搜尋結果
查詢 電腦共找到 881筆。 如查無相關資訊,可至 進階搜尋 進行查詢
熱門關鍵字: the king 水果 豆漿 電腦
線上教學資源

金瓜石為什麼產金?如何區分黃金與愚人金?黃金為什麼珍貴?

金瓜石為什麼產金? 地殼中的黃金含量稀少,但是在特殊的地質條件下,地層中的黃金卻能夠聚集在一起,具有開採價值,這就是所謂的金礦。 許多金礦的形成,都與古代的岩漿活動有關。如金瓜石地區金礦的形成,就與百萬年前基隆火山群的岩漿活動關係密切。 在金瓜石地區,地下水被岩漿加熱成溫度極高的溫泉,而且岩漿物質也溶入溫泉裡頭,使得這類溫泉大多呈現酸性,能夠溶解許多地層中的礦物質(包括黃金),稱之為熱水礦液。 熱水礦液沿著地層中的破碎帶向上流動,壓力和溫度降低,黃金等各類礦物在岩石裂隙中沉澱,逐漸聚集成為金礦。這就是「點石成金」的熱水礦化作用。 含有黃金成份的熱水礦液沿著斷層向上滲流,一點一點沉澱累積,終於形成黃金礦體。 金瓜石的金礦,最初深埋在地下,在板塊運動的作用下,逐漸被抬升到現在的高度。隨著覆蓋在上頭的厚重地層漸漸被侵蝕消失,地下的金礦也就離地面愈來愈近,部分金礦甚至還會露出地表呢! 如何區分黃金與愚人金? 在九份、金瓜石地區販賣礦石的攤位上,經常可以見到一顆顆黃澄澄的立方體結晶,這就是似金非金的愚人金~黃鐵礦。 黃金的產狀通常都不規則,可是在野外卻常有機會找到晶形漂亮的黃鐵礦。 其次,雖然看起來都是黃澄澄的,可是黃鐵礦的顏色偏白,不像黃金是金黃色的。 把黃鐵礦在白色瓷板上刮刮看,會留下一條黑色的條痕,可是用同樣的方法,黃金的條痕卻是金黃色的。 而且,兩者比重明顯不同,黃金比重高達19.3,可是黃鐵礦只有5.0,將差不多大小的黃金和黃鐵礦分別放在雙手一秤,就可以明顯感受的黃金沉甸甸的份量。 黃金為什麼珍貴? 金是一種稀有的元素,在自然界分佈相當廣泛,但是含量卻極少。在自然狀態產出的金,常含有銀,偶而也含有少量的銅、鉛、錫、鋅等類的金屬。 自古以來,黃金就是財富的象徵,不單只是它閃亮的金黃色,更因為它的稀有珍貴,所以人們總是把黃金製成錢幣、條塊或各種飾品,既具有保值功用,又有藝術價值。 黃金的導電性佳,不容易受日曬雨淋而發生化學變化,穩定性很高,而且還能敲成非常薄的金箔和金絲,所以許多電器產品的零件都少不了它,像電腦裡的電路板就有這種材料。

