Difference between revisions of "The Eyewire Lexicon/ko"
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A projection from the [[The_Eyewire_Lexicon/ko#C|cell body]] of a neuron, which could either be dendrites or the axon. In [[The_Eyewire_Lexicon/ko#A|amacrine]] cells these projections are all called neurites as they are not differentiated.
A projection from the [[The_Eyewire_Lexicon/ko#C|cell body]] of a neuron, which could either be dendrites or the axon. In [[The_Eyewire_Lexicon/ko#A|amacrine]] cells these projections are all called neurites as they are not differentiated.
Revision as of 07:02, 30 June 2016
이 페이지는 아이와이어에 관련된 정의들과 참여자들에 의해 만들어진 용어들을 소개합니다. 이 모든 지식들로 여러분의 눈을 즐겁게 하고, 여러분의 뇌 세포들을 배부르게 하세요.
Acc/AQC/Accuracy-정확도: 플레이어 정확도는 최근에 제출한 60개 큐브 정확도의 평균으로 나타냅니다. 정확도는 항상 공개되어 있으며, 플레이어의 프로필에서 확인하실 수 있습니다. 여러분의 정확도를 향상시키기 위한 힌트는 이곳에서 보실 수 있습니다.
Administrator (Admin)-관리자/어드민: 아이와이어 본부에서 일하는(혹은 일했던) 사람을 말합니다. 그들의 업무는 다음을 포함하지만 이 일들만 하는 것은 아닙니다. "수확, 큐브 만들기, 채팅창과 게시판 관리, 추적을 위한 새로운 세포를 업로드, 세포의 완성 선언, 블로그와 위키 작성, 게임 내 이벤트 관리, 이벤트 승자에게 보너스 점수 부여" 관리자들을 "Golden Ones"라고 하기도 하는데 채팅창에서 그들의 이름이 금색으로 표시되기 때문입니다.
AI-인공지능: 인공지능(Artificial Intelligence)입니다. AI는 우리가 작업한 2D 뉴런 이미지의 어두운 경계선을 3D형태로 바꾸어줍니다. AI는 훌륭하지만 완벽하지는 않습니다. AI는 때때로 뉴런의 모든 구멍을 메우지못하거나 뉴런 구조의 마디나 가지를 놓칠 수 있습니다. 플에이어들의 추적을 통해 이런 컴퓨터 프로그램의 실수를 수정할 수 있습니다.
Amacrine Cell-무축삭 세포: 망막에 있는 뉴런의 한 종류입니다. 양극성 세포는 그들과 시냅스를 형성하고, 신경절세포와도 시냅스를 형성합니다. 무축삭 세포에서는 수상돌기와 축삭사이에 뚜렷한 차이가 없습니다. 무축삭 세포의 돌기들은 신경돌기, 정확하게는 가지, 간단하게는 수상돌기라고 합니다. 성화상 무축삭 세포(SAC)는 아이와이어 플레이어들이 2013년에 추적한 무축삭 세포의 하위 타입입니다.
Ancestors-조상 큐브: 주어진 큐브보다 먼저 생성된 세포체에 더 가까이 있는큐브들을 말합니다. 어떤 큐브의 바로 직전 큐는 부모 큐브라고 말합니다.길잡이, 큰낫 그리고 관리자는 길잡이 도구 상자의 "부모 보기"를 눌러서 이 큐브들(혹은 그들의 번호)를 볼 수 있습니다. "부모 보기"를 누르면 전체보기에서 이 큐브들이 하이라이트됩니다. 자식 큐브도 확인해 보세요.
Artifact Cell-아티팩트 세포: 초기 튜토리얼을 마친 플레이어라면 누구라도 플레이할 수 있는 세포들입니다. 이 세포들은 Lv1 세포입니다. 이 세포들을 개척하기 위해선 70%의 정확도가 필요합니다.
