Difference between revisions of "The Eyewire Lexicon"

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This page holds definitions relevant to Eyewire, as well as terminology created by participants. Feast your eyes and gorge your brain cells on all the knowledge.
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This page contains a glossary of Eyewire relevant terms, as well as terminology and jargon created by participants. Feast your eyes and gorge your brain cells on all the knowledge.
  
==A==
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==A== <!--T:2-->
  
'''Acc/AQC/Accuracy:'''  
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<!--T:3-->
Player Accuracy is determined after each cube is submitted, and resets Sunday night at midnight EST. It is public and can be viewed by looking at a player's profile.  Hints for improving accuracy can be found here: http://blog.eyewire.org/tips-to-raise-your-f-score/
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'''[[F-Scores_and_Accuracy|Acc/AQC/Accuracy:]]'''  
 +
Player Accuracy is determined after each cube is submitted, it is calculated by the last 60 cubes a player has traced.  Level 1 and level 2 accuracies are calculated independently of each other and each has its own bar on the player profile. It is public and can be viewed by looking at a player's profile.  Hints for improving accuracy can be found [http://blog.eyewire.org/tips-to-raise-your-f-score/ here].
  
'''Administrator (Admin):'''  
+
<!--[T:4-->
One who works (or has worked) for EyeWire HQ on site. Their roles include but are not limited to: reaping and editing cubes, moderating the chat and forum, presenting new cells for tracing and declaring cells complete, editing the blog and wiki, running in-game competitions and bestowing bonuses upon winners of such competitions. The Admins are also known as "Golden Ones" in reference to the color of their usernames in the chatlog.
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'''[[Player_Roles#Administrators|Administrator (Admin):]]'''  
 +
One who works (or has worked) for EyeWire HQ on site. Their roles include but are not limited to: reaping and editing cubes, moderating the chat and forum, presenting new cells for tracing and declaring cells complete, editing the blog and wiki, running in-game competitions and bestowing bonuses upon winners of such competitions. The Admins are also known as "Golden Ones" in reference to the color of their usernames in the chat log.
  
 +
<!--T:5-->
 
'''[[Player_Roles#Advanced_Player|Advanced Player:]]'''
 
'''[[Player_Roles#Advanced_Player|Advanced Player:]]'''
 
A player who has passed the [[The_Eyewire_Lexicon#L|Lightning tutorial]] and has access to active level 1 and level 2 cells. See also: [[The_Eyewire_Lexicon#T|Trainee]]
 
A player who has passed the [[The_Eyewire_Lexicon#L|Lightning tutorial]] and has access to active level 1 and level 2 cells. See also: [[The_Eyewire_Lexicon#T|Trainee]]
  
 +
<!--T:6-->
 
'''AI:'''
 
'''AI:'''
Artificial Intelligence. The program AI uses the dark outline of the neuron we just work on in 2D to create the 3D shape. AI is good, but not perfect,,sometimes it fails to fill in all the holes in a neuron, or misses extra nubs and branches in the neuron’s structure. By tracing we players fix the computer program’s mistakes.
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Artificial Intelligence. The program AI uses the dark outline of the neuron we just work on in 2D to create the 3D shape. The AI is good, but not perfect. Sometimes it fails to fill in all the holes in a neuron or misses extra nubs and branches in the neuron’s structure. By tracing, we players fix the computer program’s mistakes.
  
 
'''[[Amacrine Cell|Amacrine Cell:]]'''
 
'''[[Amacrine Cell|Amacrine Cell:]]'''
Line 21: Line 27:
 
[[The_Eyewire_Lexicon#C|Cube]]s that are closer to the cell body and spawned before a given cube. The immediate ancestor of a cube is it's [[The_Eyewire_Lexicon#P|parent]]. Scouts/Scythes and Admins can see these cubes (or ID of cubes) by clicking "Show" in the Scout toolbox. These cubes will then be highlighted.  See also [[The_Eyewire_Lexicon#C|child]].
 
[[The_Eyewire_Lexicon#C|Cube]]s that are closer to the cell body and spawned before a given cube. The immediate ancestor of a cube is it's [[The_Eyewire_Lexicon#P|parent]]. Scouts/Scythes and Admins can see these cubes (or ID of cubes) by clicking "Show" in the Scout toolbox. These cubes will then be highlighted.  See also [[The_Eyewire_Lexicon#C|child]].
  