> 更多

科學研習月刊

57-7

NO.57-07 2018 SEP | 科學研習期刊目錄 本期專題 科學遊戲大家談 科學遊戲「大家」談 | 許良榮 再生材料融入科學創客活動之教學經驗分享 | 許兆芳 從童玩談自造科技 | 王德麟 靜電遊戲 | 陳坤龍 在實驗小學玩科學遊戲 —以岳明國小為例 | 盧俊良 紙愛科學DIY | 謝迺岳 玩碳奈米材料遊戲 —以辦理國小奈米寒假營活動為例 | 林志明、李紫原、唐文華、張美玉 森棚教官的數學題 公園跑切線 | 游森棚 科學話題 日本風神居住地 - 鳥取沙丘 | 梁勝雄 科學讀書會 思考的演算:跟著電腦學思考,你也可以成為計算思考大師 | 白榮銓 總召集人的話 有「愛博士」(Dr. Love)美稱的美國南加大特教系已故教授 Leo Buscaglia( 1924-1998)曾說:「很弔詭的是,許多教育人員和家長們仍然將學習時間和遊戲時間區分開來,而沒有看到它們之間的重要連結」。科學研習和遊戲該妥為連結。本期特別以「科學遊戲『大家』」談」為專題,請國立台中教育大學科學教育與應用學系許良榮教授擔任特約主編。 專題文章含專題導言共有七篇:「專題導言」〈科學遊戲『大家』」談〉從科學遊戲已受到國人關注但需以嚴謹的方法進行論述、討論或研究切入,並簡介其它六篇專題文章。〈再生材料融入科學創客活動之教學經驗分享〉一文透過教學實務案例,分享如何選取再生材料與活動引導歷程,讓學生從實作中累積經驗,應用科學知識解決問題。〈從童玩談自造科技〉一文借助軌道組和音樂鈴兩種自造科技,介紹其科學原理和科技與工藝概念。〈靜電遊戲〉一文透過五個實驗利用生活中簡單的道具製造不同的靜電效果,藉以說明靜電產生的原理及特性。〈在實驗小學玩科學遊戲—以岳明國小為例〉一文分享科學遊戲運用在實驗小學自然教學的經驗。〈紙愛科學DIY〉一文分享10 種(摺、撕、驗⋯⋯)紙的趣味教學。〈玩碳奈米材料遊戲─以辦理國小奈米寒假營活動為例〉一文介紹可帶領學童認識自然界中碳奈米現象,體現以玩碳奈米材料遊戲的教學模組。 「森棚教官的數學題」刊登〈公園跑切線〉一文,拋出在正三角形公園內的正三角形綠地外跑切線問題,供讀者自主探索或發想科展題目。「科學話題」單元刊登〈日本風神居住地─鳥取沙丘〉一文,介紹位在日本中國地區的鳥取縣一片廣大、狀似「沙漠」的地形景觀,是如何形成的?為什麼當地人一面保護這一片「沙漠」深怕它消失,一面又怕它擴大影響生活? 十二年國教課綱中,資訊科技課程是以運算思維為主軸。但是,何謂運算思維?包含那些技能?如何應用來解決問題?本期「科學讀書會」導讀《思考的演算:跟著電腦學思考,你也可以成為計算思考大師》一書,該書搭配遊戲、謎題、魔術以及電腦科學家正在研究的真實難題,解釋何謂計算思考(即運算思維),以及相關的各種技巧。 此外,本期是本刊今(2018)年7 ∼ 8 月暑假期間休刊後的9 月復刊號,自本期起本刊僅有官網全本電子書及單篇 PDF 檔的美編版,不再印、寄紙本。 總召編輯委員 - 李隆盛 關於本刊 出版單位:國立臺灣科學教育館 發行人:陳雪玉 總召集人:李隆盛 編輯委員:古建國/全中平/李文獻/李旺龍/李源順/李進寶/林沛練/林坤誼/許良榮/蔣中柱/胡秀芳/陳正改/陳竹亭/陳玫良/楊水平/游森棚/謝隆欽/張子超 策劃:曾聰邦 主編:錢康偉 本月專題特約主編:許良榮 編輯:張志定/吳郡怡 網頁設計編輯:施曉恬/陳璽君 投稿規範請來信詢問:article@mail.ntsec.gov.tw

> 更多

科展作品檢索

The Use of Simulated Annealing in Predicting Solar Flare Activity

A program based on the simulated annealing (SA) algorithm was developed to allow for a longer-term prediction of the occurrence of solar flares, thus reducing the risks they may pose to astronauts, satellites, and ultimately the planet Earth. Sunspot data such as the solar cycle, the appearance of sunspots, the sun's magnetic field, the occurrence of solar flares and other factors that concern the sun were considered in the development of the algorithm. The program, coded in C++, included providing for an initial random state that pertained to the sun's state at a specified time. A neighborhood function was designed based on how sunspots are formed and how they disappear, and the probability function was designed using previous solar cycles to show relationships between the number of sunspots and the time it takes for the sun to reach solar maxima. Finally, the cooling function was designed as a representation of the time. Recorded sunspot counts obtained from the US National Geophysical Data Center (NGDC) during the solar cycle 22 from 1986 to 1996 was used as test data. The output was compared to the actual recorded solar events or the period. The program was found to be 66.7% accurate in predicting solar flares when compared on a smoothed trendline, while it exhibited a 50.5% accuracy when comparing day-to-day data. Since solar flare acitivty is predicted in terms of the trend of activity and intensity, improving daily data accuracy is superfluous. Smoothed trendline prediction accuracy may however be improved by altering the importance of each factor in predicting solar flare activity and by devising a different sunspot classification scheme for intensity and activity.