Backtrace: 합쳐짐으로부터 거슬러 올라가는(합쳐짐이 본래 속한 세포의 방향으로) 추적을 말합니다. 어떤 조각이 합쳐짐인지 아닌지 확신하기 어려울 때 이런 추적이 있다면 그 조각은 분명히 그 세포에 속하지 않음을 알 수 있습니다.
Black spill-블랙 스필(검은 얼룩): (dark spill이나 ink spill이라고도 함.) 아이와이어의 큐브에서 세포 염색에 사용한 염색제가 염색의 목표를 넘어서 특정 부분에 고이거나 번지면서 생기는 부분을 말합니다. 주로 검은 점이나 강처럼 보입니다. 이 부분을 추적하는 것은 대체로 매우 어려우며 거칠고, 뚝뚝끊긴 모양을 나타냅니다. 더 자세한 내용은 이 튜토리얼 비디오를 참고하시기 바랍니다
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.
ca: 채팅에 적절하다는 뜻입니다. 플레이어들은 그들의 말을 아이들도 읽을 수 있을 정도의 수준과 건전함을 유지해야합니다. 이것은 말뿐만이 아니라 대화의 주제도 포함합니다. 만약 다시 떠올리고 싶으시다면 채팅창에서 !rules를 입력해보세요.
Cell Body-세포체: 한 뉴런안에서 핵과 다른 세포기관을 포함하는 크고 둥글납작한 부분입니다. 채팅창에 !cb를 입력해 보세요.
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-자식들: 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: 채팅에 부적절한 단어(Chat inappropriate word)입니다. ca도 참고해보세요.
Complete-완성: 길잡이 도구창에서 존재하는 기능으로 큐브가 올바르게 자랐고 완료되었다는 것을 의미하기 위한 기능입니다. 큐브의 완성 상태를 표시하는 투표에서 두 표는 그 큐브를 더 이상 플레이 불가능하게 만듭니다. 전체보기에서 이 큐브들은 한 표를 받았는지 두 표를 받았는지에 따라서 보라색이나 자주색으로 나타납니다. 길잡이는 한 표를 줄 수 있고, 운영자는 백만 표를 줄 수 있습니다.
Competitions-대회: 아이와이어에는 많은 대회가 있습니다. 재미를 위한 해피 아워와, 마라톤은 당신의 끈기를 시험할 것이고, 헌트는 당신의 정신적 예리함을 한계까지 밀어붙일 것입니다. 어려운 큐브 챌린지와 팀 대결은 추가적인 포인트를 얻거나 실제 상품을 얻을 기회를 제공하기도 합니다. 진행중이거나 계획된 대회가 있을때는 아이와이어 창 윗쪽 상단바에 팀을 선택하거나 등록할 수 있는 파란색 박스가 있을것입니다. 등록하지 않으면 보너스도 없으니 잊지 마세요.
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.
cont: Continue(계속되다)의 약자입니다. cont를 extend(확장하다)의 의미로 쓸수 있습니다.
corner cubes-구석 큐브: 보통 뉴런이 큐브의 구석을 지나갈때 생깁니다. 보통 특별히 더할 부분은 없지만, 만약에 있을 수도 있고, 여전히 확인할 필요가 있습니다. 그들은 채팅창에 올라오지 않는 조금의 점수를 플레이어에게 주기 때문에, 새로온 플레이어들은 그들만 이런 큐브를 받는다는 인상을 받을 수 있습니다. 걱정하지마세요. 서버는 모두에게 공평하게 큐브를 배분합니다.
Created-생성된 시간: "히트맵" 매뉴의 한 창입니다. 큰낫이나 길잡이는 큐브의 상대적인 생성 시간을 보기 위해서 이 옵션을 선택할 수 있습니다. 또한 이 히트맵의 민감도를 변화시킬수도 있는 조절 가능한 창이 있습니다.
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: 한 세포에 앉아서 그 세포의 완성을 향하여 꾸준히 큐브를 완성하는 사람을 말합니다.
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.
