当用户问「活着的意义是什么/找不到方向/虚无感/该为什么努力」时调用。 核心理念: 生命没有外在赋予的意义(宇宙尺度一切会消失); 意义=个人创造+愿意为之受苦; 拥抱死亡是意义的入口。 不适用于: 急性自杀风险(先紧急求助)。 Triggers: 生命的意义/虚无/找不到意义/为什么活着/meaning/purpose/nihilism
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。
247 件 ・ 関連度順
概要と使いどころ
当用户问「活着的意义是什么/找不到方向/虚无感/该为什么努力」时调用。 核心理念: 生命没有外在赋予的意义(宇宙尺度一切会消失); 意义=个人创造+愿意为之受苦; 拥抱死亡是意义的入口。 不适用于: 急性自杀风险(先紧急求助)。 Triggers: 生命的意义/虚无/找不到意义/为什么活着/meaning/purpose/nihilism
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。
Implements HITECH Act privacy and security requirements including breach notification expansion, four-tier penalty structure, state attorney general enforcement authority, EHR meaningful use privacy conditions, and business associate direct liability. Keywords: HITECH Act, breach notification, penalty tiers, state AG enforcement, meaningful use, EHR privacy.
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。
Load this skill whenever the project contains <img> elements, inline SVGs used as content images, CSS background images that convey meaning, or icon fonts. Under no circumstances omit alt text on meaningful images. Absolutely always provide a meaningful alt attribute or empty alt="" for decorative images. Apply WCAG 2.2 SC 1.1.1 — every non-text element requires a text alternative.
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。
エージェントの過去の会話や資料をPineconeに保存し、関連情報を検索して回答に使う仕組みを構築。セッションをまたぐ長期記憶や、意味に基づく検索の試作を支援します。
Augment a Wren project with business context that DB schema cannot carry — enum value meanings, units (USD vs cents, ms vs sec), NULL semantics, magic sentinels (-1 = unknown), soft-delete default filters, business synonyms, time-grain / TZ conventions, cross-system identifiers, currency rules, canonical-table preferences, AND named aggregation metrics (ARR, churn, DAU, WAU, NRR) proposed as cubes. Runs in one of two modes selected at session start: `grill` (one question at a time, user-driven) or `auto-pilot` (agent infers and applies, escalates only on conflicts and high-blast-radius additions like new cubes / views / relationships). Reads everything under <project>/raw/ (PDFs, glossaries, handbooks, code, data dictionaries) and optionally samples low-cardinality columns from the live DB (grill mode), compares against the current MDL / cubes / knowledge (rules + NL→SQL pairs), then fills gaps via the ten-category gap catalog and the cube proposal flow. Confirmed findings are written back to the right sink. Use when: user says 'enrich context', 'augment my project', 'grill me on this project', 'auto-fill my context', 'agent doesn't understand our docs / enum values / units / null meanings', 'business context is missing', 'what does status=A mean', 'is this amount in USD or cents', 'we keep getting wrong aggregations', 'add cubes for ARR / DAU / churn', 'we have a handbook / glossary / data dictionary the agent should know'; or after generating an MDL and noticing the agent lacks business semantics.
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。
Detects overlooked, underrepresented, weakly resolved, or poorly validated populations and subgroups within a biomedical research area so users can identify more precise and meaningful study populations. Always use this skill when the real question is not just what is under-studied, but which populations, strata, or subgroups are missing, thinly represented, superficially analyzed, pooled without resolution, or insufficiently validated in the current evidence base. Focus on meaningful subgroup gaps rather than generic calls for diversity.
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。
Maps whether a biomedical research topic, subtopic, or study angle is truly saturated, superficially crowded, strategically occupied, or still open for differentiated entry. Use this skill when a user wants to know whether a hot medical research direction is already overworked, whether meaningful whitespace remains, whether major groups have already occupied the obvious claims, and whether the timing window is still open. Always distinguish popularity from true saturation, and distinguish cosmetic novelty from meaningful differentiating entry.
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。
Korean prose humanizer for Codex and Superloopy that rewrites Korean text so it sounds naturally human while preserving meaning, register, facts, protected tokens, and evidence. Use when the user asks to remove Korean AI tells, make Korean copy sound human, fix 번역투, remove ChatGPT/Claude/Gemini tone, polish Korean without changing meaning, or says "AI 티 없애줘", "AI 윤문", "번역투 고쳐", "사람이 쓴 것처럼", "humanize Korean", "한글 AI 티 제거", "글 자연스럽게 다듬어줘". Inspired by Korean AI-tell ideas from https://github.com/epoko77-ai/im-not-ai. Handles Korean rewriting only; not for translation, fact expansion, SEO rewriting, legal drafting, or generic proofreading.
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。
A passive daily work journal that Claude keeps FOR you so you never have to write it yourself. Append short entries after meaningful work (what was done, what you focused on, artifacts touched) to 01-daily/journal/YYYY-MM-DD.md. Run a guided reflection at night or in the morning. Use when you run /daily-journal, say "log this to my journal", "add to today's journal", "reflect on today/yesterday", or when finishing a meaningful chunk of work in any session.
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。
Measure and improve test coverage meaningfully. Covers Istanbul/V8/coverage.py configuration, coverage gap analysis by risk, coverage-as-ratchet in CI (never let it decrease), PR coverage diff checks, mutation testing for assertion quality, and distinguishing meaningful from vanity coverage. Use when: "code coverage," "coverage gap," "Istanbul," "coverage threshold," "coverage report," "branch coverage." Not for: writing the tests that raise coverage — use unit-testing; coverage as a tracked KPI trend over time — use qa-metrics. Related: unit-testing, ci-cd-integration, qa-metrics, ai-qa-review.