> 更多

科展作品檢索

Parallelize it! 運算分享與系統自我校調

The research is about the optimal on parallel processing. Through boot disk – which will automatically finish booting configuration, .it is efficient and quick to build high performance PC clusters. The advantage of parallel computing could be applied to massive image processing. By sharing processing and breaking huge processing load into lots of pieces, we could get more efficient result. It is also possible to optimal parallel system through some special means such as dynamic configuration. Through the means, the system could distribute work loading itself. It could also adjust itself to get the highest performance and the most stable environment. 本研究之目的在於探討平行處理中的計算資源的最佳化,透過自動完成開機設定的Boot Disk 來有效快速建製出高效率的PC Clusters 環境,並透過動態配置與類神經網路的校調,使整體叢集的運算能自動調整至最佳化。平行處理優勢,可以應用在耗費極大量的運算資源的影像處理上。透過運算資源分享,可以以很高的效率將極為龐大的運算工作分散成許多較小的程序,使影像處理速度加快。經由平行演算法及實際應用的調整,可對已成形之平行系統作效能上的加強。使用類神經網路的方式訓練,使其系統能夠自我分配運算工作量,且隨著各平行化程式與各節點的不同,能自我校調至最佳化,達到高效率且穩定的運算環境。\r 本研究透過高效率且能自我調校的運算環境,可用於優化其本身結構,以達到\r 演化出更進一步系統,具有相當大的發展潛力。

> 更多

科展作品檢索

超越極限的越野蟑螂車

在本研究中,我模仿蟑螂的行走方式,來製作可以在各種地形以不減速的方式前進的機器車。在偶然機會下,我觀察到,蟑螂可以順利爬越米堆,因此對蟑螂的運動方式感到興趣。我用微型網路攝影機拍攝及觀察蟑螂的行走方式。發現蟑螂在快速行走時,是以三隻腳為一組,六腳兩組交互進行前進的動作。由於三點構成一平面,使蟑螂在快速移動時,相當的平穩。我將此原理融入蟑螂車的設計,並根據這個原理,利用舊玩具四驅車改裝成「六驅車」,成功的製作出模仿六足昆蟲行走方式且可以在各種地形順利前進的機器車。為了更客觀的比較,我應用樂高積木的馬達組合,製作了一部純轉動前進的六輪傳動車,及另一部轉動兼走動的六輪蟑螂車。並利用微電腦控制兩種車維持相同的驅動速度前進(93.33 rpm),於各種路面實地測試,證實蟑螂車越野的性能的確強很多。未來若可以將六足昆蟲行走方式的概念應用到汽車製造,車輛的越野性能必然大幅提昇。\r \r In this research, I developed a six-wheel driving vehicle simulating the movement of cockroach. The resultant motion machine can un-intermittedly run on terrains without speeding down. Occasionally, I observed that the cockroaches can crossover a heap of rice. Therefore, I was very interested in and eager to learn how cockroach runs. I recorded the movements of cockroaches by using mini web camera and analyzed the moving characteristics of cockroaches. It was discovered that the cockroach marches quickly by interchanging two groups of foot in which each group consists of three feet. As a table can be supported by three legs, the cockroach runs steadily and rapidly. I have designed a motocross vehicle based on the mechanism of the way that cockroach runs. A six-wheel driving car is constructed by modifying four-wheel driving toy cars. By simulating the motion complex of six-foot insects, the six-wheel driving car turns out to be an all-terrain vehicle. To be more objective in comparison, I built two types of six-wheel driving cars by utilizing the LEGO TECHNIC motor building set: one with regular and synchronous rotation, and the other one with eccentric shaft rotation emulating cockroach marching movement. I applied a microprocessor to control the motors in order to maintain the same driving speed (93.33 rpm) for both cars during the road test. The experimental results show that the proposed cockroach motocross car performs superiorly especially for the rugged terrain. In the future, the off-road capability of a jeep can be improved by introducing the concept of six-foot insect movement to vehicle design.