Data Set-데이터 집합: 데이터 집합인 E2198은 독일의 막스 플랑크 기관에서 주사 전자 현미경으로 쥐 망막에서 얻어졌습니다(비공식적으로는 Harold라고 불리는 쥐). 데이터 집합의 크기는 350x300x60 미크론(μm)입니다.
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.
Deja-Cube: 같은 큐브를 두번 이상 하고 있다는 느낌이 들때 사용합니다. It may be triggered by a cube that overlaps one you did before that has part(s) of the same seed and trace. It may also be the same cube presented by the server in a differing orientation. Coined by player Faunhaert. The server may also present a cube again from a different orientation.
Downstream: 선택된 큐브보다 세포체에서 더 가까이 있는 큐브들을 말합니다.
Dread 20/40: A situation in which a 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 neuritebeing followed). Take a screen shot and alert a Scythe or Admin. If the cube is then reaped, 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.
Dust: One or more small segments that have been missed by the AI when spawning the cube, or by players when tracing it. (In contrast to a nub which projects from the dendrite and changes the profile of the trace.)
EOS cubeː End of sample/edge of sample cube, a cube which is on the edge of the examined sample, often contains multiple misalignments. Coined by player skruffylooter.
Evil cube: 보통 합쳐짐으로 인한 틈, 블랙 스필, 합쳐짐, 여러 가지들의 조합이 있는 꽤 추적하기 어려운 큐브를 말합니다.
Explore Mode: A feature that allows a player to trace in a third color, different from that of their trace and the seed. The player can then can choose to include or omit the “explored” segments from their final trace. This feature is especially helpful when using a process of elimination to follow a difficult trace.
Flag: A tool in the scout toolbox used by scouts to draw attention to a certain cube when using Scythe Vision in overview. Causes the cube to show up as yellow. inspect a cube and click "flag".
Flaglog: Verb meaning to flag + log a cube. In fact, a scout should never just flag. They should Flaglog. Coined by player Cliodhna.
Flipping the cube/changing planes: 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.
Fortː A cell which unlike the regular ones, is to be completed without any admin help.
Gamemaster-게임마스터: 운영자라는 용어와 함께 게임플레이의 담당을 맡고 있는 사람들을 부르는 다른 용어입니다.
Ganglion Cell: The neurons responsible for transferring information from the retina to the brain.
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.
Glial goo: The evilness of glial when it latches onto something else that is legit.
Golden One(s): A term for admins/devs. Refers to the gold color they use in chat.
GrimReaper: An all powerful being in EyeWire. Has the abilities to remove mergers, extend branches, assign duplicate cubes to the correct cell, give points to those who lend a hand, and take points away from those who work to hinder scientific progress.
헤롤드: 과학을 위해서 그의 망막을 과학이 기부한 쥐의 비공식적 이름입니다. 헤롤드의 망막은 아이와이어가 시작되기 오래 전에 추출되어 데이터로 변환되었습니다.
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. http://wiki.eyewire.org/en/Competitions#Happy_Hours
Heat Map: A function in EyeWire used by Scouts, Scythes, and Admins to visualize information about the cell, using each cube as a single data point.
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.
Inspect: Term that Scouts, Scythes and admins use to signify entering a cube from overview or after jumping from a cube given in chat. A function present in the scout's toolbox.
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.
Jump (In Cube): A term Scouts, Scythes and admins use to jump to a child or parent cube of the currently selected cube, or from an ID given in chat.
Lightning Cell: The old name of Relic cells. Cell ranking was instituted after the end of the Starburst Challenge. See alsoː Relic Cell.
Lightning Tutorial: A series of cubes picked to train players to deal with the potential problems they will run into in Lightning cells.
low conf, low confidence: A trace (or segments) in a cube that are pink/red in color when seen in inspect. Such a cube needs more traces containing those pieces, or to be locked.
Marathon: A challenge in which all players have to work together with admins, to try to complete a cell in under 24 hours.
Mentor: An advanced player role enabling one to join other players in their 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/
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 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.
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. http://wiki.eyewire.org/en/Overcoming_Obstacles#Misalignments
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.
mootstashed: An adjective describing a cube that had an issue requiring scout/scythe/admin attention, but got stashed, rendering the issue moot.
