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熱門關鍵字: the king 水果 豆漿 電腦
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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。

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製作簡易STM

掃描式穿隧顯微鏡(Scanning Tunneling Microscope),是在奈米尺度下觀察物體表面的一大利器。但一台精密的STM,造價動輒數百萬元新台幣,本研究嘗試利用簡單、便宜的材料,製作一台簡易的掃描式穿隧顯微鏡。眾所皆知:掃描式穿隧顯微鏡的關鍵,就是量子力學中的穿隧效應原理,及壓電材料的應用,所以這些主題都是本實驗涉及的內容。除此之外,我們也運用簡單的物理原理,取代價格高昂的儀器,例如:利用彈簧代替昂貴的避震系統等。此研究利用穿隧效應的原理,並進而利用電腦得知樣品表面的結構,以達顯微鏡觀察分析物體之功用。 ;The major purpose of our project is to assemble a simple scanning tunneling microscopy with cheap and available materials for ordinary senior high school students. For example, we use springs for damping instead of electromotive force device. Weweld all the electronic circuit boards for ourselves in order to not only lower the cost but also inspect the inner structure more clearly and precisely. After the microscopy is assembled, we will use it as an appliance to observe the samples of nano-particles. We must repeat this procedure several times so as to make sure that the images we’ve gained is true, not just some disturbances produced by the environment. Finally, the microscopy can be applied to research fields as well as academic courses.

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Crystal---鹼金屬、鹼土金屬類晶體的培養

在實際上的化學研究中,為了實用(材料,醫藥)目的,合成新化合物,並確定其原子排列結構,判斷其性質,一直是許多實驗室的研究方向之一,然而在合成化合物後,往往會助由x光照射晶體所得的繞射圖與數據,解出化合物的幾何結構(如鍵長、鍵角等)。近年來,由於電腦科技的進步,解晶體結構,已不像以往那麼需要寒繁瑣的計算。但化學家們是如何合成的新化合物養成良好晶體,以提供結構解析?因此本研究嘗試以幾種常見鹼金屬、鹼土金屬鹽類來養晶,試圖在不同方法與條件的控制下,養出具有簡單幾何外型的晶體歸納在水溶液中結晶的各階段變化況,並分析各結晶法的優劣,以提供相關研究人士參考。

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再論巴斯卡三角形

本研究以b04課程中的巴斯卡三角形為研究對象,將原先巴斯卡以「1」為首、「+」為運算符號的規律三角形,改為以「-1」及「ω 」為首、「×」為運算符號,分別就其產生的新三角形作探討,發現其中似乎隱藏著原先三角形所沒有的規律性。為了更瞭解這種規律,藉由電腦軟體繪出其圖形,圖形顯示出如碎形般的複製關係,不論放大或縮小,其中的遞迴關係並未改變,頗令人好奇,因此著手研究。研究過程中對於圖形的規律性採用先臆測、接著歸納、最後給予證明的方式呈現。得到以下的結論:一、分別以數列呈現新三角形圖形的規律性。二、分別將新三角形中每一列中的某數字(如-1、ω 或ω 2 )的個數予以通式表之。三、分別推算出新三角形第n 列第j 行的數是「1」或「?1」及「1」或「ω 」或「ω 2 」。四、相同的模式,在特定的圖形範圍中,不斷重複出現。許多研究將巴斯卡三角形中的所有數,以某數為模的餘數紀錄下,去探討其餘數在新產生的巴斯卡三角形中的分布情形;而在碎形的研究中,大部份著重如何畫出碎形。本研究著重圖形其規律性的探討,提供上述研究不同角度的詮釋與探討。 This research subject is based on Pascal’ s triangle in senior high school curriculum. The regular triangle begins with「1」and use「+」as operation. Let 「1」 be replaced with「-1」and「ω 」, the operation sign「+」be changed into「×」. I do research on the new triangle and discover the seemingly hidden regularity which doesn’t exist in the original one. To understand more about this regularity, I draw figures through the computer. The figures show the relationship of reproduction as fractal. Whether the figure is enlarged or minimized, it’s surprising curious the recursive relationship doesn’t change, so we begin to work on research. In the process of the research, we make careful observations, assumptions and deductions about the regularity of the figure. Finally, we come to some conclusions by means of giving proofs:(1)Present the regularity of the new triangle figure with progression.(2) Present such numbers as「-1」, 「ω 」, 「ω 2 」 in each row of the new triangle with formulas separately. (3)Figure out the number in the row n and in the column j of the new triangle is「1」or「-1」,and「1」or「ω 」or「ω 2 」. (4)The same model appears again and again in the specific range of figure. Many researches record Pascal’s triangle modulo certain number to explore the distribution of remainders in the new triangle. In the research of fractal, how to draw fractal is mostly focused on. The exploration of this research emphasizes the regularity of figure, offering the interpretation and exploration of researches above from different angles.