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<!--T:9-->
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'''Artifact Cell:'''
 +
Cells that are playable by all who have completed the initial tutorial. These are the Level 1 cells. The accuracy requirement for trailblazing on these cells is 70%.
 +
 +
<!--T:10-->
 
'''[[Autapse|Autapse:]]'''
 
'''[[Autapse|Autapse:]]'''
 
Autapses are connections that a cell forms with itself, and through which another [[The_Eyewire_Lexicon#N|neurite]] passes. See also: [[The_Eyewire_Lexicon#S|Self-Touch]]
 
Autapses are connections that a cell forms with itself, and through which another [[The_Eyewire_Lexicon#N|neurite]] passes. See also: [[The_Eyewire_Lexicon#S|Self-Touch]]
  
 +
<!--T:11-->
 
'''[[Axon|Axon:]]'''
 
'''[[Axon|Axon:]]'''
 
The projection from the [[The_Eyewire_Lexicon#C|cell body]] that sends electrochemical signals on to other neurons. Axons can be very long, are usually straight and thicker than dendrites. They only branch at the end.
 
The projection from the [[The_Eyewire_Lexicon#C|cell body]] that sends electrochemical signals on to other neurons. Axons can be very long, are usually straight and thicker than dendrites. They only branch at the end.
  
==B==
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==B== <!--T:12-->
  
 +
<!--T:13-->
 
'''Backtrace:'''
 
'''Backtrace:'''
A trace going backwards from the point of a [[The_Eyewire_Lexicon#M|merger]], allowing one to see that the piece in question is not part of the cell being traced.
+
A trace going backward from the point of a [[The_Eyewire_Lexicon#M|merger]], allowing one to see that the piece in question is not part of the cell being traced.
  
 +
<!--T:14-->
 
'''[[Bipolar Cell|Bipolar Cell:]]'''
 
'''[[Bipolar Cell|Bipolar Cell:]]'''
 
A type of neuron in the retina. Photoreceptors and horizontal cells make [[The_Eyewire_Lexicon#S|synapses]] with them and they make [[The_Eyewire_Lexicon#S|synapses]] with [[The_Eyewire_Lexicon#A|amacrine]] and [[The_Eyewire_Lexicon#G|ganglion]] cells. The name comes from their appearance, as they have one projection on each side of the [[The_Eyewire_Lexicon#C|cell body.]]
 
A type of neuron in the retina. Photoreceptors and horizontal cells make [[The_Eyewire_Lexicon#S|synapses]] with them and they make [[The_Eyewire_Lexicon#S|synapses]] with [[The_Eyewire_Lexicon#A|amacrine]] and [[The_Eyewire_Lexicon#G|ganglion]] cells. The name comes from their appearance, as they have one projection on each side of the [[The_Eyewire_Lexicon#C|cell body.]]
  
'''[[Overcoming_Obstacles#Tracing_through_black_spills|Black spill]]:'''  
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'''[[Overcoming_Obstacles#Tracing_through_black_spills|Black spill:]]'''  
(Also called dark spill or ink spill.) A place in the [[The_Eyewire_Lexicon#C|cube]] where the stain used in the sample has pooled or spread beyond it's target. These places usually look like black spots and rivers. The trace through these areas is often rough, gappy and hard to follow. More info in this video tutorial: https://www.youtube.com/watch?v=Z5K3-z_SM6E
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(Also called dark spill or ink spill.) A place in the [[The_Eyewire_Lexicon#C|cube]] where the stain used in the sample has pooled or spread beyond its target. These places usually look like black spots and rivers. The trace through these areas is often rough, gappy and hard to follow. More info in this video tutorial: https://www.youtube.com/watch?v=Z5K3-z_SM6E
 
 
 
'''Branch:'''  
 
'''Branch:'''  
A synonym for [[The_Eyewire_Lexicon#N|Neurite.]] Part of the trace in a [[The_Eyewire_Lexicon#C|cube.]] that touches the cube wall and exits (or hits the end of the dataset). In overview a branch may branch, end, or go to the edge of the dataset.
+
A synonym for [[The_Eyewire_Lexicon#N|Neurite.]] Part of the trace in a [[The_Eyewire_Lexicon#C|cube]] that touches the cube wall and exits (or hitsthe end of the dataset. In the overview, a branch may split, end, or go to the edge of the dataset.
  
