Difference between revisions of "The Eyewire Lexicon"

From Eyewire
Jump to: navigation, search
m
(Fixed most typos, definitions, etc.)
Line 7: Line 7:
 
<!--T:3-->
 
<!--T:3-->
 
'''Acc/AQC/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 here: http://blog.eyewire.org/tips-to-raise-your-f-score/
+
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].
  
<!--T:4-->
+
<!--[T:4-->
 
'''Administrator (Admin):'''  
 
'''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.
 
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.
Line 62: Line 62:
  
 
<!--T:19-->
 
<!--T:19-->
'''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.
 
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.
  
Line 118: Line 118:
  
 
<!--T:33-->
 
<!--T:33-->
'''cont:'''  
+
'''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?
  
 
<!--T:34-->
 
<!--T:34-->
'''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 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.
  
Line 134: Line 134:
  
 
<!--T:37-->
 
<!--T:37-->
'''cubemaster/cube mistress:'''  
+
'''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.
  
Line 142: Line 142:
  
 
<!--T:39-->
 
<!--T:39-->
'''Data Set:'''
+
'''Dataset:'''
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.
+
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-->
 
<!--T:40-->
Line 154: Line 154:
  
 
<!--T:42-->
 
<!--T:42-->
'''Delete trace/Delete seed:'''  
+
'''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]].
  
Line 188: Line 188:
  
 
<!--T:51-->
 
<!--T:51-->
'''EOS cubeː'''
+
'''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.
 
<!--T:52-->
 
'''Evil cube:'''
 
A [[The_Eyewire_Lexicon#C|cube]] with a distinctly difficult trace, usually containing some combination of merger jumps, mergers, black spills, multiple branchings etc.
 
  
 
<!--T:53-->
 
<!--T:53-->
Line 202: Line 198:
 
'''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.
 
<!--T:55-->
 
'''Eyewire Fortː'''
 
A cell which unlike the regular ones, is to be completed without any admin help.
 
 
  
 
==F== <!--T:56-->
 
==F== <!--T:56-->
Line 226: Line 217:
 
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'''
 +
A cell which is only to be ReapGrown by scythes, and scythe completed after.
  
 
==G== <!--T:61-->
 
==G== <!--T:61-->
Line 238: Line 231:
  
 
<!--T:64-->
 
<!--T:64-->
[[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.
  
Line 261: Line 254:
 
<!--T:70-->
 
<!--T:70-->
 
'''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.
+
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].
http://wiki.eyewire.org/en/Competitions#Happy_Hours
+
  
 
<!--T:71-->
 
<!--T:71-->
Line 304: Line 296:
  
 
<!--T:81-->
 
<!--T:81-->
'''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 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.
  
 
<!--T:82-->
 
<!--T:82-->
'''low wt, low weight:'''  
+
'''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]].
 
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-->
 
==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.
  
 
<!--T:84-->
 
<!--T:84-->
Line 319: Line 314:
 
<!--T:85-->
 
<!--T:85-->
 
'''[[Player_Roles#Mentor|Mentor:]]'''
 
'''[[Player_Roles#Mentor|Mentor:]]'''
An advanced player role enabling one to join other players in their [[The_Eyewire_Lexicon#C|cube]] in order to help them overcome a difficulty or teach them how to play. Requesting a mentor must be done in public chat or in scout chat if made by one scout to another. Mentors will appear in the chat with Hello-Kitty pink username. http://blog.eyewire.org/announcing-mentor-mode/
+
An advanced player role enabling one to join other players in their [[The_Eyewire_Lexicon#C|cube]] in order to help them overcome a difficulty or teach them how to play. Requesting a mentor must be done in public chat or in scout chat if made by one scout to another. Mentors will appear in the chat with Hello-Kitty pink username. See [http://http://blog.eyewire.org/announcing-mentor-mode/ blog post].
  
<!--T:86-->
+
<!--T:86]-->
 
'''Merger:'''
 
'''Merger:'''
 
An error in the reconstruction of the cell in which a part of another cell has been mistakenly included in the cell in question. This could be caused by faulty segmentation, a problem in the seed of a [[The_Eyewire_Lexicon#C|cube]], artifacts in the image data, mistakes by the players, or a combination of any of the reasons. http://wiki.eyewire.org/en/Mergers. Type !merger in chat.
 
An error in the reconstruction of the cell in which a part of another cell has been mistakenly included in the cell in question. This could be caused by faulty segmentation, a problem in the seed of a [[The_Eyewire_Lexicon#C|cube]], artifacts in the image data, mistakes by the players, or a combination of any of the reasons. http://wiki.eyewire.org/en/Mergers. Type !merger in chat.
  
