Difference between revisions of "The Eyewire Lexicon"

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This page holds the contained terminology created by players of Eyewire. 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.
  
'''Acc/AQC:''' Accuracy
+
==A== <!--T:2-->
+
'''Ancestors:''' Scouts/scythes and admins can see the cubes (or ID of cubes) that spawned further up the branch (towards the cell body). Hit "Show" the cubes should be highlighted.
+
  
'''Autapse:''' A synapse that a neuron forms with itself
+
<!--T:3-->
 +
'''[[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].
  
'''Black spill:''' (Also called dark spill or ink spill.) A trace that has leaked dye. Sometimes hard to follow. Usually looks like black spots and rivers. The trace is often rough and gappy.
+
<!--[T:4-->
 +
'''[[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:]]'''
 +
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:'''
 +
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:]]'''
 +
A type of neuron in the retina. [[The_Eyewire_Lexicon#B|Bipolar cells]] make [[The_Eyewire_Lexicon#S|synapses]] with them, and they make [[The_Eyewire_Lexicon#S|synapses]] with [[The_Eyewire_Lexicon#G|ganglion cells.]] There is no true distinction between the [[The_Eyewire_Lexicon#D|dendrites]] and [[The_Eyewire_Lexicon#A|axon]] of an amacrine cell. Their projections may be referred to as [[The_Eyewire_Lexicon#N|neurites]] or [[The_Eyewire_Lexicon#B|Branches]] for accuracy, or [[The_Eyewire_Lexicon#D|dendrites]] for simplicity. [[The Eyewire Lexicon#S|Starburst Amacrine cells]] (SAC) are a subtype eyewirers traced in 2013. 
 
 
'''Bouton:''' large roundish part of a trace.
+
'''Ancestors:'''
 +
[[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]].
 +
 
 +
<!--T:9-->
 +
'''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:]]'''
 +
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:]]'''
 +
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== <!--T:12-->
 +
 
 +
<!--T:13-->
 +
'''Backtrace:'''
 +
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:]]'''
 +
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:]]'''
 +
(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:'''
 +
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 the overview, a branch may split, end, or go to the edge of the dataset.
 +
 
 +
<!--T:17-->
 +
'''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.
 +
 
 +
==C== <!--T:18-->
 +
 
 +
<!--T:19-->
 +
'''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:]]'''
 +
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:'''
 +
Distracted by CHAT (again, a twisterism)
 +
 
 +
<!--T:22-->
 +
'''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.
 +
 
 +
<!--T:23-->
 +
'''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.
 +
 
 +
<!--T:24-->
 +
'''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 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:'''
 +
Chat inappropriate word. See also: ca.
 +
 
 +
<!--T:26-->
 +
'''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 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.
 +
 
 +
<!--T:27-->
 +
'''[[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:'''
 +
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:'''
 +
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 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:'''
 +
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 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.]]
 +
 
 +
<!--T:33-->
 +
'''Cont:'''
 +
Abbreviation for Continue. As in, does this branch cont (extend) or not?
 +
 
 +
<!--T:34-->
 +
'''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:''':
 +
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:'''
 +
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.
 +
 
 +
<!--T:37-->
 +
'''Cubemaster/Cube Mistress:'''
 +
Someone who is sitting on a cell, single-mindedly working towards its completion.
 +
 
 +
==D== <!--T:38-->
 +
'''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.
 +
 
 +
<!--T:39-->
 +
'''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:'''
 +
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:]]'''
 +
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.
 +
 
 +
<!--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]].
 +
 
 +
<!--T:43-->
 +
'''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. Coined by player Faunhaert.
 +
 
 +
<!--T:44-->
 +
'''[[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.
 +
 
 +
<!--T:45-->
 +
'''Downstream:'''
 +
[[The_Eyewire_Lexicon#C|Cube]]s which are closer to the cell body than the selected cube.
 +
 
 +
<!--T:46-->
 +
'''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 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.
 +
 
 +
<!--T:47-->
 +
'''Duplicate Cube/Dupe:'''
 +
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.
 +
 
 +
<!--T:48-->
 +
'''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.) See also "[[The_Eyewire_Lexicon#C|Segment]]".
 +
 
 +
<!--T:49-->
 +
'''Dusting:'''
 +
Tracing a lot of [[The_Eyewire_Lexicon#C|snow/dust]] in a [[The_Eyewire_Lexicon#C|cube]] to complete it.
 +
 
 +
==E== <!--T:50-->
 +
 
 +
<!--T:51-->
 +
'''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.
 +
 
 +
<!--T:53-->
 +
'''[[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.]]
 +
 
 +
<!--T:54-->
 +
'''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.
 +
 
 +
==F== <!--T:56-->
 +
 
 +
<!--T:57-->
 +
'''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 the overview. Causes the cube to show up as yellow. inspect a cube and click "flag".
 +
 
 +
<!--T:58-->
 +
'''Flaglog:'''
 +
A verb meaning to flag + log a cube. In fact, a scout should never just flag. They should Flaglog. Coined by player Cliodhna.
 +
 
 +
<!--T:59-->
 +
'''Flipping the cube/Changing Planes:'''
 +
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.
 +
 
 +
<!--T:60-->
 +
'''[[Encountered_in_cubes|Floater]]:'''
 +
A seed piece in a [[The_Eyewire_Lexicon#C|cube]] that is not touching any walls.
 +
 