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酒杯發出之音符

When you draw a wet finger around the edge of a half filled wine glass, a sweet musical sound comes forth. The pitch of this sound is directly correlated to the amount of liquid in the glass- the higher the height of the liquid is, the lower the frequency is. It means that the shorter the air column in the glass is, the lower the frequency is. This phenomenon differs from the variance in pitch in a wind instrument. In a wind instrument such as a flute, the shorter the air column in its chamber is, the higher the resulting pitches are. In order to study the wine glass phenomenon, we used a piezoelectric crystal loudspeaker connected to an oscilloscope. We recorded the resulting data by using a digital video recorder to capture the images of the waveform of sound, and than analyzed the waveform by using the computer. Our conclusions are as follows: 1. The frequency of sound thus produced was the same whether we draw our finger around the rim, or we strike the glass rim. The higher the height of the liquid is, the lower the frequency is. But the frequencies vary when we strike the glass and when we blow on the edge. 2. When we used a glass without liquid in it, the frequency emitted when we drew our finger around the edge, this frequency varied inversely as the cube root of their weights. 3. In a glass with liquid, the emitted frequency did not have any correlation to the weight of the contents. By taking two identically filled glasses and placing in each a solid object of the same size but different weight, we were able to see that there was no change in the frequency emitted between the two glasses as long as the height of the liquid remained constant. 4. According to “The Flying Circus of Physics”, if we tap the side of a glass of beer, because of the air bubbles in the beer, the frequency emitted will be lower than that from a glass of pure water. This is according to the book, because the speed of sound is lower in air than in water, therefore the speed of sound in an air-water mixture would be lower than in pure water. The resonant frequencies of the mixture will also be lower. However, in our experiment, we discovered that\r when the glass contained air bubbles, the frequency emitted higher. Our explanation is that the sound emitted since the rim of the glass oscillated transversely, the frequency depends only on the retard of the rim and that the frequency is independent of the speed of sound. The intention of this research is to clarify the many misconceptions of this interesting phenomenon.以溼的手指在玻璃酒杯邊緣摩擦,會有悅耳的聲音,而且頻率會隨著內裝液體減少(空氣柱變長)而變高,這種變化與管樂器隨空氣柱的變長而音調變低不同,為了研究它的原因,我們利用壓電晶片喇叭連接到示波器上,並且利用數位錄影機錄下示波器上的訊號,再以電腦分析出瞬間的頻率,結果發現:一、摩玻璃杯與敲玻璃杯,杯所發出之頻率相同,都是所裝液體愈多發出之頻率愈低。但敲玻璃管與吹玻璃管所發出之頻率不同。二、不裝液體之高腳杯,摩擦時所發出之頻率與重量之立方根成反比。(與鐘相同)\r 三、裝液體之高腳杯發出之頻率,不再與總重量有關,而是與液體之高度有關,保持液體高度不變,即使在杯子中央加入不同重量之固體,杯子振動頻率還是不變。若改裝不同密度之液體,則密度愈大頻率愈低。四、在“The Flying Circus of Physics”書中提到輕敲裝有啤酒之杯時,會因杯中含有氣泡而聽到較低之音調,書中解釋是”空氣中之音速低於水中之音速,混有空氣之水中音速變低,其共振頻率也會降低。”但我們的實驗結果是有氣泡時頻率反而高。我們的解釋是杯子所發出之聲音是由於杯面之振動也就是杯壁的橫向振盪,振盪頻率與液體對杯壁之阻尼有關,但與液中聲速無關,密度愈大之液體阻尼愈大。有氣泡時接觸杯壁之液體變少,阻尼較少所以頻率高。希望本研究能使大多數人對這有趣之現象不再有誤解。

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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。

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Computer Vision for Alternative Input Systems

In the fast-paced environment of a hospital intensive care unit (ICU), good doctor-patient communication is essential. However, medical conditions and devices often inhibit a patient’s ability to speak, write or type. Current assistive communication devices are either prohibitively expensive or cumbersome and time-consuming, creating a gap in communication during a patient’s first days in the ICU. This project applies computer vision to develop a low-cost software solution that bridges this gap by enabling patients to generate words with eye movements. In the system, a webcam acquires an image of the patient, and an image processing algorithm classifies patient’s gaze as pointing in one of eight directions. Each direction corresponds to an option on a graphical menu presented to the patient on the computer’s display. The patient can use the menu to select a preformed phrase from a list of common phrases. Patients desiring to express more complex ideas can type custom words using the menu as an ambiguous keyboard (similar to a phone keypad). In either case, the patient-generated text will be displayed on screen and read aloud through the computer’s audio system. The only hardware requirements are an existing computer and a $6 webcam. The program can process and respond to an image in 148ms. A new user can be trained in approximately 10 minutes, and after training can type a simple phrase such as “hello world” in 40 seconds. While further testing and improvement is required before the system will be ready for implementation, the project shows promise as a low-cost solution to ICU communication.