 +
<!--T:17-->
 
'''Bouton:'''
 
'''Bouton:'''
 
The [[The_Eyewire_Lexicon#S|synaptic]] terminal on the presynaptic cell in a chemical [[The_Eyewire_Lexicon#S|synapse]]. It contains neurotransmitters that are released when the cell is activated. These also occur along the branches of [[The_Eyewire_Lexicon#A|amacrine]] and some other cells.
 
The [[The_Eyewire_Lexicon#S|synaptic]] terminal on the presynaptic cell in a chemical [[The_Eyewire_Lexicon#S|synapse]]. It contains neurotransmitters that are released when the cell is activated. These also occur along the branches of [[The_Eyewire_Lexicon#A|amacrine]] and some other cells.
  
==C==
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==C== <!--T:18-->
  
'''ca:'''  
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<!--T:19-->
Chat appropriate.  Players are expected to keep their language clean and child friendly.  This includes topics of conversation as well as the language itself. Type !rules in chat if a reminder is needed.
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'''CA:'''  
 +
Chat appropriate.  Players are expected to keep their language clean and child-friendly.  This includes topics of conversation as well as the language itself. Type !rules in chat if a reminder is needed.
  
 +
<!--T:20-->
 
'''[[Cell Body|Cell Body:]]'''
 
'''[[Cell Body|Cell Body:]]'''
 
The large, bulbous part of the neuron, which contains the nucleus and most of the other organelles in a neuron. Type !cb in chat.
 
The large, bulbous part of the neuron, which contains the nucleus and most of the other organelles in a neuron. Type !cb in chat.
  
 +
<!--T:21-->
 
'''Chatstracted:'''  
 
'''Chatstracted:'''  
 
Distracted by CHAT (again, a twisterism)
 
Distracted by CHAT (again, a twisterism)
  
 +
<!--T:22-->
 
'''Child:'''  
 
'''Child:'''  
 
A [[The_Eyewire_Lexicon#C|cube]] spawned by the AI when a branch touches the wall between it and another cube (parent).  Scouts/Scythes and Admins may click on "show children" when in inspect mode to see any cubes (or a list of their numbers) spawned from their current cube.
 
A [[The_Eyewire_Lexicon#C|cube]] spawned by the AI when a branch touches the wall between it and another cube (parent).  Scouts/Scythes and Admins may click on "show children" when in inspect mode to see any cubes (or a list of their numbers) spawned from their current cube.
  
 +
<!--T:23-->
 
'''Children:'''  
 
'''Children:'''  
 
All the cubes that have spawned further up the branch from the cube in question (away from the cell body).  Scouts/Scythes and Admins may click on "show children" when in inspect mode to see any cubes (or a list of their numbers) spawned from their current cube.  
 
All the cubes that have spawned further up the branch from the cube in question (away from the cell body).  Scouts/Scythes and Admins may click on "show children" when in inspect mode to see any cubes (or a list of their numbers) spawned from their current cube.  
  
 +
<!--T:24-->
 
'''Citizen Science:'''
 
'''Citizen Science:'''
Citizen science is science that is conducted by the public and often uses amateur scientists to collect and analyze data. Citizen science often relies on crowd sourcing, as is the case with Eyewire. By collecting small amounts of data from a large group of participants, citizen science provides and effective way to expand and improve on current research projects. EyeWire is one of many citizen science projects. Others include Foldit and Zooniverse.
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Citizen science is science that is conducted by the public and often uses amateur scientists to collect and analyze data. Citizen science often relies on crowdsourcing, as is the case with Eyewire. By collecting small amounts of data from a large group of participants, citizen science provides an effective way to expand and improve on current research projects. EyeWire is one of many citizen science projects. Others include Foldit and Zooniverse.
  
 +
<!--T:25-->
 
'''CIW:'''
 
'''CIW:'''
 
Chat inappropriate word. See also: ca.
 
Chat inappropriate word. See also: ca.
  
