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The Information Technology (IT) area has shown great growth in recent years, even with the economic recession that 巴西 has been through and the impact of the coronavirus pandemic. It is estimated that by 2024 the area will have a deficit of more than 290 thousand professionals. However, companies still face other difficulties in hiring, especially people who are looking for their first job in the Information Technology area. Most part of these difficulties are lack of qualified manpower and high prerequisites to fill internship or junior positions. As a result, the objective of this project is: to develop a platform that connects people who seek guidance, improvement or professional relocation in the Information Technology area with professionals that already have the experience they are seeking. The first step was a research and analysis of similar platforms in the market, whose proposal involves mentoring or professional connections, and it concluded that there are no services that fully meet the project’s proposal. In the second step, a research was done about mobile development, highlighting Flutter and Firebase platform. The third step defined the application’s features, such as suggestion of users and mentors, search for users, become a mentor, private chat, video calls, Portuguese and English languages, light and dark themes and profile customization. The suggestion of users and mentors is done by a match with the registered users, relating their areas of work (where the user has experience) and the areas of interest of each one. For the coding of the project, Flutter and Firebase technologies were used. To design the app, it followed Material Design specifications. For testing and distribution, the app was published on Play Store, Google’s Android application platform. The tests were performed by both the researcher and a selected group of users to verify if the functionalities were in accordance to what was defined in the beginning of the project. Perceiving the correct functioning of the application, the project achieved the proposed objective. In addition, it expanded its reach area, because it is possible to find users and mentors from any other area of the market.
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本篇將探討在正n邊形中的內接正四邊形,即此正四邊形的四個頂點分別位於正n邊形的四個不同邊上。我們將正n邊形依邊長數分為n=4k、4k+1、4k+2、4k+3,透過電腦繪圖、尺規作圖法及公式驗證,得到以下結論:正n(n=4k)邊形有無限多個共中心內接正四邊形,而其餘正n邊形中,皆只有一個(本篇中圖形經過旋轉對稱後,大小、位置相同者為全等,則視為 "同一個")內接正四邊形,且在n=4k+2時,內接正四邊形必和正n邊形共中心;n=4k+1或4k+3時,內接正四邊形必不和正n邊形共中心,但內接正四邊形之中心必在正n邊形的一對稱軸上。最後我們提供一個能在所有的正n邊形畫出內接正四邊形的尺規作圖法。
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利用近端策略優化演算法結合內在好奇心模組進行2D雙足模型行走模擬
強化學習為當前AI領域的熱門話題,其特點是在環境的獎勵與懲罰下,進行學習。強化學習雖然較為困難,但其成功的項目都非常有名,其中最著名的例子有: AlphoGo、AlphaZero等等。 深度強化學習(DRL)是深度學習與強化學習的結合體,本專題透過DRL實現近端優化策略演算法,來使BipedalWalker環境中的二足模型學會行走,並調適超參數與神經網路來讓模型訓練擁有更好的結果。 經過實驗後發現,適當的降低獎勵折扣衰減率能有效的提升學習速度以及學習上限,同時可以避免分數落差過大導致的Dead relu問題。最終的結果能讓平均分數達到302分,成功達成了BipedalWalker環境要求(平均分數>=300分)。 為了使智能體擁有更好的探索能力,本專題加入了ICM(Intrinsic Curiosity Module),成功提升了最終的平均分數至316分,將不摔倒的機率提升至99%,最高分數則到了320分,使得雙足模型能以更快的速度向前移動並保持穩定。
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聲音的形狀-國小英語與國語發音教學的探討
本研究利用電腦程式,紀錄分析聲音在時間領域的形狀,探討英語音標和國語注音相似音的差異,並分析聲音在頻率領域的形狀,並瞭解受測學生和老師在英語句子和國語成語的差異,作為發音教學評估的指標。
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本研究旨在探討「水滴的帶電程度」,利用攝影機拍攝水滴受靜電棒作用後的現象,搭配Tracker電腦軟體,觀察「各種水滴」受「不同靜電力」的影響所產生「偏移」、「裂解」、「單位水滴質量的電量負載(q/m)」...等結果有何差異。研究結果發現:(一)水滴的確會帶電,並可繞轉或吸附靜電棒;(二)水滴受靜電作用後會在針尖發生裂解,裂解後的小水滴極限質量為0.00085(克);(三)從水滴的軌跡可得知(加)速度,透過x-t、v-t與a-t圖,可推知水滴裂解瞬間的(加)速度、重力與靜電力間的關係,進而估算「q/m」,分析水滴的帶電程度;(四)改變水滴的類型並重複實驗可知:鹽水的偏移量、帶電量、荷質比最大,而酒精最小;因此,帶電離子與氫鍵可能影響水滴的帶電程度。
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A Person Re-identification based Misidentification-proof Person Following Service Robot
Two years ago, I attended a robot contest, in which one of the missions required the robot to follow the pedestrian to complete the task. At that time, I used their demo program to complete the task. Not long after, I found two main issues: 1. The program follows the closest point read by the depth camera, which if I walk close to a wall next to, the robot may likely ‘follow’ the wall. 2. Not to mention if another pedestrian crosses between the robot and the target. Regarding these two issues, I decided to improve it. We’ve designed a procedure of using YOLO Object Detection and Person re-identification to re-identify the target for continuous following.
