the science of making the right thing feel obvious. Use when "color theory, color palette, color scheme, color harmony, complementary colors, analogous colors, contrast ratio, dark mode colors, light mode, color tokens, semantic colors, color accessibility, color blindness, color psychology, color system, brand colors, data visualization colors, color, design, accessibility, contrast, dark-mode, theming, tokens, wcag, palette, harmony" 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

confucius

無料

Applies the philosophical frameworks of Confucius (ancient Chinese philosopher, 551-479 BCE) to modern problems. Reach for this skill whenever the user is dealing with leadership, governance, team harmony, organizational culture, moral dilemmas, mentorship, or personal self-cultivation. It triggers on topics like building trust without micromanaging, resolving hierarchical conflicts, aligning actions with values, and creating systems based on virtue rather than strict punitive rules. Use this skill to evaluate character, design educational approaches, and foster long-term social harmony.

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/mimeographs1302026年8月19日 更新

hig

無料

Applies Human Interface Guidelines (HIG) principles — Hierarchy, Harmony, and Consistency — to UI/UX designs to ensure intuitive and cohesive interfaces / Menerapkan prinsip Human Interface Guidelines (HIG) — Hierarchy, Harmony, dan Consistency — pada desain UI/UX untuk memastikan antarmuka yang intuitif dan kohesif.

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。

roedyrustam/vibes-plug752026年10月9日 更新

Harmonic analysis, voice leading, chord function, and modulation techniques for tonal music. Covers triads, seventh chords, Roman numeral analysis, figured bass, voice leading rules, cadence types, secondary dominants, modulation techniques, chromatic harmony (Neapolitan, augmented sixth chords), jazz lead sheet notation, and functional vs. linear harmonic thinking. Use when analyzing chord progressions, writing voice leading, identifying key areas, or interpreting harmonic function in any tonal style.

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。

Tibsfox/gsd-skill-creator712026年7月20日 更新

Foundational ethics, authority hierarchy, and structural principles for the Predicate agent. Always-on law (composable system-prompt core): Truth>Harmony, Evidence>Authority, Halt>Assumption, Outcomes>Process — four ordered principles that govern every walk. Reference (by-moment): conflict resolution, ethics adjudication, novel situations, precedence walkthrough, entropy diagnostics, principled resistance. Trigger (reference depth): resolving rule conflicts, ethics calls, novel situations. Prompt contains: constitution, principles, precedence, truth over harmony, outcomes over process, evidence over authority, principled resistance.

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。

nrdxp/predicate102026年9月1日 更新

Handles batch effects in bulk RNA-seq via design-matrix inclusion (the correct path for DE), ComBat/ComBat-seq for visualization, SVA for unknown latent factors, RUVSeq for negative-control-gene-anchored unwanted variation, and limma::removeBatchEffect for plotting only. Encodes the Nygaard 2016 cardinal sin against testing on a batch-corrected matrix, the choice between SVA/RUVg/RUVs/RUVr, the confounding non-identifiability problem, the single-cell boundary (Harmony/MNN are NOT for bulk), and the Goh 2017 harmonization critique. Use when designing a DE analysis with batch structure, troubleshooting batch-dominated PCA, choosing ComBat vs ComBat-seq, handling unknown batch via SVA, integrating across studies, or deciding when (rarely) to subtract batch.

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/bioSkills1,2192026年8月15日 更新

Deep generative models for single-cell omics: probabilistic batch correction (scVI), semi-supervised annotation (scANVI), CITE-seq RNA+protein (totalVI), transfer learning (scARCHES), and DE with uncertainty. Unified setup→train→extract API on AnnData. Use harmony-batch-correction for fast linear correction without deep learning; muon for multi-modal MuData workflows.

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。

jaechang-hits/SciAgent-Skills3762026年9月29日 更新

Consensus cell type annotation: runs 10+ algorithms (KNN-Harmony/BBKNN/Scanorama/scVI, CellTypist, ONCLASS, Random Forest, SCANVI, SVM, XGBoost) on a labeled reference and transfers labels via majority voting. Outputs per-method labels, consensus, agreement score. Use when single-method annotation is insufficient or you need ensemble uncertainty for novel states.

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。

jaechang-hits/SciAgent-Skills3762026年9月29日 更新

Stylized art direction for Blender with shape language, exaggeration, color harmony, NPR rendering, and hand-painted asset workflows. Use for non-photorealistic game and animation projects.

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。

arjun988/blender-skills2932026年7月11日 更新

Integrate multiple scRNA-seq samples/batches using Harmony, scVI, Seurat anchors, and fastMNN. Remove technical variation while preserving biological differences. Use when integrating multiple scRNA-seq batches or datasets.