> 更多

科展作品檢索

將錯就錯的knuth 河內塔

在這篇報告中,我們探索了「將錯就錯的Knuth 河內塔問題」。傳統河內塔問題在電腦科學上佔有重要的地位,是一個極具內涵的模型。由於這個模型的深厚數學內涵,使其和巴斯卡三角形建立了緊密的連結,且利用這個緊密的數學連結,設計出復原任意起始狀態的良好演算法。Knuth 河內塔起因於數學家Knuth 在論文[3]中,描述傳統的河內塔問題時所發生的一次筆誤。在這個新的規則之下,我們意外發現Knuth 河內塔存在著一個和傳統河內塔平行的模型,此模型在電腦科學及數學上有著完全不同於傳統河內塔的內涵。我們的研究主要如下:(分別為內文中的四大段)(一) 結構分析。移動環所需要的次數,如何移動環並分析每一次動作所動的環,及每個環何時被動到並給出演算法。(二) 正整數的分割。所有的移動步驟將正整數做了一個新的分割(Partition);此分割模k之後有良好的循環性質。(三) 費波那契真分數的排序。這個正整數的分割形成一張表,這張表恰好就是分子分母皆為費波那契真分數之排序。(四) 隨意亂排的Knuth 河內塔復原演算法。在Knuth 河內塔的規定下將起始狀態改變,找出良好的復原演算法,並分析。 In this project we study the "Knuth Hanoi Tower", which is motivated by a typo in a paper of Knuth. This inadvertently typo leads to a new rule of moving the discs on the Hanoi Tower (see introduction below for definition). Although seemingly similar to the traditional Hanoi-Tower problem, it turns out that under this rule the "Knuth Hanoi Tower" problem consists of amazing properties, and is totally different from the traditional one. Our study focuses on the following directions: (1) Structure analyzing: We analysis the sequences recording the disc moving and offer enumeration results and recurrsive/non-recurrsive algorithms. (2) Partition of N: The moving sequence forms a partition (a table) of N, which has an amazing congruence property. (3) The order of Fibonacci proper fraction: The row/column of the partition table is, even more amazing, exactly the order when sorting the Fibonacci proper fraction with fixed denominator/numerator. (4) The Restoration of an arbitrary initial state: We offer an efficient algorithm for restoring any initial state of discs. We hope that our study on the "Knuth Hanoi Tower" offers a simple, neat, and new example on the theory of Algorithm, Number theory and Combinatorics.

> 更多

科展作品檢索

關於二元根樹上的鏈、反鏈、獨立集的計數及極值

二元根樹是資訊科學上最重要的結構之一,因此其結構的探討就很有價值。在這個研究中,我們探討二元根樹上反鏈(Antichain),鏈(Chain),獨立集(Independent set)計數。在每一個子題之下,我們求出計算反鏈,鏈,獨立集的方法。之後我們求出極值(包括最大跟最小值),並且討論該極值之下所有可能的樹形。此外,我們並討論要列出二元根樹上這些資料(反鏈,鏈,獨立集)所需的演算法。In this paper we enumerate the number of antichains, chains, and independent sets of a binary tree of size n. After that we focus on the extreme values (maximal/minimal). we calculate the extreme values and discuss the possible graphs of trees when achieving these extreme values. Moreover, we offer algorithms for listing all the objects in each extreme case.