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A Person Re-identification based Misidentification-proof Person Following Service Robot
Two years ago, I attended a robot contest, in which one of the missions required the robot to follow the pedestrian to complete the task. At that time, I used their demo program to complete the task. Not long after, I found two main issues: 1. The program follows the closest point read by the depth camera, which if I walk close to a wall next to, the robot may likely ‘follow’ the wall. 2. Not to mention if another pedestrian crosses between the robot and the target. Regarding these two issues, I decided to improve it. We’ve designed a procedure of using YOLO Object Detection and Person re-identification to re-identify the target for continuous following.
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密碼為我們生活中常見的一項工具,它可以為我們保護我們的隱私,以免受到別人侵犯,但也同時間出現許多問題,例如:若密碼太過單純會使密碼的功能失去意義,讓其他人可以輕易存取使用者的資料。 在臺灣,注音文密碼是十分常用的密碼,因為它乍看像亂碼,其實有一定的規律存在,而這些密碼,卻容易被判斷為安全的密碼,因此,我們希望可以將這個問題改善。 在研究中,我們先研究密碼強弱,再探討注音文密碼中在一般密碼中的比例,最後達成我們希望的目標—寫出一個可以偵測加入注音文策略的程式。在研究中,我們亦討論各個密碼演算法的優點及缺點,以找出可以最準確判斷的程式,並在研究的最後,提出可以將這套方法擴充至其他語言或是輸入法的可能性。
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本研究旨在設計一個使用模式,以不切換中、英文輸入法打字的原則之下,能夠完整的自動辨識出一個包含中文(注音、嘸蝦米、倉頡)與英文完整句子。經實測結果,正確率達到94.23%以上。
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Imperative Programming程式碼與Functional Programming程式碼的等價性與其證明,使用Agda
本研究主要考慮在盡量保留可讀性的情況下,找出將 Imperative Programming 程式碼對應的 Functional Programming 的程式碼並證明。 結果如下: 一、if statement 等價於由 ifte 函數所構成的程式碼,其中函數ifte定義在本文內 二、某些 for-loop statement 等價於由 foldl 函數所構成的程式碼 三、某些 for-loop statement 等價於由 map 函數所構成的程式碼
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非平衡系統之多體粒子集體行為相變研究:量子電腦統計在有序參量分析之應用
我們設計一AIoTs物聯網相變實驗系統,觀察與分析多體粒子的彈跳運動行為,並以二分法來觀察系統在不同驅動電壓下的粒子數失衡參數α與有序參量β;在改變頻率實驗中,觀察到低驅動電壓下的粒子集體行為(collecting behavior)、臨近相變臨界點之粒子漸近行為(Approaching behavior)、與遠離相變臨界點之粒子漲落行為(Fluctuation behavior)皆與頻率有關,且臨界電壓隨頻率增加,呈現指數遞減,約在6 Hz後即趨於常數3.6 eV,而高驅動電壓下之粒子漲落行為仍依然存在,而量子電腦計算結果說明,利用26-Qubits成功描述20個自旋粒子在控制旋轉閘(Controlled Rotate Y-gate)運算下的相變行為,並能完美擬合相變區間之漸進行為(Approaching behavior)。藉由本次科展所提出之實驗模型,可以在未來為凝體物理系統與相變實驗提供更豐富的研究課題與更廣闊的研究前景。
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本研究以AI虛擬試衣系統(Virtual Try-on模型)為主題,透過深度學習技術,並結合幾何匹配模型,最後開發出試衣系統,將使用者上傳的照片,模擬成穿著新衣的模樣。 首先,將人物原始圖片取出骨架節點,並生成人體遮罩以及保留人物頭部。而後將三個輸出合成為高維特徵圖。接著將目標替換衣物生成出依照人體姿態扭曲後的衣物圖片。最後於Virtual Try-on模型中,將人體高維特徵圖與扭曲衣物共同輸入,並經過運算後合成出穿著目標衣物之人體圖像。本研究結果發現,人物站姿單純,且雙手緊貼身側,以及拍攝角度為正面、衣服款式為短袖、背景色彩對比度較高與衣服圖案單純的原始圖片得出的結果圖片與測試圖片相似度較高。
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