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.
  
 
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'''Acc/AQC/Accuracy:'''  
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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].
 
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].
  
 
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'''Administrator (Admin):'''  
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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 chatlog.
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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.
  
 
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'''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:]]'''
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'''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.
  
 
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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 split, 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 hits)  the end of the dataset. In the overview, a branch may split, end, or go to the edge of the dataset.
  
 
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'''CA:'''  
 
'''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.
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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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'''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.
  
 
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'''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.
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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.
  
 
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'''[[Competitions|Competitions]]'''
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'''[[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!
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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!
  
 
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'''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)
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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)
  
 
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'''[[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.
  
 
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'''Corner Cubes:''':  
 
'''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 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.
+
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.
  
 
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'''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.
+
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.
  
 
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'''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.
+
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.
  
 
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'''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.
  
 
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'''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.
  
 
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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.
+
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:'''
 
'''Duplicate Cube/Dupe:'''
A term used by Scouts, Scythes, and Admins which indicates a [[The_Eyewire_Lexicon#C|cube]] which contains a segments or multiple segments from another cell. It is seen as a blue color in Scythe Vision.
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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.)
+
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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'''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".
+
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.
+
A 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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'''Flipping the cube/Changing Planes:'''
 
'''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 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.
+
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.
  
 
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A seed piece in a [[The_Eyewire_Lexicon#C|cube]] that is not touching any walls.
 
A seed piece in a [[The_Eyewire_Lexicon#C|cube]] that is not touching any walls.
  
'''Fort Scythe'''
+
'''Fort Scythe:'''
 
A cell which is only to be ReapGrown by scythes, and scythe completed after.
 
A cell which is only to be ReapGrown by scythes, and scythe completed after.
  
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'''Glial Cell:'''
+
'''[[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.
 
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.
  
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'''[[GrimReaper|GrimReaper]]:'''
 
'''[[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.
+
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.
  
 
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'''HH, Happy Hour:'''
 
'''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].
+
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].
  
 
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'''Inspect:'''  
 
'''Inspect:'''  
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.
+
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.
  
 
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'''Jump (In Cube):'''  
 
'''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.
+
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.
  
 
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'''Low Conf, Low Confidence:'''
 
'''Low Conf, Low Confidence:'''
A trace (or segments) in a cube that are pink/red in color when seen in inspect. Such a [[The_Eyewire_Lexicon#C|cube]] needs more traces containing those pieces, or to be locked.
+
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.
  
 
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'''Marathon:'''
+
'''[[Competitions#The_Marathon|Marathon:]]'''
 
A challenge in which all players have to work together with admins, to try to complete a cell in under 24 hours.
 
A challenge in which all players have to work together with admins, to try to complete a cell in under 24 hours.
  
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[[Overcoming_Obstacles#Misalignments|Misalignment]]
+
'''[[Overcoming_Obstacles#Misalignments|Misalignment:]]'''
 
An artifact in the data in which the slides appear to shift over. The shift might be sudden or there may be a white slide in between the two sides of the misalignment. They are more common close to the edge of the dataset.
 
An artifact in the data in which the slides appear to shift over. The shift might be sudden or there may be a white slide in between the two sides of the misalignment. They are more common close to the edge of the dataset.
  
 
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'''[[Player_Roles#Moderator|Moderator]]:'''
 
'''[[Player_Roles#Moderator|Moderator]]:'''
Players who have assumed the responsibility of being caretakers of our eyewire culture in chat. Among their duties are welcoming new and returning players, keeping the language and topics of conversation child-friendly and encouraging players by example to interact in a constructive manner.  They may remind players of the rules of chat. Their tools include the ability to mute players who continue to break the rules. Moderators will appear in chat with glowing purple username.
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Players who have assumed the responsibility of being caretakers of our EyeWire culture in chat. Among their duties are welcoming new and returning players, keeping the language and topics of conversation child-friendly and encouraging players by example to interact in a constructive manner.  They may remind players of the rules of chat. Their tools include the ability to mute players who continue to break the rules. Moderators will appear in the chat with glowing purple username.
  