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-skills2012026年7月2日 更新

The craft of weaving story into interactive systems where the player is both audience and author. This skill covers the unique challenges of game narrative: branching structures that respect player agency, environmental storytelling that rewards exploration, dialogue systems that feel alive, and the delicate balance between authored experience and emergent narrative. Unlike linear media, games don't tell stories TO players - they create the conditions for stories to emerge WITH players. The narrative designer's job is to build the scaffolding that supports infinite player-authored moments while maintaining coherent themes and emotional arcs. This skill synthesizes lessons from Disco Elysium's internal monologue as gameplay, Hades' death-as-narrative-engine, interactive fiction's branching mastery (Inkle, Twine), and procedural narrative pioneers like Dwarf Fortress. It addresses ludonarrative harmony, bark systems, cinematics that respect agency, and the "and therefore" test that separates plot from story. Use when "narrative design, game story, game writing, dialogue system, branching narrative, player choice, environmental storytelling, bark system, quest design, lore delivery, ludonarrative, interactive fiction, inkle, twine, dialogue tree, player agency, cinematic design, voice direction, localization, procedural narrative, narrative, game-writing, dialogue, branching, player-agency, environmental-storytelling, quest-design, voice-acting, localization, interactive-fiction, procedural-narrative, ludonarrative" 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

Listen to generated music by measuring it and by reading it as sheet music: render Strudel code or record a Web Audio page through the real engine in headless Chromium, then read spectrograms, pYIN pitch lines, chroma, roughness and semitone-rub meters; engrave notes as a score with beat-by-beat harmony; transcribe a melody from audio; read MusicXML/MIDI/ABC or a score image into notes and into Strudel code. Use to check whether generated music sounds right or better (before/after a change), to match a reference track, spectrogram image or score, or to find discordant chords, a buried melody, clipping or muddy mixes. Triggers on 'does it sound better', 'listen to', 'render and check', 'spectrogram', 'sfft/stft', 'discordant', 'clashing chords', 'sounds off', 'compare to the original', 'reproduce this track in Strudel', 'sheet music', 'score', 'notation', 'MusicXML', 'MIDI', 'ABC', 'transcribe', 'OMR'. Pairs with strudeling (writing Strudel); for format conversion use processing-video.

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-skills1512026年10月12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-skill1492026年9月6日 更新

plato

無料

Applies the philosophical frameworks of Plato (ancient Greek philosopher, Theory of Forms, founder of the Academy) to structural, ethical, and epistemological problems. Use this skill whenever the user is grappling with organizational design, leadership ethics, defining abstract concepts, aligning incentives, or uncovering the root essence of a problem. Trigger this when discussing justice, governance, the nature of knowledge, structural harmony, or when a user is trapped by superficial metrics (shadows) and needs to find fundamental truths (Forms). Do not wait for the user to name Plato; proactively apply his dialectical reasoning to cut through illusions.

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/mimeographs1302026年8月19日 更新

aikido

無料

Practice aikido as a defensive martial art emphasizing harmony, redirection, and controlled resolution. Covers centering and grounding, ukemi (safe falling and rolling), core techniques (irimi-nage, shiho-nage, kote-gaeshi, ikkyo), blending and tai sabaki (body movement), randori (multiple attacker practice), weapons awareness, and applying principles off the mat. Use when learning a defensive martial art that prioritizes de-escalation, developing the ability to redirect aggression without causing unnecessary harm, building safe falling skills, or cultivating calm centeredness under physical pressure.

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。

pjt222/agent-almanac372026年10月12日 更新

Conduct rigorous cross-study meta-analysis of scRNA-seq data from ENCODE, integrating multiple single-cell transcriptomic datasets for a tissue/cell type. Use when the user wants to answer "what cell types exist in my tissue and what genes define them?" by combining scRNA-seq data across donors, labs, and platforms. Follows the Mawla et al. 2019 framework for assessing cross-study reproducibility, TIN-based quality filtering, and detection-limit-aware interpretation. Handles batch correction (Harmony/Seurat), dropout awareness, cross-contamination artifacts, and platform-specific biases. Use this skill for ANY scRNA-seq integration task, cross-dataset comparison, cell atlas construction, or reproducibility assessment involving ENCODE single-cell data.

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。

ammawla/encode-toolkit212026年9月27日 更新

Feng Shui expert covering traditional Chinese principles, bagua map, and modern space 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。

sandraschi/advanced-memory-mcp192026年10月10日 更新