科研
723 个结果
- Uniprot Databasegoogle-deepmindAccess protein metadata, function, taxonomy, and sequences across UniProtKB, UniParc, and UniRef. Use when searching for proteins, mapping identifiers, or retrieving functional annotations and publications. Don't use for sequence alignment, protein folding, or sequence similarity search (use specialized skills for those tasks).
- Ccf Humanizationmikubaka88Required first preflight before every CCFA skill, including research, review, retrieval, experiments, visuals, and maintenance. Keep reasoning and communication direct, remove empty defensive framing, and preserve evidence and uncertainty. Also use for 去防御性 and 论文人性化. Apply prose edits only within the authorized task; specialist skills retain ownership.
- Ccf Pipeline Orchestratormikubaka88Plan or coordinate CCF research stages, goals, gates, artifacts, and ccfa.yaml state. Use for 任务拆解, 流程规划, project status, end-to-end coordination, and explicitly requested autonomous research, autoresearch, or 自主科研迭代. Coordinate scientific hypotheses, experiments, feedback, and strategy changes within the task budget.
- Flutter Animating AppsflutterImplements animated effects, transitions, and motion in a Flutter app. Use when adding visual feedback, shared element transitions, or physics-based animations.
- Protein Design WorkflowFreedomIntelligenceEnd-to-end guidance for protein design pipelines. Use this skill when: (1) Starting a new protein design project, (2) Need step-by-step workflow guidance, (3) Understanding the full design pipeline, (4) Planning compute resources and timelines, (5) Integrating multiple design tools. For tool selection, use binder-design. For QC thresholds, use protein-qc.
- Psychologist AnalystFreedomIntelligenceAnalyzes events through psychological lens using cognitive psychology, social psychology, developmental psychology, clinical psychology, and neuroscience. Provides insights on behavior, cognition, emotion, motivation, group dynamics, decision-making biases, mental health, and individual differences.
- Paper Writexstongxue本科与硕士学位论文全流程撰写辅助。支持大纲审核(理工科/文科)、结构仿写(通用/实验/绪论/摘要;文科含文献综述、案例分析、对策建议、文科绪论与摘要)、参考文献获取、融合、润色(含实验章节/文科章节)、缩写、扩写、防 AIGC、中英互译、结构化信息提取。当用户提到论文撰写、大纲审核、论文章节仿写、参考文献、论文润色、防 AIGC、论文翻译、文科论文、文献综述、对策建议时使用。
- Nsfc Justification Writerhuangwb8当用户要求写作、重构、审查或润色 NSFC/科研基金申请书的立项依据、研究意义、国内外现状、科学问题或科学假设时使用。以语义论证和可核验性为核心,支持任意文件名、标题命令和 LaTeX 结构;默认全自动完成诊断、成稿、校正、备份和写入,不向用户发起中途确认或审核问题。
- Research Ideahuangwb8当用户提供研究资料、项目背景、实验结果、论文草稿、PR/仓库信息或自然语言线索,希望在文献调查基础上提出科学问题、凝练可证伪假设、寻找创新点或判断研究想法价值时使用。⚠️ 不适用:用户只需要完整实验方案/分析计划(优先 research-plan)、只要写文献综述正文(优先 research-literature-review)、或只要不需要文献依据的普通头脑风暴。
- Research Planhuangwb8科研分析策略规划助手。根据用户的科研分析需求,通过调研顶尖期刊/会议论文的分析方法,制定个性化、可落地的最优分析策略。适用于需要制定实验设计、数据分析流程、技术路线的场景;兼容旧名 make-research-plan 的 prompt 触发。
- Arxiv Searchspring-ai-alibabaSearch arXiv preprint repository for papers in physics, mathematics, computer science, quantitative biology, and related fields, Instructions for searching arXiv papers using Python script and shell tool. Read SKILL.md to learn the workflow.
- GastownjeremylongshoreManage multi-agent orchestrator for Claude Code. Use when user mentions gastown, gas town, gt commands, bd commands, convoys, polecats, crew, rigs, slinging work, multi-agent coordination, beads, hooks, molecules, workflows, the witness, the mayor, the refinery, the deacon, dogs, escalation, or wants to run multiple AI agents on projects simultaneously.
- Openevidence Cost TuningjeremylongshoreOptimize OpenEvidence API costs and usage efficiency. Use when reducing API costs, implementing usage budgets, or optimizing DeepConsult spend for clinical AI applications. Trigger with phrases like "openevidence cost", "openevidence billing", "reduce openevidence spend", "openevidence budget", "openevidence pricing".
- Openevidence Reference ArchitecturejeremylongshoreImplement OpenEvidence reference architecture with best-practice project layout. Use when designing new clinical AI integrations, reviewing project structure, or establishing architecture standards for healthcare applications. Trigger with phrases like "openevidence architecture", "openevidence best practices", "openevidence project structure", "clinical ai architecture".
- Godot Csharpgamedev-skillsUse C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.
- Godot Gdscriptgamedev-skillsWrite idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).
- Godot Physicsgamedev-skillsUse Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries).
- Phaser Arcade Physicsgamedev-skillsUse Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller.
- Phaser Coregamedev-skillsSet up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.
- Physics Tuninggamedev-skillsTune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
- Roblox Physicsgamedev-skillsImplement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership.
- Routergamedev-skillsRoutes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting.
- Unity Physicsgamedev-skillsSet up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.
- Threejs Gameplay SystemsmajidmanzarpourBuild and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring, objectives, and game feel. Use for first playable slices, new Vite/TypeScript/Three.js setups, level/arena/track/wave/hole/puzzle design, combat encounters, difficulty tuning, and juice.