> 更多

科展作品檢索

同步現象的研究

In our daily life, objects and the contacts between objects they will have mutually affect each other, some initially chaotic systems after a sufficient amount of time will mutually correct each other, and finally achieve synchronization (example: the speed of bird and fish migration, market prices, infantry…), although some are unable to achieve this. We will illustrate and explain the synchronization system, its process and discover the conditions for synchronization. Using linking concepts, we will integrate the coupled map lattices with global coupling and coupled map lattices with intermediate-range models into a synchronization mode in order to simulate a synchronization system. We first used a small system of n≦50 to obtain results that will demonstrate the linking concepts: 1. The more chaotic a system, a longer period of time is required for synchronization. 2. An increase in the number of individual objects requires an increase in the range of concepts and the amount of time in order to achieve an in depth synchronization. 3. Initial concept values which randomly effect synchronization critical point conditions are not obvious in a mathematically incorrect graph. In a closer look, when we increased the synchronization to n≦400 and the number of times to t-->100,000 we discovered:1. Using the function G(x) we hoped the results from the graph after apply the function and correction able to overlap and test with “Scaling and Universality in Transition to Synchronous Chaos with Local-Global Interactions”, but the part which overlapped the measurements was not identical: 2. We can use the significance of the critical point and the Interactive Process to find the approximate value of the critical value up to 4 digits following the decimal point. 3. We can also use the approximate value to find out the range for the simultaneous conditions and the various points on the system itself, as well as obtain a negative correlation between them, and then it can be similarly expressed with using a curve. A computer can calculate values with this kind of enumerating method, even without any special resolution capabilities to quickly obtain large amounts of approximate values of simultaneous conditions, this is especially true when calculating unfamiliar systems. 日常生活中,物件與物件的接觸,彼此會互相影響,有些原本雜亂的系統再經過充裕時間的互相修正後,最後竟能達成同步(例如:鳥群、魚群遷徙的速度、市場價格、行軍步伐…),有些則不能。因此,我們試著利用描述同步系統的模型,觀察系統同步的過程,並且找出同步的條件。由連結的觀點,我們將Coupled map lattices with global coupling 和Coupled map lattices with intermediate-range 模型的優點整合成Synchronization mode 去模擬同步系統。我們先用小系統(n≦50)得到能印證連結觀點的結果:(一)、系統越雜亂,就需要稍長的時間同步;(二)、個體數越多時,各點需要更大範圍的點數去影響於每單位時間內以及更深的影響才能同步;(三)、起始值隨機影響同步臨界條件並不明顯,在誤差範圍內。更進一步,我們將系統推向n≦400 點,t→100,000 次,我們發現:(一)、在”G(x)”我們希望能將圖形經過函數修正之後能疊和,驗證”Scaling and Universality In Transition to Synchronous Chaos with Local-Global Interactions ”中的結果,但只有部分疊和,尺度不相同;(二)、可以直接利用臨界點的意義用十分逼近法求出臨界值的近似值到小數後四位;(三)、我們用近似值也能發現同步條件與系統各點本身可跳躍的數值範圍是負相關,可用曲線去近似。這種窮舉方式,交由電腦運算,不需要特別的解析能力就能夠快速且大量求得同步條件的近似值,尤其在運算不熟悉的系統時。

> 更多

科展作品檢索

低像差可變倍率透鏡之設計分析與應用

傳統光學玻璃透鏡的焦距和倍率都是固定,改變倍率必須靠多重透鏡組和改\r 變鏡組距離。可變倍率透鏡則在單一透鏡中具有多重倍率,可讓光學器材簡單輕\r 巧。我使用高彈性薄膜和高折射率液體,進行可變倍率液體透鏡的設計、分析和\r 製作,並不斷地改進,讓其達到輕薄化、微小化及低成本的特性。同時我推導出\r 液體透鏡之各種理論焦距與倍率,找出倍率與液量之關係,並以實驗驗證。\r 而像差是液體透鏡很難解決的問題。我透過電腦模擬和分析,建立減少液體\r 透鏡像差的方法,並以實驗驗證此方法的可行性。研究中也設計發展出多項應用,\r 包括成像教具、生物觀察器、非接觸式測距器、內視鏡、可調兩段式聰明眼鏡,\r 對教學、日常應用、醫療保健等,都提供相當大的幫助。

> 更多

科展作品檢索

運用GAN實現字體風格轉換

本研究以實作字體風格轉換的生成對抗網路模型為動機,將Conditional GAN當作模型的基礎,探討pix2pix模型及其他研究的一些方法對模型會產生甚麼影響,以得出能最優化預測成效的深度學習模型。 首先進行的是前處理的步驟,將字體的truetype檔案轉換成模型輸入的jpeg檔,再以生成器(Generator)和判別器(Discriminator)建立Condional GAN的基礎模型,然後探討加入U-Net、Category Embedding等方法,以及訓練資料集大小對模型造成的影響,最後實作整合的pix2pix模型和CycleGAN模型進行比較。 經過實驗後發現,U-Net和Category Embedding都對模型的預測成果有所幫助,而使用越多字體進行訓練會有越好的成效。另外,對相似的字體而言,CycleGAN的效果較好,而對兩種風格差異較大的字體則需用Category Embedding的方式,融入更多字體進行訓練以達到更好的成效。