 +
<!--T:26-->
 
'''Complete:'''
 
'''Complete:'''
A function in the Scythe toolbox used when checking a cell to indicate a [[The_Eyewire_Lexicon#C|cube]] is correct and complete. Two votes indicating "complete" status of a cube will take the cube out of play. In overview the cube will be shown as violet or purple according to whether it has one or two votes. Scythes each have one vote, Admins have 1M votes.
+
A function in the Scythe toolbox used when checking a cell to indicate a [[The_Eyewire_Lexicon#C|cube]] is correct and complete. Two votes indicating a "complete" status of a cube will take the cube out of play. In the overview, the cube will be shown as violet or purple according to whether it has one or two votes. Scythes each have one vote, Admins have 1M votes.
  
'''[[Competitions|Competitions]]'''
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<!--T:27-->
There are many eyewire competitions. Happy Hours for fun, Marathons will test your endurance, Hunts will push you to the limits of your mental acuity. Evil Cube Challenges and Team challenges will also offer the opportunity to win extra points and even sometimes real swag. When there are open Challenges there will be a blue box on the header bar at the top of the main page where one can choose a team (if relevant to that challenge) or simply register.  No registration = no bonuses, so don't forget!
+
'''[[Competitions|Competitions:]]'''
 +
There are many EyeWire competitions. Happy Hours for fun, Marathons will test your endurance, Hunts will push you to the limits of your mental acuity. Evil Cube Challenges and Team challenges will also offer the opportunity to win extra points and even sometimes real swag. When there are open Challenges there will be a blue box on the header bar at the top of the main page where one can choose a team (if relevant to that challenge) or simply register.  No registration = no bonuses, so don't forget!
  
 +
<!--T:28-->
 
'''Complete Ancestors:'''  
 
'''Complete Ancestors:'''  
A function in the Scythe toolbox used to mark all the [[The_Eyewire_Lexicon#C|cube]]s that are direct ancestors of the selected cube complete. Select a cube then hit complete ancestors (or c+down arrow) (first check the branch for completion. Things you mark complete should be perfect)
+
A function in the Scythe toolbox used to mark all the [[The_Eyewire_Lexicon#C|cube]]s that are direct ancestors of the selected cube complete. Select a cube then hit complete ancestors (or c+down arrow) (first, check the branch for completion. Things you mark complete should be perfect)
  
 +
<!--T:29-->
 
'''Complete Children:'''
 
'''Complete Children:'''
 
A function in the Scythe toolbox used to indicate all the [[The_Eyewire_Lexicon#C|cube]]s that are direct descendants of the selected cube are correct and complete. Select a cube, check the branch for completion, then click complete children (or c+up arrow).
 
A function in the Scythe toolbox used to indicate all the [[The_Eyewire_Lexicon#C|cube]]s that are direct descendants of the selected cube are correct and complete. Select a cube, check the branch for completion, then click complete children (or c+up arrow).
  
 +
<!--T:30-->
 
'''[[The_Consensus#Confidence_Values|Confidence:]]'''
 
'''[[The_Consensus#Confidence_Values|Confidence:]]'''
The likelihood that a [[The_Eyewire_Lexicon#S|segment]] belongs to a certain [[The_Eyewire_Lexicon#C|cube]], based on how many players have included it in their trace (or on weight added by Scythes and Admins when making corrections). These values may be seen in the cube when a Scout, Scythe or Admin is using the [[The_Eyewire_Lexicon#I|inspect]] function or from the overview using the Scythe Vision Heat Map. In order of highest to least confidence the colors are (assuming that we use the default colour setting): light blue, dark blue, purple, pink, and orange.
+
The likelihood that a [[The_Eyewire_Lexicon#S|segment]] belongs to a certain [[The_Eyewire_Lexicon#C|cube]], based on how many players have included it in their trace (or on weight added by Scythes and Admins when making corrections). These values may be seen in the cube when a Scout, Scythe or Admin is using the [[The_Eyewire_Lexicon#I|inspect]] function or from the overview using the Scythe Vision Heat Map. In order of highest to least confidence the colors are (assuming that we use the default color setting): light blue, dark blue, purple, pink, and orange.
  
 +
<!--T:31-->
 
'''Connectome:'''
 
'''Connectome:'''
 
A complete wiring diagram of an organism’s neurons. Connectomics is the study of the connectome of an organism. Connectionism is a theory that the neural processes that occur in an organism are dictated by the connections between the neurons. For more information read Dr. Seung's book "Connectome". You can see excerpts from this awesome book [[Excerpts_from_Connectome_the_book|here]], and you can buy a copy of it here: http://www.amazon.com/Connectome-How-Brains-Wiring-Makes/dp/0547678592.
 