 
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'''Mootstashed:'''
 
'''Mootstashed:'''
An adjective describing a [[The_Eyewire_Lexicon#C|cube]] that had an issue requiring scout/scythe/admin attention, but got stashed, rendering the issue moot.
+
An adjective describing a [[The_Eyewire_Lexicon#C|cube]] that had an issue requiring scout/scythe/admin attention, but got [[The_Eyewire_Lexicon#S|stashed]], rendering the issue moot.
  
 
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'''Mystery Cell:'''
 
'''Mystery Cell:'''
Old name of Artifact Cells. See alsoː Artifact Cell
+
The old name of Artifact Cells. See alsoː Artifact Cell
  
 
==N== <!--T:91-->
 
==N== <!--T:91-->
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<!--T:92-->
 
<!--T:92-->
 
'''Nub:'''
 
'''Nub:'''
A projection off the branch of a neuron that is short and may serve to form a synapse.
+
A projection of the branch of a neuron that is short and may serve to form a synapse.
  
 
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==O== <!--T:94-->
 
==O== <!--T:94-->
 
'''OMCS:'''
 
'''OMCS:'''
One More Cube Syndrome - when player cannot stop, must trace just one more cube. Coined by player Nseraf. If working in the wiki, it may also refer to "One more correction syndrome".
+
One More Cube Syndrome - when a player cannot stop, must trace just one more cube. Coined by player Nseraf. If working in the wiki, it may also refer to "One more correction syndrome".
  
 
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<!--T:95-->
 
'''[[Tracing using Omni|Omni:]]'''
 
'''[[Tracing using Omni|Omni:]]'''
Omni is Eyewire's big brother. It is used by expert tracers in the lab. Omni uses larger data sets than Eyewire to render 3D images of neurons, but otherwise they are very similar, and drive towards the same goals.
+
Omni is Eyewire's big brother. It is used by expert tracers in the lab. Omni uses larger data sets than Eyewire to render 3D images of neurons, but otherwise, they are very similar and drive towards the same goals.
  
 
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<!--T:96-->
 
'''Orientation:'''
 
'''Orientation:'''
Each cube has 3 axes x,y,z  and 3 orientations of planes; xy, xz and yz.To change orientation use alt + drag with mouse on 2d. This is very useful for finding extensions. In case of the [[The_Eyewire_Lexicon#M|misalignments]] xy-plane is the best to find correct trace (xy-plane is the one the original slices are seated).
+
Each cube has 3 axes x,y,z  and 3 orientations of planes; XY, XZ and YZ. To change orientation use alt + drag with the mouse on 2d. This is very useful for finding extensions. In case of the [[The_Eyewire_Lexicon#M|misalignments]] XY-plane is the best to find correct trace (XY-plane is the one the original slices are seated).
  
 
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<!--T:100-->
 
<!--T:100-->
 
'''Parent:'''
 
'''Parent:'''
A [[The_Eyewire_Lexicon#C|cube]] in which a branch (or branches) touch the wall spawning another cube - used to check traces in child.
+
A [[The_Eyewire_Lexicon#C|cube]] in which a branch (or branches) touch the wall spawning another cube - used to check traces in a child.
 +
 
 +
<!--T:100-->
 +
'''Piece:'''
 +
See "[[The_Eyewire_Lexicon#C|Segment]]".
  
 
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'''PM Me:'''
 
'''PM Me:'''
 
"Please send a private message to me" containing whatever topic of discussion.
 
"Please send a private message to me" containing whatever topic of discussion.
 +
 +
<!--T:104-->
 +
'''Poof:'''
 +
An exclamation used to express that a merger has disappeared from overview after reaping a cube it started in. Possibly coined by Nseraf.
  
 
<!--T:104-->
 
<!--T:104-->
 
'''Power Tra(cing/er):'''
 
'''Power Tra(cing/er):'''
Combining very high accuracy (95%+) with high submition speed. In theory a power tracer can accumulate 10.000 points per hour every hour if a Lv 2 cell is available. Taking advantage of his/her speed with great accuracy one can squeeze out the max. amount of points each cube has to give. Coined by player Nseraf.
+
Combining very high accuracy (95%+) with high submission speed. In