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。
The craft of designing icons that communicate instantly across cultures, contexts, and scales. Icon design bridges semiotics, cognitive psychology, and visual craft to create symbols that users understand without thinking. Great icons are invisible in the best way - they convey meaning so naturally that users never pause to decode them. This skill covers icon grid systems, optical alignment, stroke consistency, metaphor selection, scalability across sizes, SVG optimization, and icon set coherence. The best icon designers understand that icons are a visual language - each icon must speak the same dialect while carrying its own distinct meaning. Use when "icon, iconography, symbol, glyph, icon set, icon library, pictogram, svg icon, icon grid, icon pack, feather icons, lucide, phosphor, heroicons, icon system, icon style, icons, iconography, svg, symbols, glyphs, pictograms, ui-icons, icon-set, visual-design, design-system" 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。
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。
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。
Korean prose humanizer for Codex and Superloopy that rewrites Korean text so it sounds naturally human while preserving meaning, register, facts, protected tokens, and evidence. Use when the user asks to remove Korean AI tells, make Korean copy sound human, fix 번역투, remove ChatGPT/Claude/Gemini tone, polish Korean without changing meaning, or says "AI 티 없애줘", "AI 윤문", "번역투 고쳐", "사람이 쓴 것처럼", "humanize Korean", "한글 AI 티 제거", "글 자연스럽게 다듬어줘". Inspired by Korean AI-tell ideas from https://github.com/epoko77-ai/im-not-ai. Handles Korean rewriting only; not for translation, fact expansion, SEO rewriting, legal drafting, or generic proofreading.
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。
Web (CSS/JS/React + GSAP/Motion): classify UI motion as communicative (sequence is the content) or decorative (decorating a result), then fix or apply prefers-reduced-motion so meaning survives under reduce. Use when auditing existing animation, gating new motion, verifying both preference states, catching a dead reduced-motion branch, snapping to an end state, or collapsing a transition without nuking essential cues. Not for React Native, full WCAG encyclopedias, keyboard traps, color contrast, focus management, or ARIA pattern audits.
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。
"Apply narrative research methods to understand human experience through stories, analyzing narrative structure, temporality, and meaning-making in life stories and oral histories. Use this skill when the user needs to analyze how people construct meaning through storytelling, examine narrative structure and plot, conduct life story or oral history research, or when they ask 'how do stories shape identity', 'how do I analyze a life narrative', or 'what does this story reveal about experience'.".
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。
Collapse meaningful ambiguity with contrastive examples. Use when a plan/design has several plausible meanings, requirements feel vague, examples would clarify intent faster than grilling, or the user asks to disambiguate, find ambiguity, use behavioral kernels, or ask contrastive questions.
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 or edit Japanese articles, reports, guides, and public-facing drafts so the argument is clear and the prose reads naturally. Preserve the author's meaning, evidence, and voice when revising. Use for requests to write from a topic or notes, remove AI臭 / AIっぽさ, improve awkward wording or structure, or format notes as 箇条書き, チーム共有, 社内共有, a decision note, handoff, Slack post, or Teams post. For existing prose, ask Gemini through Antigravity CLI to rewrite naturally by default, then audit against the source; use the current model if unavailable. Do NOT use for ordinary Japanese answers, progress updates, technical explanations, code review, English-only prose that is not a bullet-formatting request, or an explicitly incompatible format.
Why expensive, wasteful, effortful, or self-deprecating actions build trust and desire — Rory Sutherland on signalling. Use when the problem is credibility or desirability rather than meaning: the user asks 'why don't people trust us', 'how do we look more credible/committed/premium', 'is our guarantee/warranty worth it', 'should we spend on brand advertising', 'how do we justify a higher price', or wonders why a cheaper-looking competitor wins. Covers costly signals (advertising spend, guarantees, over-delivery), price-as-quality-signal (Veblen goods), and the Pratfall Effect (admitting a real flaw to gain trust). Inspired by Rory Sutherland's *Alchemy*. Routed to from psycho-logic. 日本語の相談(「信頼されない」「安心してもらえない」「強気な価格で売りたい」「広告費に意味はある?」)にも使う。中文咨询(“不被信任”“想以高价出售”“广告费有意义吗?”)也适用。
新規・既存テストが守る動作と不具合を確かめ、重複や実装への依存を見直すスキル。削除の根拠を整理し、必要な検証を残してテスト用コードも整理します。
OpenClawの記憶をまとめたWikiを、元資料に基づいて更新・点検します。手書きのメモを保ちながら、ページの重複や情報の矛盾、出典の不足を確認します。
Govern stable domain context with a narrowly scoped CONTEXT.md when needed, and route hard-to-reverse decisions to ECC's existing architecture-decision-records skill. Use when domain terms require repeated explanation, one term has multiple meanings, unclear language causes module-boundary mistakes, or domain semantics must remain separate from architecture decisions.
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。
繰り返すLLMへのAPIリクエストで、共通の指示や資料を再利用しやすく並べるスキル。キャッシュ利用量と費用、応答時間を確認し、構成の見直しを支援します。
公開データベースで化合物の活性や分子の性質、薬の相互作用を調べます。経口薬の候補としての特徴や遺伝子と疾患の関連を整理し、創薬研究の調査を支援します。