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數位公車

This study investigates the possibility that “Digital Buses” would actually be used in real life. In addition to the basic mathematics knowledge that I have acquired over the years, I have used “Microsoft Visual Basic” and “LEGO ROBOLAB SOFTWARE” to implement the idea as a program. It simulates the way in which a digital bus travels in a city with a rectangular grid. Various plans are tested to find the best paths for providing the most efficient, convenient and speedy transportation. This study has not only shown that “Digital Buses” are sure to be used in a modern city when wireless communication networks has developed to a certain point, but also supplied a framework for future researchers who may wish to study the optimal way in which more than one digital buses could efficiently run in cities according to their population distributions and road arguments, in order to overcome the traffic problems from the current bus systems. 本研究探討數位公車在人類未來生活中實際運行的可行性。本人以所學的數學知識進行公車路徑規劃,並透過「樂高機器人控制系統」以及Microsoft Visual Basic 軟體程式之撰寫,在棋盤式城市區域中模擬公車行駛情境,靈活搭配各種方案找出最佳路徑,達到便利快捷的高運輸效能。本研究顯示當現代化都市無線通訊網路發達到一定的程度時,數位公車的發展是可以預期的。本研究之結果可提供後續研究者繼續探討多台數位公車在實際都市中依人口分佈、道路狀況來規劃最佳行駛路徑,以解決現今機械公車無法克服之繁雜交通困境。

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踩地雷

我喜歡玩電腦,在windows98遊樂場中的踩地雷遊戲,更是我喜歡的益智遊戲之一。由其掀開方塊後出現的「提示數字」所代表的玄機,必須發揮數學的推理能力,更激發我研究的興趣。於是,在老師的鼓勵下,我們開始進行研究。

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中華民國第三十六屆中小學科學展覽-應用科學科評語

一、本屆應用科學參展作品初小組拾伍件、高小組貳拾壹件、國中組拾貳件及高中組二十件,全部出席展出,合計陸拾捌件。評審結果得獎作品共計貳拾捌名,得獎率佔百分之四十。 二、安全審查違反規定如超高超種之參展物品、桌下放置物品及多頁圖表浮貼壁報板上,計十一件,不符作品之壁報論文展示製作之尺吋或貼示法之規定計十五件,經初審後通知修訂,以合乎規定並準予展出。 三、本組今年參展之作品在質上有相當幅度的提昇,而高中,高職學生參展作品之分佈較寬而且作品良好,特別是高中組在電腦模擬、光電、食物科技及環科(保)顯示頗佳的研究成果,並且科學在工程、技術方面的應用,也充分引用科學研究的方法學。 四、初小、高小組之作品研究主題取向於合乎作者之年紀、態度及日常生活息息相關之題材,頗為正確。作者之研究作品發表,生動且清楚,內容也大部分呈現完整性。作品之水準仍有優良的表現。 五、部份高工、高職學生之參展作品,仍尚未去除工藝作品之研製,未能符合工程或技術之科學研究態度。因此,雖然作品具有創新,但卻未能入選得獎。希望未來作品之研究能遵循工程科學之原則。

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2的n次方之應用---電腦鎖

作者在小時候曾讀過童話「阿里巴巴與四十大盜」,故事中有一段說到強盜們自外回來,走到岩石面前,他們的首領喊了一句口訣:「開門,芝麻!」岩石的門竟自動打開了。我心想,這不是最好的「鑰匙嗎?既不用鑰匙,也不用對號。

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歷歷在目-深入探討負片後像與相關視錯覺

為探討視覺疲勞產生的負片後像及相關視錯覺。我們標準化觀察情境,並將色彩以光的三原色RGB在電腦螢幕上的數值加以定義。 研究發現,負片顏色可用計算的方法預估,實驗加權後的顏色接近理論值,且觀察的時間越久,顏色越深,視覺疲勞的比例也越高,疲勞比例依序為藍>綠>紅;黑底時負片顏色不易判斷;改變底色會使負片顏色疊加底色;單眼觀察的視覺疲勞比例高於雙眼觀察。旋轉球實驗,加引導十字可使看到的人次提高,改變底色時,顏色接近底色;鬼影效果依序為正方形>傾斜45度角>三角形>六角形;方塊顏色的影響依序為黑白>藍>紅>綠,可能與和底色的灰階值差有關,此數值與看到人次相關;此外,盲點處也有負片後像,但可能是大腦想像出來的。

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