Mystery Cell: Old name of Artifact Cells. See alsoː Artifact Cell
Nub-마디: 가지에서 뻗어나온 짧은 돌기를 말합니다. 시냅스를 형성하고 있을 수 있습니다.
Nublets: 자그마한 아기 마디들을 말합니다. 주로 큐브안에 이런 작은 마디들이 많이 있을 때 사용합니다.
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".
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.
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 misalignments xy-plane is the best to find correct trace (xy-plane is the one the original slices are seated).
Overcoloring: A calculation of the percentage of the total incorrect volume added to the trace.
Overview-전체보기: 아이와이어에서 전체 세포를 보여주는 3D 모습입니다.
Parent: A cube in which a branch (or branches) touch the wall spawning another cube - used to check traces in child.
playcomplete: Play a 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.
Player Roles Players have different roles according to their level of experience, expertise, and interests. See http://wiki.eyewire.org/en/Player_Roles
pm me: "Please send a private message to me" containing whatever topic of discussion.
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.
Reap: To re-weigh the consensus of the currently selected cube. This can be done by Scythes and Admins. Re-reaping a cube (a second time) after having added or removed one more more segments reallocates each scythe's 2 reap weight to the new trace. Depending on the weight of the cube it may take more than one scythe to add or remove something from the consensus. Unless the cube is marked "complete" players can still play that cube which may result in loss of the correction. An admin reaps with a weight of 1 million making further changes by others impossible. Reaping a cube will turn it orange if reaped by a scythe (unless it was previously scouted, in which case it remains yellow) or red if reaped by an admin. To reap a cube, enter it with the inspect tool, make necessary changes to correct the trace, and then click the button "reap".
reapgrow: With direction or permission from Admins, scythes/admins reap traces without logging just to grow a branch/cell. Usually done to complete an errand branch in an otherwise finished cell or in special HQ missions when they find missing branches in previously completed cells.
reapviewː When an admin reviews+reaps a cell to complete it. reap+review= reapview. Another twisterism.
Relic Cellː Level 2 cells, these are more difficult than Level 1 (Artifact) cells. Points earned on these cells are doubled. The accuracy requirement for trailblazing on these cells is 80%.
requestractions: those REQUESTS that are DISTRACTIONS from the work at hand (coined by twister2).
Resolution: Smallest unit or resolution in dataset is a voxel, 16.5 x 16.5 x 23 nm in size. A cube or a volume contain about 256^3 = 1,6777,216 voxels.
SBEM: Serial Block Electron Microscopy or Serial Block Face Electron Microscopy (SBFSEM) was specifically developed for imaging neurons. After the sample is stained with a heavy metal, it is inserted into the SEM. The surface of the sample is imaged and then it is shaved off, exposing a layer of the surface underneath the layer that was just imaged. While this is a very effective process, it is also destructive to the sample; if a mistake is made, there is no second chance. Misalignments are the expression of such faults.
Scout: A player who looks for mergers, missing branches, and missing nubs in the reconstruction of cells. The colour of scouts is turquoise.
sc: Scythe complete. When a Scythe or Admin marks a cube as 'complete' in overview. Requires two scythes or one Admin to 'lock' so the cube is no longer in play. This status may be seen using the weight Heat Map. Scying is the verb form. Coined by Nseraf.
Scythe-큰낫: 다른 큰낫이나 길잡이와 함께 일하며 합쳐짐이나 빠진 가지, 마디등을 수정하는 사람입니다. 큰낫의 색은 청록색으로 빛납니다.
Scying sc-사이드 완성의 동사형태입니다.
Scything: 큰낫이 큐브를 수확하는 것을 말합니다.
Seed: The initial segments that are given to a player when entering a cube. These segments are present in the overlap from the parent cube and are presented as the beginning of the trace in the child. In default color mode the Seed is blue.