 +
'''Fort Scythe:'''
 +
A cell which is only to be ReapGrown by scythes, and scythe completed after.
 +
 
 +
==G== <!--T:61-->
 +
 
 +
<!--T:62-->
 +
'''Gamemaster:'''
 +
Another term for an [[The_Eyewire_Lexicon#A|admin]] (in eyewire) who is in charge of the game-play.
 +
 
 +
<!--T:63-->
 +
'''Ganglion Cell:'''
 +
The neurons responsible for transferring information from the retina to the brain.
 +
 
 +
<!--T:64-->
 +
'''[[Glial Cell]]:'''
 +
The cells that support and protect neurons. They hold the neurons in place, supply them nutrients and oxygen, insulate them from one another, destroy pathogens and remove dead neurons. In the cubes, they show up as amorphous, huge blobs.
 +
 
 +
<!--T:65-->
 +
'''Glial goo:'''
 +
The evilness of glial when it latches onto something else that is legit.
 +
 
 +
<!--T:66-->
 +
'''Golden One(s):'''
 +
A term for admins/devs. Refers to the gold color they use in chat.
 +
 
 +
<!--T:67-->
 +
'''[[GrimReaper|GrimReaper]]:'''
 +
An all-powerful being in EyeWire. Has the abilities to remove mergers, extend branches, assign duplicate [[The_Eyewire_Lexicon#C|cube]]s to the correct cell, give points to those who lend a hand, and take points away from those who work to hinder scientific progress.
 +
 
 +
==H== <!--T:68-->
 +
 
 +
<!--T:69-->
 +
'''Harold:'''
 +
The unofficial name of the mouse who donated his retina to science! Harold's retina was harvested and converted to data long before Eyewire began. 
 +
 
 +
<!--T:70-->
 +
'''HH, Happy Hour:'''
 +
An event held on Thursdays from the hours of 8 am to 10 am EST and on Fridays from the hours of 2-4 pm EST where bonus points are awarded for a certain number of points traced (starting at 2500). On special occasions, Admins may also hold spontaneous Happy Hours. See schedules [http://blog.eyewire.org/hh/ here].
 +
 
 +
<!--T:71-->
 +
'''Heat Map:'''
 +
A function in EyeWire used by Scouts, Scythes, and Admins to visualize information about the cell, using each [[The_Eyewire_Lexicon#C|cube]] as a single data point.
 +
 
 +
<!--T:72-->
 +
'''Hunt:'''
 +
A challenge in which a cell is chosen and mergers are added to it. Players must find and report all mergers in order to win.
 +
 
 +
==I== <!--T:73-->
 +
 
 +
<!--T:74-->
 +
'''Inspect:'''
 +
A term that Scouts, Scythes and admins use to signify entering a [[The_Eyewire_Lexicon#C|cube]] from overview or after jumping from a cube given in chat. A function present in the scout's toolbox.
 +
 
 +
==J== <!--T:75-->
 +
 
 +
<!--T:76-->
 +
'''JAM-B (J) Cell:'''
 +
A subcategory of direction-selective ganglion cells that have an asymmetric dendritic arbor. In other words, the dendrite branches are not evenly distributed in the space around the cell body.
 +
 
 +
<!--T:77-->
 +
'''Jump (In Cube):'''
 +
A term Scouts, Scythes, and admins use to jump to a child or parent [[The_Eyewire_Lexicon#C|cube]] of the currently selected cube, or from an ID given in chat.
 +
 
 +
==L== <!--T:78-->
 +
'''Last Scythe Wins (LSW):'''
 +
Last scythe to reap a cube sets the consensus, regardless of weight.  More information here: http://blog.eyewire.org/last-scythe-wins
 +
 
 +
'''Lightning Cell:'''
 +
The old name of Relic cells. Cell ranking was instituted after the end of the [[The_Eyewire_Lexicon#S|Starburst Challenge]]. See alsoː Relic Cell.
 +
 
 +
<!--T:79-->
 +
'''Lightning Tutorial:'''
 +
A series of [[The_Eyewire_Lexicon#C|cube]]s picked to train players to deal with the potential problems they will run into in Lightning cells.
 +
 
 +
<!--T:80-->
 +
'''Lock a cube:'''
 +
When 2 Scythes or an Admin [[The_Eyewire_Lexicon#S|sc]] the [[The_Eyewire_Lexicon#C|cube]], it is taken out of play, not assignable anymore. Such a cube can still be reaped.
 +
 
 +
<!--T:81-->
 +
'''Low Conf, Low Confidence:'''
 +
A trace (or segments) in a cube that is pink/red in color when seen in inspect mode. Such a [[The_Eyewire_Lexicon#C|cube]] needs more traces containing those pieces, or to be locked.
 +
 
 +
<!--T:82-->
 +
'''Low Wt, Low Weight:'''
 +
A [[The_Eyewire_Lexicon#C|cube]] that has only been traced by one or two people. This can be seen by Scouts/Scythes and Admins when using the weight [[The_Eyewire_Lexicon#H|Heat Map]].
 +
 
 +
==M== <!--T:83-->
 +
 
 +
[http://http://blog.eyewire.org/magicmode/ '''Magic Mode:''']
 +
Magic Mode is an experimental feature that allows you to interact directly in 3D. Simply click any point on the branch in your cube to add the segment directly adjacent to it.
 +
 
 +
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'''[[Competitions#The_Marathon|Marathon:]]'''
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A challenge in which all players have to work together with admins, to try to complete a cell in under 24 hours.