全國中小學科展

行為與社會科學

如何坐才能學得好

學校教室是一個學習環境,課桌椅是重要的物理元素。目前學校所採購的椅子皆以多數人來設計,因此無法量身訂作。然而學生每天在校有一半以上的時間都是坐在椅子時間進行學習,在實務環境考量下,只能就調整學生坐姿的面積與倚靠方式進行調整。為此,本研究將探究不同的坐姿(深度與高度)對於學習成效的影響。 本研究採用二因子使用者內實驗法設計(深度與高度)針對成年人進行短時間高專注的學習任務:短期記憶、數字計算與邏輯判斷以及使用眼動儀與腦波儀紀錄長時間閱讀分心程度。 實驗結果顯示:短時間高專注任務中,坐姿深度與坐姿依靠高度具有交互作用影響。整體來說,坐姿1/3深度與椅靠下背部高度都具有不錯的學習效果;其次,在長時間閱讀分析中,坐姿1/3深度或椅背無倚靠,其分心次數相對來得高。 根據研究結果建議學校或教育機構,短時間高專注學習任務,可以短暫要求學生坐姿深度較淺且無倚靠椅背,但長時間下來建議以坐姿2/3以上深度,高度為下背部以上較為合適。。其次,建議設計學校採購椅子時可以簡易改良移動式椅背或者請學生攜帶腰部靠枕調整座椅深度,對於教室課堂學習來說將有較佳的學習效果。

Safety First:分析商場內部貨架擺設

在實體店鋪進行限時搶購活動 (Flash Sale),近年來已逐步在世界各地快速散播。在這樣的閃購活動期間,商場往往會宣傳銷售商品的巨幅折扣,吸引消費者。消費者在閃購的活動期間,爭先恐後的進入商場,過程中,除了可能造成消費者的傷害外,亦有可能造成商品本身的損傷。 本研究發想自第六屆數學建模挑戰賽之國際賽題。首先,本研究分析了商品損壞的各種方式。第二,本研究用虛擬的商品列表,與一個虛擬的商場平面配置圖作為規劃範例。第三,繪製並配對完貨架與商品後,運用賽題中的專家評分、剩餘數量等數據,寫出了每個商品的平均歡迎指數。第四,建立數學函式,計算路徑風險值,並藉由定量分析預測,成功地判斷哪一個以及哪一些商品的受歡迎程度會較高。最後,提出了優化於賽題給予的平面配置圖方式。

Application of Technical Analysis to the Stock Market

Money drives the world and in times of crisis, money is more important than ever. Most political, economic and, as we have seen recently, health crises are accompanied by pressure on the economy. With such pressure, ordinary citizens are worried about their money, which is at risk either from inflation or from an uncertain economic outlook. In such times, some people resort to appreciating their money by investing. It is wise investments that can protect savings from inflation, or at least mitigate the effects of inflation. Investing in the stock market is among the most popular ways of investing. During the global coronavirus crisis, the number of small investors more than doubled (Galik and Brody [2022]), and in 2021, Covid (new) investors accounted for 15 % of investors in the U.S. market (Schwab [2021]). It is this phenomenon that inspired the author to write this paper. Investing in the stock market is one of the riskiest forms of investment, which means that there is a high probability of losing the originally invested capital. Some companies that allow retail investors to invest state that more than 90 % of their users lose their capital when investing in the stock market. On the other hand, investing in the stock market has one of the greatest potentials for profit. In the case of a long-term investment in index funds, for example, an average annual appreciation of between 8 % and 12 % can be expected (the average appreciation of the S&P 500, the most famous US index). However, it is necessary to wait several years for stable results. To see appreciation in a long-term portfolio, it is recommended to wait at least 12 years. This is because if a recession or a simple market correction comes, said portfolio can lose up to 50 % of its value in a year. But as history shows, markets do rise over the long term, and that is what long-term investors bet on, waiting for their capital to appreciate over time. But the market does not grow all the time. The market often changes price trends, and in some rare cases a long-term trend can reverse for up to several tens of months. This phenomenon, volatility, is attempted to be exploited by so-called speculators. A speculator is an investor who sells and buys in short periods of time and thus speculates on price movements. The speculator therefore needs a way to determine the likely behaviour of the price in the foreseeable future in order to make their trades profitable. The two main ways of analysing price behaviour are fundamental and technical analysis. And since fundamental analysis incorporates a large amount of diverse information into its predictions, this paper concentrates on working with technical analysis.