 
<!--T:87-->
 
<!--T:87-->
'''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.
http://wiki.eyewire.org/en/Overcoming_Obstacles#Misalignments
 
  
 
<!--T:88-->
 
<!--T:88-->
Line 335: Line 329:
  
 
<!--T:89-->
 
<!--T:89-->
'''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 stashed, rendering the issue moot.
  
Line 381: Line 375:
  
 
<!--T:101-->
 
<!--T:101-->
'''playcomplete:'''
+
'''Playcomplete:'''
 
Play a [[The_Eyewire_Lexicon#C|cube]], exit to overview to check it, scythe complete it, then return to submit it. Useful for finding little errors when a cell is nearing completion.
 
Play a [[The_Eyewire_Lexicon#C|cube]], exit to overview to check it, scythe complete it, then return to submit it. Useful for finding little errors when a cell is nearing completion.
  
 
<!--T:102-->
 
<!--T:102-->
'''Player Roles'''
+
'''Player Roles:'''
 
Players have different roles according to their level of experience, expertise, and interests. See http://wiki.eyewire.org/en/Player_Roles
 
Players have different roles according to their level of experience, expertise, and interests. See http://wiki.eyewire.org/en/Player_Roles
  
 
<!--T:103-->
 
<!--T:103-->
'''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-->
 
<!--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 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.
  
Line 416: Line 410:
  
 
<!--T:110-->
 
<!--T:110-->
'''requestractions:'''
+
'''Requestractions:'''
 
those REQUESTS that are DISTRACTIONS from the work at hand (coined by twister2).
 
those REQUESTS that are DISTRACTIONS from the work at hand (coined by twister2).
  
Line 438: Line 432:
 
'''[[Player_Roles#Scythe|Scythe]]:'''
 
'''[[Player_Roles#Scythe|Scythe]]:'''
 
An advanced player who works with other Scouts and Scythes to correct mergers, and/or to add missing branches and nubs in the reconstruction of cells. The colour of scythes is glowing turquoise.
 
An advanced player who works with other Scouts and Scythes to correct mergers, and/or to add missing branches and nubs in the reconstruction of cells. The colour of scythes is glowing turquoise.
 
<!--T:116-->
 
'''Scythe Fort'''
 
A cell which is only to be ReapGrown by scythes, and scythe completed after.
 
  
 
<!--T:117-->
 
<!--T:117-->
Line 468: Line 458:
  
 
<!--T:123-->
 
<!--T:123-->
'''slurking:'''
+
'''Slurking:'''
 
Slithering+lurking (created by twister2, applied sometimes to him).
 
Slithering+lurking (created by twister2, applied sometimes to him).
  
Line 474: Line 464:
 
'''Snapper:'''
 
'''Snapper:'''
 
A [[The_Eyewire_Lexicon#C|cube]] wherein you get a Dread 20/40, but when you inspect it, the trace is already correct (i.e. your trace snapped the consensus; you are the tiebreaker). Coined by player mam711.
 
A [[The_Eyewire_Lexicon#C|cube]] wherein you get a Dread 20/40, but when you inspect it, the trace is already correct (i.e. your trace snapped the consensus; you are the tiebreaker). Coined by player mam711.
 
<!--T:125-->
 
'''snow/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.)
 
  
 
<!--T:126-->
 
<!--T:126-->
Line 488: Line 474:
  
 
<!--T:128-->
 
<!--T:128-->
'''squigglebranch:'''
+
'''Squigglebranch:'''
 
A branch that moves like a snake back and forth across the [[The_Eyewire_Lexicon#C|cube]]. Coined by player Andrearwen.
 
A branch that moves like a snake back and forth across the [[The_Eyewire_Lexicon#C|cube]]. Coined by player Andrearwen.
  
Line 501: Line 487:
  
 
<!--T:131-->
 
<!--T:131-->
'''stashed:'''
+
'''Stashed:'''
 
A [[The_Eyewire_Lexicon#C|cube]] that has been removed by a Scythe or Admin (or is lost when a trace changes or eliminates the parent cube) from the cell. This cube status can be seen if you scroll down in the scout toolbox.
 
A [[The_Eyewire_Lexicon#C|cube]] that has been removed by a Scythe or Admin (or is lost when a trace changes or eliminates the parent cube) from the cell. This cube status can be seen if you scroll down in the scout toolbox.
  