A complete wiring diagram of an organism’s neurons. Connectomics is the study of the connectome of an organism. Connectionism is a theory that the neural processes that occur in an organism are dictated by the connections between the neurons. For more information read Dr. Seung's book "Connectome". You can see excerpts from this awesome book [[Excerpts_from_Connectome_the_book|here]], and you can buy a copy of it here: http://www.amazon.com/Connectome-How-Brains-Wiring-Makes/dp/0547678592.
  
 +
<!--T:32-->
 
'''[[The_Consensus|Consensus:]]'''
 
'''[[The_Consensus|Consensus:]]'''
 
The trace that is accepted to be true for a [[The_Eyewire_Lexicon#C|cube]]. It changes if other players submit differing traces, and can be deliberately changed by [[The_Eyewire_Lexicon#S|scythes]] and [[The_Eyewire_Lexicon#A|admins]]. A [[The_Eyewire_Lexicon#W|weight]] of no less than 3.0 is required for a consensus to form on [[The_Eyewire_Lexicon#M|mystery cells]], and no less than 2.0 for [[The_Eyewire_Lexicon#L|lightning cells.]]  
 
The trace that is accepted to be true for a [[The_Eyewire_Lexicon#C|cube]]. It changes if other players submit differing traces, and can be deliberately changed by [[The_Eyewire_Lexicon#S|scythes]] and [[The_Eyewire_Lexicon#A|admins]]. A [[The_Eyewire_Lexicon#W|weight]] of no less than 3.0 is required for a consensus to form on [[The_Eyewire_Lexicon#M|mystery cells]], and no less than 2.0 for [[The_Eyewire_Lexicon#L|lightning cells.]]  
  
'''cont:'''  
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<!--T:33-->
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'''Cont:'''  
 
Abbreviation for Continue. As in, does this branch cont (extend) or not?
 
Abbreviation for Continue. As in, does this branch cont (extend) or not?
  
'''corner cubes:''':  
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<!--T:34-->
These occur when a trace goes through just a corner of a [[The_Eyewire_Lexicon#C|cube]]. They usually don't require much added coloring, if any, and still need to be checked. Since they only earn players a small score they don't show up in the chatlog, and may leave new players with the impression that they alone are getting these cubes. Not to worry, the server makes sure we all do our share.
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'''Corner Cubes:''':  
 +
These occur when a trace goes through just a corner of a [[The_Eyewire_Lexicon#C|cube]]. They usually don't require much-added coloring, if any, and still need to be checked. Since they only earn players a small score they don't show up in the chat log, and may leave new players with the impression that they alone are getting these cubes. Not to worry, the server makes sure we all do our share.
  
 +
<!--T:35-->
 
'''Created:''':  
 
'''Created:''':  
An option of the "Heat Map" menu. Scouts, Scythes and Admins can select this option to see relative time of creation of [[The_Eyewire_Lexicon#C|cube]]s. There is also a Slider that changes the sensitivity of this heat map.
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An option of the "Heat Map" menu. Scouts, Scythes, and Admins can select this option to see the relative time of creation of [[The_Eyewire_Lexicon#C|cube]]s. There is also a Slider that changes the sensitivity of this heat map.
  
 +
<!--T:36-->
 
'''Cube:'''
 