> 更多

科展作品檢索

攔截未知病毒之基礎技術-參數監控

在網際網路蓬勃發展的時代,電腦病毒也更加的猖獗。雖說防毒軟體百家爭鳴,但對於未知病毒的防治技術仍然束手無策。本研究的目的在追溯出電腦惡意程式運行模式,利用IDA靜態反編譯軟體與病毒原始碼尋找出病毒共同的特徵,阻斷其滋生途徑。 本研究在實驗中,研究者利用Borland C++ Builder 6作為應用程式開發環境,配合WinAPI函數與TRegistry類別設計出參數監控系統。研究顯示不論是修改於Window 9x架構下的win.ini, system.ini,或是Run與Run Service之下的資料項,本系統都能有效運作。此系統能成功的攔截到惡意程式對Registry鍵值的讀寫,亦即當使用者否決其修改鍵值時,惡意程式無法在重新開機後運行;易言之,惡意程式失去執行效力。 實驗結果發現,參數監控系統可攔截惡意程式之修改命令,防止未知病毒與惡意程式開機自動運行,以此達到未知病毒的攔截基礎技術。本研究之結果可補強市售防毒系統,對於未知病毒的攔截,能達到完整的防護效果。 Computer viruses become more rampant in the rapidly-developing era of Internet. With the various kinds of Anti-Virus software, people still can do nothing about detecting the unknown viruses. This research aims to trace back the computer virus function mode. By using IDA Pro Disassembler and Virus Source, we can find out the common characteristics of viruses. Thus, we can stop viruses from thriving. The experiment uses Borland C++ Builder 6 as the Registry Detection System by coordinating Win API and TRegistry. It works no matter by modifying win.ini and system.ini under the structure of Window 9x or by modifying Run Value and RunService Value. Moreover, it can intercept the viruses from reading and writing of the ValueKey. As the users deny the modified ValueKey, the viruses cannot run after resetting. In other words, the viruses lose their effects. The results present that Registry Detection System can intercept the modifying commands and prevent the automatic running from unknown viruses. By doing so, we can acquire the basic technology of intercepting the unknown viruses. The application of this study can improve the functions of Anti-Virus. In this way, through protection from unknown viruses can be obtained.

> 更多

科展作品檢索

別鬧了,辛普森先生

We investigate the machinery producing successive Simpson’s paradoxical reverse. Taking advantage of algebraic and geometric techniques, we obtain the following results. Take playing baseball for example. In our study, we find that Simpson’s paradox only occurs when the hitter’s hits over 3 times in one game. Set n equal to the times I will hit in one game. If my batting average in each game is at least(n ?1)/2 times higher than the others’; then I am sure that my total batting average would not be invert by the others. In order to find how many the lattice points in the triangle, we use Pick’s formula. But sometimes, the Pick’s formula is not appropriate to triangles whose vertex are not all lattice points. So we develop New Pick’s formula to estimate the number of lattice points in such kind of triangles. Besides, we also find an iterative algorithm to produce successive “Simpson reverse” phenomenon by using C++ language, and we can therefore produce as many “Simpson’s set of four sequences” terms as we like(not beyond the computers’ upper limit).Moreover, if both sequences of ratios converge, then they must have the same limit.我們探討了一般人乍看之下顯得頗弔詭的辛普森詭論。我們配合GSP 作圖,用解析幾何、設立直角座標系和C++ 程式的運算,找出在特殊情況下或一般情況下所產生的辛普森數列組和特殊的性質,並且以棒球場上的打擊率為例子來做印證。通常一場棒球賽中,每個人平均上場3 次~4 次,經過我們的討論,發現要發生逆轉的機會只有在上場達到4 次或以上時才會發生。?了求出在直角座標系中可以滿足的格子點個數,我們用了Pick公式,但?了更準確的估計,我們引進了虛點的概念,重新推導出了新Pick 公式。另外,我們還發現,假設兩個人上場比賽,若打了2 場,且每場最多上場打擊K 次,其中的一個人的打擊率只要是另一個人的(k-1)/2倍以上就保證不會被逆轉。我們又找到了連續產生辛普森逆轉的演算法,利用C++ 寫出程式,經由演算法和遞迴式,製造出項數可任意多(只要電腦能夠承受)的辛普森數列組,且我們發現若兩個比值數列接收斂,則極限趨近於同一個數值。

> 更多