Segment: Subdivisions of the data which an artificial intelligence has decided belong together. Players must chose all the segments belonging to the neuron when tracing a cube and avoid coloring those which do not belong.
slurking: Slithering+lurking (created by twister2, applied sometimes to him).
Snapper: A 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.
snow/dust: One or more small segments that have been missed by the AI when spawning the cube, or by players when tracing it. (In contrast to a nub which projects from the dendrite and changes the profile of the trace.)
Soma-세포체: 세포체(cell body)의 동의어입니다.
squigglebranch: A branch that moves like a snake back and forth across the cube. Coined by player Andrearwen.
Starburst Amacrine Cell: A type of Amacrine cell that plays a role in directional selectivity. Starburst amacrine cells (SAC) are a subtype of retinal amacrine cells traced by eyewirers in 2013. Their dendritic arbor has a characteristic “starburst” shape. Two main roles for starburst amacrine cell have been characterized. SACs are (1) important in the computation of direction-selectivity and they also serve (2) an important function in the development of the retina. 29 starburst neurons reconstructed by eyewirers (starburst challenge) were used for a publication in nature: “Space–time wiring specificity supports direction selectivity in the retina” (Jinseop et al, may 2014). [http://blog.eyewire.org/eyewires-first-scientific-discovery-and-nature-paper/ ]
Starburst Challenge: A challenge in EyeWire where players were mapping as many Starburst Amacrine Cells as possible. This challenge has since been completed.
stashed: A 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.
Synapse: A connection between the axon of one cell and the dendrite of another. In chemical synapses, neurotransmitters are released from the presynaptic cell’s axon and are absorbed by the postsynaptic cell’s dendrite. In electrical synapses, an action potential flows directly from the axon of one cell to the dendrite of another through a shared cytoplasm.
Task: 큐브의 동의어
Trace-추적: 플레이어가 색칠하고 제출한 큐브의 조각들을 말합니다.
Trailblazing/er: Being the first person to trace a cube.. A player must have 80% accuracy to be eligible. For further explanation, type !tb in chat.
Trainee: A beginning player who is working on the basic tutorial and has no access to other cubes.
Undercoloring-덜 색칠함: 플레이어의 추적에서 빠진 전체 부피를 퍼센트로 계산한 것을 말합니다.
Upstream: 선택된 큐브보다 세포체에서 더 멀리 떨어져있는 큐브들을 말합니다.
Volume: The units into which the 3D image of the whole sample is divided are the volumes, and each volume overlaps with its neighbors. 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.) 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.
Voxel: The abbreviation of 'volume pixel', the 3D equivalent of a pixel.
Wall crawling Coloring in a low profile trace that follows along a wall. Coined by player Jwb52z.
Wall trace: Low profile traces that follow along a wall (often missed by players).
(Please) watch me: Requesting a mentor come into the cube to assist per "mentor rules". The request must be made in general chat, or in scout chat if made by one scout to another.
watchtrace: Mentoring in order to trace a cube for someone. Done only as a teaching strategy . Coined by player mam711.
Weight-가중치: 큐브가 제출된 총 횟수를 말합니다. 큐브를 제출할 때마다 그 큐브에 정확도가 낮은 플레이어는 0.1, 일반 플레이어들은 1의 가중치를 줍니다. 큰낫의 수확은 3의 가중치를 줍니다. 운영자가 하는 수확은 큐브에 백만의 가중치를 줍니다. 세포내에 있는 큐브의 상대적인 가중치는 길잡이, 큰낫, 운영자의 heat map|히트맵(heat map)을 통해서 볼 수 있습니다.
Zombie merger-좀비 합쳐짐:수확으로 제거되었으나"죽음으로부터 돌아온 합쳐짐"을 말합니다. 이것은 보통 나중에 중첩된 큐브에서 다시 추적 되어 생깁니다. 혹은 이미 중첩된 큐브에 존재하고 있었는데 한 큐브에서만 제거하고 다른 중첩된 큐브에서 합쳐짐을 제대로 제거하지 않았을 때도 생깁니다. (Atani님의 신조어)