以色彩區辨派典探討環狀誘導色彩錯覺中的同化與異化效果

色彩知覺是人類最重要的感官之一。由於形狀、亮度、空間頻率和色彩組成的不同,每個人對色彩的感知也有所差異。我們對此現象感到著迷,並決定進行一項研究,以識別和量化不同情況下的色彩誘導。 本研究選擇以環狀刺激作為主要圖像,以測量人類視覺色彩誘導。而本實驗主要利用紅色與綠色的誘導效果。實驗中,我們採用紅色及綠色基準做為目標環狀區域,並於其中添加可變性紅色目標,以測量受試者之視覺閾限。在色彩誘導的情況下,透過環狀刺激與測量所得之視覺閾限,我們可以識別並量化環狀刺激對色彩感知造成的影響。此外,我們也發現了環狀刺激中的單一環形如何影響人們對目標環狀區域的色彩感知。 我們利用實驗所得之結果,建立了一個預測並描述色彩錯覺與細胞反應相關性的模型,而此模型將會讓我們對人類視覺系統及神經間的側交互作用有更深一層的了解。

MENTAL STRESS IN TEENS

Observation: Over stress is a one of the major hindrance in realizing true potential. I observe source and effect stress in teens in my nearby society. Observations are as follows: • Parental pressure for excellence in study • commercial purpose • Inferiority complex • Scolding and intimidating children in public Objective: To study mental Stress in adolescence and to find a solution to the cause of mental Stress. • Mental stress should be reduced in adolescence. • In adolescence, parents should convince the children that it is right and wrong because of the pressure put on the children. Experiment: We conducted a survey to find mental stress in children, which was done by a quiz. We conducted this survey between parents. Samples of some quiz :- For Parents: - • Do you scold your child. • Do you think your child is under stress. For Children’s:- • How much do you study in one day. • How do your parents treat you. We go through the experiment: - We surveyed how a child reacts when he is under mental stress. • His brain becomes weaker than a healthy child. • He slowly feels weak around himself. • Parents should keep an eye on children in adolescence. We found many such reasons during the survey. Conclusions: After completing this project we have concluded that the biggest root cause of stress in adolescence is that the mother is unable to give time to the children and there is pressure on them to study, due to this, between parents and children Distance is increasing due to which stress is also increasing.

Two Klatovy copies of Šimon Brixi's Domine ad Ad juvandum me festina and his time

The main goal of this paper was a creation of musical score for the composition from the 18th century Domine ad Ad juvandum in A minor and C major composed by Šimon Brixi. Another goal was finding as much information as possible related to this composition and summarize everything possible that was written previously. Separate parts were transcribed into one partiture. Nevertheless there were difficulties like mistakes in sheet music (corrected according to harmony of other voices), missing beats (replaced by identical parts of score), differences in period station. Hard times also bring on differences of period notation. The resulting musical scores can be directly used for music production, which is schemed for the next year. The second part was researching new or never-published information related to these compositions. Here I describe Š. Brixi´s life. I managed to read out the cause of Šimon Brixi death in a chronicle, which was not in the publication I found. Brixi died of tuberculosis like his son. Transcriptors, J.V.Flaška and J.J.Hoffman, are also mentioned. Lastly the information about sheet music itself and its historical context were described. Another discovery was an identification of watermark on sheet music paper. Assuming the sheet music is truly transcribed in 1742 the Kolinec paper mill watermark on the sheet music paper is the oldest evidence of its use. In this paper I summarized the historical context of the baroque era including social life, art and culture.I mentioned the most important events that were crucial for historical development in Bohemia and especially in the Klatovy region. This context can be useful for today’s musicians who want to understand the historical background and express the composition with full respect to the time of its creation.

青少年於寡勝賽局真人實驗之特徵研究

本研究聚焦於高中生在寡勝賽局中的真人實驗之特徵表現。研究共計132位參與者,以同時使用即時線上施測之方式進行實驗,研究者於雲端蒐集資料做立即提供勝負結果及歷史回饋。 研究結果如下: 一、 在真人實驗中,記憶長度、遊戲經驗、數學能力、策略改變率,皆未對勝率、浪費率造成顯著影響。 二、 在真人市場中,無法出現週期性、浪費率隨場次降低之現象;在時間序列上有趨中特性。即真人並非單純依照歷史資訊的推斷而進行策略選擇,且無法藉由經驗學習。 三、 在真人實驗中,無法觀察到平均收益隨場次增加而提升或浪費率隨場次增加而降低的現象,說明經驗無法使真人群體學習或成長。 四、 電腦代理人在部分增加記憶長度後,平均收益與原先呈現顯著差異,真人市場則無法達成。即資訊量多寡對真人的策略判斷與勝率沒有影響,真人對歷史資訊的取用並非如電腦選取策略表具有唯一性。 五、 無論在電腦模擬或真人實驗中,浪費率與平均收益皆呈現高度負相關,此與其定義亦有關聯。且浪費率為0%時,平均收益會趨近於50%。斜率接近-0.5。 六、 策略改變率並非以任何函數圖形影響勝率,說明了相信歷史與否不是唯一影響結果的因素。在青少年群體的真人實驗中,未發現歷史資料對勝率有顯著之助益。