'''Cube:'''
Although our sample is very small physically (only 350x300x60 microns), in the scale at which we are working the dataset is very large. This area has been divided into many smaller spaces which are also called [[The_Eyewire_Lexicon#V|volumes]]. The size of one of these volumes is 4.1 x4.1 x5.6 microns or 4100x4100x5600 nm. (As you look at your computer screen's resolution, one voxel, the smallest unit, represents an area approximately equal to 16.5x16.5x23 nm. Thus each cube consists of about 256^3  = 1,6777,216 voxels.)  Each of these volumes contain sections of dendrites from hundreds of neurons. In order to manage this complexity, players trace one cell at a time as it passes through these spaces. Out of one volume many cubes with individual identification numbers are created, one for each of the different neurons passing through that volume or space in the dataset. As we play Eyewire, our tasks are to follow the traces of each dendrite through each relevant space. These [[The_Eyewire_Lexicon#T|task]]s are called cubes. Our cubes overlap each other at their edges so a trace that is close enough to an edge will have an iteration (a trace that is the same) in the next cube. If a trace is near a place where two edges meet it may have as many as 4 iterations, and those near the intersection of three edges of the cube may have as many as eight iterations.  This is important to know when correcting a merger or adding a missing part of the trace.
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Although our sample is very small physically (only 350x300x60 microns), in the scale at which we are working the dataset is very large. This area has been divided into many smaller spaces which are also called [[The_Eyewire_Lexicon#V|volumes]]. The size of one of these volumes is 4.1 x4.1 x5.6 microns or 4100x4100x5600 nm. (As you look at your computer screen's resolution, one voxel, the smallest unit, represents an area approximately equal to 16.5x16.5x23 nm. Thus each cube consists of about 256^3  = 1,6777,216 voxels.)  Each of these volumes contains sections of dendrites from hundreds of neurons. In order to manage this complexity, players trace one cell at a time as it passes through these spaces. Out of one volume, many cubes with individual identification numbers are created, one for each of the different neurons passing through that volume or space in the dataset. As we play Eyewire, our tasks are to follow the traces of each dendrite through each relevant space. These [[The_Eyewire_Lexicon#T|task]]s are called cubes. Our cubes overlap each other at their edges so a trace that is close enough to an edge will have an iteration (a trace that is the same) in the next cube. If a trace is near a place where two edges meet it may have as many as 4 iterations, and those near the intersection of three edges of the cube may have as many as eight iterations.  This is important to know when correcting a merger or adding a missing part of the trace.
  
'''cubemaster/cube mistress:'''  
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<!--T:37-->
 +
'''Cubemaster/Cube Mistress:'''  
 
Someone who is sitting on a cell, single-mindedly working towards its completion.
 
Someone who is sitting on a cell, single-mindedly working towards its completion.
  
==D==
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==D== <!--T:38-->
 
'''2D/3D:'''
 
'''2D/3D:'''
The 2D image is a cross section or a slice of the 3D. Think of a stack of 2D images in the 3D-cube like in a flip book. Scrolling through the slices one can follow the shape of a neuron and color segments of this neuron AI missed. Colorings in 2D will be immediately transcribed into 3D, the 3-dimensional image of the traced neuron.
+
The 2D image is a cross-section or a slice of the 3D. Think of a stack of 2D images in the 3D-cube like in a flip book. Scrolling through the slices one can follow the shape of a neuron and color segments of this neuron AI missed. Colorings in 2D will be immediately transcribed into 3D, the 3-dimensional image of the traced neuron.
  
'''Data Set:'''
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<!--T:39-->
Data set E2198 was taken from a mouse-retina with a Scanning Electron Microscope (mouse inofficially called Harold), at Max Planck Institute, Germany. Size of the data set is 350x300x60 microns.
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'''Dataset:'''
 +
Dataset E2198 was taken from a mouse-retina with a Scanning Electron Microscope (mouse unofficially called Harold), at Max Planck Institute, Germany. Size of the dataset is 350x300x60 microns.
  
 +
<!--T:40-->
 
'''Debug:'''
 
'''Debug:'''
Typing /debug in the chat box will bring up information about the location of one's cursor in the dataset if in overview, or information in a selected cube including the cell number, the coordinates of the center of the cell, the cube ID, the presenting axis (xy, xz,or yz), and the ID of the last segment traced. This information is present both in overview and from within a cube. To remove this information from the screen, type /debug again.
+
Typing /debug in the chat box will bring up information about the location of one's cursor in the dataset if in overview, or information in a selected cube including the cell number, the coordinates of the center of the cell, the cube ID, the presenting axis (XY, XZ,or YZ), and the ID of the last segment traced. This information is present both in the overview and from within a cube. To remove this information from the screen, type /debug again.
  
 +
<!--T:41-->
 
'''[[Dendrite|Dendrite:]]'''
 
'''[[Dendrite|Dendrite:]]'''
 
A projection from the [[The_Eyewire_Lexicon#C|cell body]] that receives electrochemical signals from other cells through [[The_Eyewire_Lexicon#S|synapses]] and carries them to the [[The_Eyewire_Lexicon#C|Cell Body]]. In [[The_Eyewire_Lexicon#A|amacrine]] cells which have no axon these projections are simply called [[The_Eyewire_Lexicon#N|neurite]]s.
 
