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 holds the contained terminology created by participants (players and admins alike) of Eyewire. Feast your eyes and gorge your brain cells on all the knowledge.
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==A==
  
 
'''Acc/AQC:''' Accuracy
 
'''Acc/AQC:''' Accuracy
 
'''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
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'''Administrator (Admin):'''  
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A user who works for/with EyeWire HQ. Abilities include but are not limited to: editing cubes, moderating the chat and forum, declaring cells complete, editing the blog and wiki, and running in game competitions.
  
'''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.
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'''[[Player_Roles#Advanced_Player|Advanced Player:]]'''
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A user who has passed the [[EyeWire_Dictionary#L|Lightning tutorial]] and has access to all active EyeWire cells. See also: [[EyeWire_Dictionary#T|Trainee]]
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'''[[Amacrine Cell|Amacrine Cell:]]'''
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A type of neuron in the retina. [[EyeWire_Dictionary#B|Bipolar cells]] make [[EyeWire_Dictionary#S|synapses]] onto them, and they make [[EyeWire_Dictionary#S|synapses]] onto [[EyeWire_Dictionary#G|ganglion cells.]] There is no true distinction between the [[EyeWire_Dictionary#D|dendrites]] and [[EyeWire_Dictionary#A|axon]] of an amacrine cell, the projections may be referred to as [[EyeWire_Dictionary#N|neurites]] (or [[EyeWire_Dictionary#B|Branches]], for accuracy, or [[EyeWire_Dictionary#D|dendrites]], for simplicity.
 
 
'''Bouton:''' large roundish part of a trace.
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'''Ancestors:'''  
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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.
  
'''Branch:''' a part of the trace that exits the cube.
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'''[[Autapse|Autapse:]]'''
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'''[[Autapse|Autapse:]]'''
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Autapses are [[EyeWire_Dictionary#S|synapses]] that a cell forms onto itself. See also: [[EyeWire_Dictionary#S|Self-Touch]]
  
'''ca:''' chat appropriate. !rules.
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'''[[Axon|Axon:]]'''
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The projection from the [[EyeWire_Dictionary#C|cell body]] that will send electrochemical signals to other neurons. Axons can be very long, and only branches at the end.
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==B==
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'''[[Bipolar Cell|Bipolar Cell:]]'''
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A type of neuron in the retina. Photoreceptors and horizontal cells make [[EyeWire_Dictionary#S|synapses]] onto them and they make [[EyeWire_Dictionary#S|synapses]] onto [[EyeWire_Dictionary#A|amacrine]] and [[EyeWire_Dictionary#G|ganglion]] cells. Their name comes from their appearance, as they have one projection on each side of the [[EyeWire_Dictionary#C|cell body.]]
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'''Black spill:'''
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(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.
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'''Branch:'''
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A part of the trace that exits the cube.
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'''Bouton:'''
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Large roundish part of a trace.
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'''ca:'''  
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Chat appropriate. !rules.
  
 
'''Cell body:''' Huge piece that fills up most of the 3D. !cb
 
'''Cell body:''' Huge piece that fills up most of the 3D. !cb
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'''Child:''' A cube spawned by another cube (parent).
 
'''Child:''' A cube spawned by another cube (parent).
  
'''Children:''' (In cube) Scouts/scythes and admins As above only with a child of that cube. Press show child.
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'''Children:''' (In cube) Scouts/scythes and admins As above only with a child of that cube. Press show child. | (Overview) Scouts/scythes and admins can see the cubes (or # of cubes) that spawned further down the branch (away from the cell body). hit "Show" the cubes to highlight.
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'''Complete Ancestors:''' Scythes can mark all the cubes 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)
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'''Complete Children" Scythes can mark all the cubes that are direct descendants of the selected cube complete. Select a cube then hit complete children (or c+up arrow) (first check the branch for completion. Things you mark complete should be perfect)
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'''cont''': Coined by Andrearwen. As in Continue. As in, does this branch cont (extend) or not?
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'''corner cubes''': The little cubes that get missed by completion, just small corner traces.
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'''Created''': Scouts & Scythes can select this heat map to See relative time of creation of cubes. It is an option under "Heat Map". Slider changes sensitivity.
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'''cubemaster/cube mistress''': Someone who is sitting on a cell, single-mindedly working towards its completion.
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'''Deselect''': Scythes can remove the entire trace, leaving only the seed. (in inspect).
  