選擇相對論-研究零元效應與需求強度關係

「零元效應」所指的是消費者面對同類性質之高低價兩商品,當低價商品從原價降至零元,而高價商品同時等量降價時,消費者對低價商品之偏好將顯著增加,並且因確定性效應、損失規避及稟賦效應造成。研究目的驗證零元效應的強度與成因,設計實驗零元效應於不同消費領域、族群是否皆成立;設計兩種商品,A為高品質高價位,B為低品質低價位,兩種定價情況,定價情況1,A商品為A元,B商品為B元,定價情況2,A商品為A-B元,B商品為B-B元(零元)。實驗結果使用Wilcoxon 等級和檢定,以需求光譜進行分析,並與 Dan Ariely (2007) 實驗結果進行比較,發現其差異不大;結果發現受試者身分不影響零元效應存在,除「必需品」外,其他品項皆存在零元效應,並且發現零元效應的強度受需求強度影響,若需求越強,零元效應將越弱。需求遂受試者環境影響改變,故不同國家將有不同結果。

Introduction of Omed-Omedan Tradition Through Augmented Reality-Based Card Games To Increase The Love of Local Culture

This research is motivated by the differences in the people's perceptions, mainly youth about the omed-omedan tradition. The difference is that many people think that the omed-omedan tradition violates the norms of decency and is also called the pornography tradition. The purpose of this study is to, 1) describe the mechanism of applying omed-omedan tradition recognition attitudes through augmented reality-based card games, 2) analyz the impact resulting from the application of omed-omedan tradition recognition attitudes through augmented reality-based card games, and 3) analyze about the feasibility of application resulting from the application of omed-omedan tradition recognition attitudes through augmented reality-based card games. This research is a type of R&D research conducted at Bali Mandara State High School from July 1-September 6, 2021. The subjects of this study were the teenagers of Kaja Sesetan Indigenous Village and the object of this study was the omed-omedan tradition through augmented reality-based card games. The data collection method used is the literature studies, questionnaires, interviews, and validation questionnaires. Data is processed based on qualitative descriptive approach and quantitative descriptive approach. The results showed that the mechanism of implementing the omed-omedan tradition originated from the download of assistive devices, namely android studios and applications from AR, the impact of augmented reality-based card games was seen as very helpful in the introduction of the omed-omedan tradition and was seen as able to help increase the love of local culture, besides that the media used was also very popular by players because it was seen as interesting and very helpful. Based on the feasibility tests that have been calculated, this game is considered very feasible to implement and researchers hope that the innovations that have been created can effectively provide understanding to help out the local community about omed-omedan tradition.

建立大鼠模式之新行為派典以研究跨模式注意力的動態轉換歷程 Rapid switching of attention modality in a novel cross-modal selective attention paradigm in rodents

我們的感官不斷地提供超過大腦可以處理的信息,所以需要注意力來選擇性的處理重要的感官信息。雖然研究指出,人類有能力處理在同時呈現的不同感官刺激中集中注意力在一種感官,但對於這樣的跨模式注意力如何快速移轉在感官間仍不理解。要回答這些問題,首先要建立良好的行為派典,我們才能夠從中研究跨模式注意力的轉換歷程。在本研究,我們設計了一個新的派典,允許自由行為的老鼠在同時呈現的聽覺和視覺刺激間動態地轉移注意力,並透過老鼠的行為選擇反映出他們當下的注意力焦點。我們觀察到老鼠面對同樣的聽覺與視覺刺激時,能在不同的狀況下,將注意力焦點專注於其中一個感官刺激,並忽略另外一個; 且能在單一次刺激呈現之間快速的移轉注意力焦點。這些結果證實我們建立了一個新的跨模式注意力派典,我們能在未來的實驗中研究背後的神經迴路機轉。