A projection from the [[The_Eyewire_Lexicon#C|cell body]] that receives electrochemical signals from other cells through [[The_Eyewire_Lexicon#S|synapses]] and carries them to the [[The_Eyewire_Lexicon#C|Cell Body]]. In [[The_Eyewire_Lexicon#A|amacrine]] cells which have no axon these projections are simply called [[The_Eyewire_Lexicon#N|neurite]]s.
  
'''Delete trace/Delete seed:'''  
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<!--T:42-->
 +
'''Delete Trace/Delete Seed:'''  
 
Functions that Scythes and Admins use to remove the entire trace leaving only the seed, or remove the seed itself when [[The_Eyewire_Lexicon#I|inspect]]ing a [[The_Eyewire_Lexicon#C|cube]].
 
Functions that Scythes and Admins use to remove the entire trace leaving only the seed, or remove the seed itself when [[The_Eyewire_Lexicon#I|inspect]]ing a [[The_Eyewire_Lexicon#C|cube]].
  
 +
<!--T:43-->
 
'''Deja-Cube:'''  
 
'''Deja-Cube:'''  
A term used to describe that feeling that you've done the same [[The_Eyewire_Lexicon#C|cube]] (or trace) before. It may be triggered by a cube that overlaps one you did before that has part(s) of the same seed and trace.  It may also be the same cube presented by the server in a differing orientation. Coined by player Faunhaert.  The server may also present a cube again from a different orientation.
+
A term used to describe that feeling that you've done the same [[The_Eyewire_Lexicon#C|cube]] (or trace) before. It may be triggered by a cube that overlaps one you did before that has part(s) of the same seed and trace. Coined by player Faunhaert.
  
 +
<!--T:44-->
 
'''[[On-Off Direction-Selective Ganglion Cell|Direction-Selective Ganglion Cell (DSGC):]]'''
 
'''[[On-Off Direction-Selective Ganglion Cell|Direction-Selective Ganglion Cell (DSGC):]]'''
 
A type of [[The_Eyewire_Lexicon#G|ganglion cell]] in the retina that produces a response that is dependent on the direction of motion of the stimulus.
 
A type of [[The_Eyewire_Lexicon#G|ganglion cell]] in the retina that produces a response that is dependent on the direction of motion of the stimulus.
  
 +
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'''Downstream:'''  
 
'''Downstream:'''  
 
[[The_Eyewire_Lexicon#C|Cube]]s which are closer to the cell body than the selected cube.
 
[[The_Eyewire_Lexicon#C|Cube]]s which are closer to the cell body than the selected cube.
  
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'''Dread 20/40:'''  
 
'''Dread 20/40:'''  
A situation in which a [[The_Eyewire_Lexicon#C|cube]] that should have been worth a lot more than 20/40pts, only yielded 20/40pts. Dread 20/40 may have been caused by Trailblazer or 2nd person error. If the Trailblazer missed a fair amount of volume, you could have points deducted from your score for "overtracing" (coloring in areas that are not part of the [[The_Eyewire_Lexicon#N|neurite]]being followed). Take a screen shot and alert a Scythe or Admin. If the cube is then [[The_Eyewire_Lexicon#R|reap]]ed, your accuracy will be restored. Note that Dread 20 and Dread 40 are the most common amount of points given in these situations (20 or 40 being maximum time points for level 1/level 2), but other values are possible. Coined by player mam711.
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A situation in which a [[The_Eyewire_Lexicon#C|cube]] that should have been worth a lot more than 20/40pts, only yielded 20/40pts. Dread 20/40 may have been caused by Trailblazer or 2nd person error. If the Trailblazer missed a fair amount of volume, you could have points deducted from your score for "overtracing" (coloring in areas that are not part of the [[The_Eyewire_Lexicon#N|neurite]] being followed). Take a screenshot and alert a Scythe or Admin. If the cube is then [[The_Eyewire_Lexicon#R|reap]]ed, your accuracy will be restored. Note that Dread 20 and Dread 40 are the most common amount of points given in these situations (20 or 40 being maximum time points for level 1/level 2), but other values are possible. Coined by player mam711.
  