Line 543: Line 529:
  
 
<!--T:142-->
 
<!--T:142-->
'''Wall crawling'''
+
'''Wall Crawling:'''
 
Coloring in a low profile trace that follows along a wall. Coined by player Jwb52z.
 
Coloring in a low profile trace that follows along a wall. Coined by player Jwb52z.
  
 
<!--T:143-->
 
<!--T:143-->
'''Wall trace:'''
+
'''Wall Trace:'''
 
Low profile traces that follow along a wall (often missed by players).
 
Low profile traces that follow along a wall (often missed by players).
  
Line 555: Line 541:
  
 
<!--T:145-->
 
<!--T:145-->
'''watchtrace:'''
+
'''Watchtrace:'''
 
Mentoring in order to trace a [[The_Eyewire_Lexicon#C|cube]] for someone. Done only as a teaching strategy . Coined by player mam711.
 
Mentoring in order to trace a [[The_Eyewire_Lexicon#C|cube]] for someone. Done only as a teaching strategy . Coined by player mam711.
  
Line 567: Line 553:
  
 
==Z== <!--T:148-->
 
==Z== <!--T:148-->
'''Zombie merger:'''
+
'''Zombie Merger:'''
 
A merger that "comes back from the dead" after being reaped out, usually because it was later traced in an overlapping [[The_Eyewire_Lexicon#C|cube]], or because it was already in an overlapping cube but the reaper(s) only removed it from the first cube, forgetting to make sure the merger was gone from all the cube's iterations. (coined by Atani)
 
A merger that "comes back from the dead" after being reaped out, usually because it was later traced in an overlapping [[The_Eyewire_Lexicon#C|cube]], or because it was already in an overlapping cube but the reaper(s) only removed it from the first cube, forgetting to make sure the merger was gone from all the cube's iterations. (coined by Atani)
  

Revision as of 06:20, 8 June 2017

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.

A

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 here.

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.

Advanced Player: A player who has passed the Lightning tutorial and has access to active level 1 and level 2 cells. See also: Trainee

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.

Amacrine Cell: A type of neuron in the retina. Bipolar cells make synapses with them, and they make synapses with ganglion cells. There is no true distinction between the dendrites and axon of an amacrine cell. Their projections may be referred to as neurites or Branches for accuracy, or dendrites for simplicity. Starburst Amacrine cells (SAC) are a subtype eyewirers traced in 2013.

Ancestors: Cubes that are closer to the cell body and spawned before a given cube. The immediate ancestor of a cube is it's 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 child.

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%.

Autapse: Autapses are connections that a cell forms with itself, and through which another neurite passes. See also: Self-Touch

Axon: The projection from the 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

Backtrace: A trace going backwards from the point of a merger, allowing one to see that the piece in question is not part of the cell being traced.

Bipolar Cell: A type of neuron in the retina. Photoreceptors and horizontal cells make synapses with them and they make synapses with amacrine and ganglion cells. The 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 place in the 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

Branch: A synonym for Neurite. | Part of the trace in a 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.

Bouton: The synaptic terminal on the presynaptic cell in a chemical synapse. It contains neurotransmitters that are released when the cell is activated. These also occur along the branches of amacrine and some other cells.

C

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.

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.

Chatstracted: Distracted by CHAT (again, a twisterism)

Child: A 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.

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.

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.

CIW: Chat inappropriate word. See also: ca.

Complete: A function in the Scythe toolbox used when checking a cell to indicate a 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.

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!

Complete Ancestors: A function in the Scythe toolbox used to 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: A function in the Scythe toolbox used to indicate all the cubes 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).

Confidence: The likelihood that a segment belongs to a certain 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 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.

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 here, and you can buy a copy of it here: http://www.amazon.com/Connectome-How-Brains-Wiring-Makes/dp/0547678592.

Consensus: The trace that is accepted to be true for a cube. It changes if other players submit differing traces, and can be deliberately changed by scythes and admins. A weight of no less than 3.0 is required for a consensus to form on mystery cells, and no less than 2.0 for lightning cells.

Cont: Abbreviation for Continue. As in, does this branch cont (extend) or not?

Corner Cubes:: These occur when a trace goes through just a corner of a 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.

Created:: An option of the "Heat Map" menu. Scouts, Scythes and Admins can select this option to see relative time of creation of cubes. There is also a Slider that changes the sensitivity of this heat map.

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 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 tasks 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: Someone who is sitting on a cell, single-mindedly working towards its completion.

D

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.

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.

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.

Dendrite: A projection from the cell body that receives electrochemical signals from other cells through synapses and carries them to the Cell Body. In amacrine cells which have no axon these projections are simply called neurites.

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 inspecting a