Applied
An experiment that cannot say where it would live is a demo. This page places them: three sketches rebuilt around the actual work of proofreading a connectome, and a mapping from every component in this repo to a named panel in the eyewire-ii-community branch of ng-extend.
Everything drawn here is generated. The neuron is schematic, the EM texture is synthetic, and no segmentation, imagery or measurement from any dataset appears on this page.
From the channel wipe
The co-registered wipe, doing its real job. Left of the divider is the cell after proofreading, right is the raw segmentation before. Both sides are drawn from one skeleton, so the shared anatomy never moves as the divider passes: what changes is exactly the work. A merge error is removed, two truncated branches are extended to their real tips, and an orphaned fragment is attached. Drag the divider.
In EyeWire 2 this is the review moment: ProofreadingQueuePanel
showing what a submission changed, or SplitMergeOverlay
asking you to confirm an edit. The wipe answers the reviewer's only
question, which is what exactly did this edit do. The whatisabrain
interactive neuron was the reference for the morphology, drawn here as
a schematic pyramidal cell.
From the matrix morph
Every row in a connectivity table is a real synapse somewhere on a real arbor. Press morph: each dot keeps its identity as the table collapses onto the neuron, so you watch your partners land on the apical tuft, the basal skirt, the axon. The same argument as the matrix sketch, run in reverse: this time the geometry is what the table was hiding.
In EyeWire 2 this is CellLibraryPanel: a cell's partner
list is a grid until you ask where, and then the grid pours onto the
anatomy. The same move works for AnnotationPanel marks and
for a weekly recap, where the table of your edits lands back onto the
cells you fixed.
From the section stack
The section stack, carrying what connectomics actually stacks: electron microscopy images. Each slice is synthetic EM, membranes drawn as dark boundaries between cells, and one profile runs through the depth. Turn the segmentation on and that profile is painted across every slice, which is the whole pipeline in one control: images, aligned, becomes a volume, becomes a cell. Close the stack to see it as tissue.
In EyeWire 2 this belongs to Tutorial and
TutorialStep: the first thing a new player needs to
believe is that the 2D images and the 3D cell are the same object, and
this control demonstrates it instead of captioning it. It also fits
VolumesOverlay as the mental model behind the volume
picker.
The whole set
Component by component, against panels that exist today in the eyewire-ii-community branch. These are placements, not proposals for new screens: each one names the moment inside an existing surface where the model does a job an easing curve could not.
Claim and submit are lifecycle buttons: the packet while the edit is checked, the drawn check when it lands, and the underdamped ring when the server rejects a merge, which is a felt no instead of a modal.
New events land on the stagger and carry the unread mark that decays on its own clock. Attention clears it, so returning from the viewer tells you exactly what you missed.
Batch jobs and mesh loads get the travelling packet, so waiting has a direction, and the completion arrival makes done a state rather than an absence.
Auth, CAVE, the chunked graph, imagery and mesh workers as oscillators that pull into step as connections come up. Coherence is the honest system status, and the lock bloom is the ready moment.
Switching dataset or jumping cells sweeps the packet across the viewer chrome, and the content changes under the brightest part. The instant says exactly when the old context stopped being current.
Panels and the palette open on the spring, so a panel grabbed mid flight continues from where it is. Interruption stops being a case.
From whole cell to a single synapse is four orders of magnitude. The rung ladder keeps you oriented through the jump, which is the difference between navigating and teleporting.
Completion painted on the arbor itself, in the cell's own coordinates: the proofread fraction lives on the branches it describes, and it travels with the cell as the reconstruction grows.
The camera eases to a jumped-to location on the decay, and teammate cursors in a shared cell chase their true positions, so network jitter reads as weight instead of teleporting.
Your week grows as a dendrite, one stuck particle per edit. Growth encodes the amount of work in the amount of structure, which is the right shape for a recap about neurons.
Territory by nearest active player: who is working where, with boundaries that renegotiate live as people move through the volume.
Badges and avatar decorations packed on the golden angle, so any count from three to three hundred lays out evenly with no hand placed positions.
Celebration particles seeded by Poisson disc so bursts never clump, and lobby ambience from a flow field or a shoal, ambient only while on screen.