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'''Duplicate Cube/Dupe:'''
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A term used by Scouts, Scythes, and Admins which indicates a [[The_Eyewire_Lexicon#C|cube]] which contains segments or multiple segments from another cell. It is seen as a blue color in Scythe Vision.
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'''Dust:'''
 
'''Dust:'''
One or more small segments that have been missed by the AI when spawning the [[The_Eyewire_Lexicon#C|cube]], or by players when tracing it. (In contrast to a [[The_Eyewire_Lexicon#N|nub]] which projects from the dendrite and changes the profile of the trace.)
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One or more small segments that have been missed by the AI when spawning the [[The_Eyewire_Lexicon#C|cube]], or by players when tracing it. (In contrast to a [[The_Eyewire_Lexicon#N|nub]] which projects from the dendrite and changes the profile of the trace.) See also "[[The_Eyewire_Lexicon#C|Segment]]".
  
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'''Dusting:'''
 
'''Dusting:'''
 
Tracing a lot of [[The_Eyewire_Lexicon#C|snow/dust]] in a [[The_Eyewire_Lexicon#C|cube]] to complete it.
 
Tracing a lot of [[The_Eyewire_Lexicon#C|snow/dust]] in a [[The_Eyewire_Lexicon#C|cube]] to complete it.
  
==E==
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==E== <!--T:50-->
  
'''EOS cubeː'''
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<!--T:51-->
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'''EOS Cube:'''
 
End of sample/edge of sample cube, a cube which is on the edge of the examined sample, often contains multiple misalignments. Coined by player skruffylooter.
 
End of sample/edge of sample cube, a cube which is on the edge of the examined sample, often contains multiple misalignments. Coined by player skruffylooter.
  
'''Evil cube:'''
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A [[The_Eyewire_Lexicon#C|cube]] with a distinctly difficult trace, usually containing some combination of merger jumps, mergers, black spills, multiple branchings etc.
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'''[[Competitions#Evil_Cube_Challenge|Evil Cubes:]]'''
 
'''[[Competitions#Evil_Cube_Challenge|Evil Cubes:]]'''
 
A challenge in which players trace exceptionally difficult [[The_Eyewire_Lexicon#C|cube]]s, handpicked by other players and/or [[The_Eyewire_Lexicon#A|admins.]]
 
A challenge in which players trace exceptionally difficult [[The_Eyewire_Lexicon#C|cube]]s, handpicked by other players and/or [[The_Eyewire_Lexicon#A|admins.]]
  
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'''Explore Mode:'''
 
'''Explore Mode:'''
 
A feature that allows a player to trace in a third color, different from that of their trace and the [[The_Eyewire_Lexicon|seed]]. The player can then can choose to include or omit the “explored” [[The_Eyewire_Lexicon#S|segments]] from their final trace. This feature is especially helpful when using a process of elimination to follow a difficult trace.
 
A feature that allows a player to trace in a third color, different from that of their trace and the [[The_Eyewire_Lexicon|seed]]. The player can then can choose to include or omit the “explored” [[The_Eyewire_Lexicon#S|segments]] from their final trace. This feature is especially helpful when using a process of elimination to follow a difficult trace.
  
==F==
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==F== <!--T:56-->
  
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'''Flag:'''
 
'''Flag:'''
A tool in the scout toolbox used by scouts to draw attention to a certain [[The_Eyewire_Lexicon#C|cube]] when using Scythe Vision in overview. Causes the cube to show up as yellow. inspect a cube and click "flag".
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A tool in the scout toolbox used by scouts to draw attention to a certain [[The_Eyewire_Lexicon#C|cube]] when using Scythe Vision in the overview. Causes the cube to show up as yellow. inspect a cube and click "flag".
  
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'''Flaglog:'''
 
'''Flaglog:'''
Verb meaning to flag + log a cube. In fact, a scout should never just flag. They should Flaglog. Coined by player Cliodhna.
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A verb meaning to flag + log a cube. In fact, a scout should never just flag. They should Flaglog. Coined by player Cliodhna.
  
'''Flipping the cube/changing planes:'''
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Rotating the cube 90 degrees so the 2D plane lies on another axis. This can be done by Alt+(L)click+drag in the 2d screen. Useful for checking traces. To check which plane you are in type /debug in chat. To clear this information from your screen type /debug again.
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'''Flipping the cube/Changing Planes:'''
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Rotating the cube 90 degrees so the 2D plane lies on another axis. This can be done by Alt+(L)click+drag on the 2d screen. Useful for checking traces. To check which plane you are in type /debug in chat. To clear this information from your screen type /debug again.</