'''Children''': (Overview) Scouts/scythes and admins can see the cubes (or # of cubes) that spawned further down the branch (away from the cell body). hit "Show" the cubes should be highlighted.
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'''Dread 20/40''': A cube that should have been worth a lot more than 20/40pts, but got 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 points deducted from your score for "overtracing". Take a screen shot and alert a Scythe or Admin. If reaped, your accuracy will not be affected. Note that Dread 20 and Dread 40 are the most common values (being maximum time points for level 1/level 2), but other values are possible.
  
'''Complete Ancestors:''' Scythes Marks all the cubes that are direct ancestors of the selected cube complete Select a cube then hit complete ancestors (first check the branch for completion. Things you mark complete should be perfect)
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'''Evil cube''': A cube with a distinctly evil trace, usually contains some combination of merger jumps, mergers, black spills, or other difficulties

Revision as of 08:07, 2 September 2015

This page holds the contained terminology created by participants (players and admins alike) of Eyewire. Feast your eyes and gorge your brain cells on all the knowledge.

A

Acc/AQC: Accuracy

Administrator (Admin): A user who works for/with EyeWire HQ. Abilities include but are not limited to: editing cubes, moderating the chat and forum, declaring cells complete, editing the blog and wiki, and running in game competitions.

Advanced Player: A user who has passed the Lightning tutorial and has access to all active EyeWire cells. See also: Trainee

Amacrine Cell: A type of neuron in the retina. Bipolar cells make synapses onto them, and they make synapses onto ganglion cells. There is no true distinction between the dendrites and axon of an amacrine cell, the projections may be referred to as neurites (or Branches, for accuracy, or dendrites, for simplicity.

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: Autapse: Autapses are synapses that a cell forms onto itself. See also: Self-Touch

Axon: The projection from the cell body that will send electrochemical signals to other neurons. Axons can be very long, and only branches at the end.

B

Bipolar Cell: A type of neuron in the retina. Photoreceptors and horizontal cells make synapses onto them and they make synapses onto amacrine and ganglion cells. Their name comes from their appearance, as they have one projection on each side of the cell body.

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.

Branch: A part of the trace that exits the cube.

Bouton: Large roundish part of a trace.

ca: Chat appropriate. !rules.

Cell body: Huge piece that fills up most of the 3D. !cb

Chatstracted: Distracted by CHAT (again, a twisterism)

Child: A cube spawned by another cube (parent).

Children: (In cube) Scouts/scythes and admins As above only with a child of that cube. Press show child. | (Overview) Scouts/scythes and admins can see the cubes (or # of cubes) that spawned further down the branch (away from the cell body). hit "Show" the cubes to highlight.

Complete Ancestors: Scythes can mark all the cubes 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)

Complete Children" Scythes can mark all the cubes that are direct descendants of the selected cube complete. Select a cube then hit complete children (or c+up arrow) (first check the branch for completion. Things you mark complete should be perfect)

cont: Coined by Andrearwen. As in Continue. As in, does this branch cont (extend) or not?

corner cubes: The little cubes that get missed by completion, just small corner traces.

Created: Scouts & Scythes can select this heat map to See relative time of creation of cubes. It is an option under "Heat Map". Slider changes sensitivity.

cubemaster/cube mistress: Someone who is sitting on a cell, single-mindedly working towards its completion.

Deselect: Scythes can remove the entire trace, leaving only the seed. (in inspect).

Dread 20/40: A cube that should have been worth a lot more than 20/40pts, but got 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 points deducted from your score for "overtracing". Take a screen shot and alert a Scythe or Admin. If reaped, your accuracy will not be affected. Note that Dread 20 and Dread 40 are the most common values (being maximum time points for level 1/level 2), but other values are possible.

Evil cube: A cube with a distinctly evil trace, usually contains some combination of merger jumps, mergers, black spills, or other difficulties