全國中小學科展

出國代表作品

省錢大作戰-探討籬笆價格和所圍面積的關係

本研究探討在給定範圍的面積下,以最省錢的方式用籬笆圍出最大的矩形土地,其中矩形的邊長為正整數,且矩形對邊使用相同單價之材質的籬笆,但相鄰邊使用不同單價之材質的籬笆。我們希望透過轉換,將單價不同的情況回歸到單價相同的情況,以便完整的解決這個問題。\r 藉由改變邊長,將 轉換成 ,使問題轉換成相鄰邊之單價相同的情況;但是經過運算找出的最佳解 轉換回 後卻不一定符合「整數邊長」的要求(即 和 不一定是整數)。為了解決這點,我們重新以不同的角度探討單價相同的情形,以找出整數的最佳解。\r 最後我們發現,若 和 切線斜率的差值大於或等於1,則 坐標愈近 的解愈佳,而在差值小於1的範圍內,我們提出一個檢驗法,可以找到整個問題的最佳解,同時讓此最佳解 轉換回 後仍符合「整數邊長」的要求,進而解決問題。

一些Moire patterns 的數學性質研究

Moire 為法文,其英譯為watered, 是古代織布技術的一種應用;將印有規律條?的透明薄片重疊時,稍微移動或轉動其中的一片,會形成極大的圖形變化,稱為moire pattern本作品針對三個moire pattern 的數學式加以推導:(一)、兩張透明片各印有等間隔平行線,轉動其中一片使兩線的夾角θ,亮紋垂直距離和暗?垂直距離的比值為tanθ/2tanθ 。(二)、兩張透明片各印有輻射線,重疊後行成圓系,可由代數或幾何加以證明,利用三角函數可推導出此圓系方程式為:x2+{y-rtan[π/2-(θ-?)]}2)]}={rsec[π/2-(θ-?)]}2)]}\r \r (三)、透明片A 印有等間隔平行線,B 印有符合高斯曲線的平行線,AB 重疊時,形成一系列的高斯曲線,AB 的夾角減少時,會增大曲線的曲率,我們進一步討論曲線的曲率和平行線斜率的關係。Moire is the French word “watered” and refers to an ancient technique employed in cloth making. The moire occurs whenever two or more transparent sheets with periodic strips on them are superposed. The characteristic of moire patterns is the fact that a slight shift of sheets will create dramatic alternations in the observed patterns. In the present report, We derive the equations of three different moire patterns. First of all, take a sheet with equal spaced straight lines and placed it on top of another identical sheet. They are made to intersect and form an angle of θ. As the angle changes slightly, it produces huge changes in the spacing of moire fringes. We can derive a formula related to the interfringe distance. The ratio of bright fringes and dark fringes is tanθ/2tanθ.Secondly, two transparent sheets with radial lines on them are overlapped, forming a pattern similar to the lines of force between point charges. We can find that the pattern is a series of circle by means of algebraic and geometric proofs. And proven by trigonometric functions, we canconclude that they satisfy the equation :x2+{y-rtan[π/2-(θ-?)]}2)]}={rsec[π/2-(θ-?)]}2)]}\r Thirdly, a set of lines of equal spacing is overlapped with a second set of lines whose spacing are derived from a Gaussian curve. A series of Gaussian curves is reproduced in a moire pattern. Reducing the angle of intersection between the two figures steepen the curvature. We discussed the relation between the curvature and the slope of inclined lines.

以數位像素分析法探討兩棲類變色行為之研究

本研究是以數位科技改良生物實驗上的傳統比色法,並探討中國樹蟾及台北樹蛙的變色行為。有些兩棲類有變色行為,這是眾所皆知的現象,過去一向採用比色法判斷生物體的體色變化;然而,以人眼去測定色差,會有相當大的主觀誤差。本研究及是探討以數位科技量化並比較實驗對象的變色情形。在研究過程中,用電腦量化數位相機所拍攝的影像,以像素的方式呈現出來,得以取的準確且客觀的實驗數據,並加以解析,也經由此一實驗方式,交叉比較中國樹蟾及台北樹蛙在不同環境和不同時間下的變色情形。結果顯示:樹蛙變色和環境顏色及時間有密切關係,且在短時間內以數位量化的方式解析其變色行為的方法極為可行。The purpose of this study is to investigate the color variation behavior of tree frogs using an image processing technology. It is known that some of the amphibians have the ability to change their skin color under different circumstances. In the past, a conventional “color comparison” method was frequently used whenever it comes to analyzing the color variation of organisms. However, it is realized that evaluation of color difference by human eyes is extremely unreliable. An advanced image processing technology is thus suggested to quantify the variation of skin color of tree frogs under different conditions in this experiment. Accurate quantification can be determined from the pixel number of exhibited digital images during the experiment. The color variation of different species of frogs (Hyla chinensis & Rhacophorus taipeianus) is also compared under different parameters. It is found that the color variation of tree frogs is closely related to the color of back ground as well as time. The proposed digital quantification technique has been successfully demonstrated to be an effective method for analyzing the color variation of frogs within a very short time.

空間震盪與擴散

筆者將K?Cr?O?置於明膠溶液中煮沸,加入AgNO?水溶液,使之造成空間震盪反應。產生Liesegang ring。並且在研究空間震盪的過程中,筆者在研究過程中同時發展出一個程式,可以完成空間震盪實驗完成之後,由其震盪條紋的時空關係,得知ksp與擴散係數。或者可以在已知ksp和擴散係數的條件之下,預測出空間震盪實驗完成時的情形。We put K?Cr?O? into glutin, boiling it. After it concretizes, add AgNO? aqua into the glutin of K?Cr?O?. It is made to be space oscillation reaction with the Liesegang rings. And when we research for the process of space oscillation, we develop a program which can know the Ksp or diffusing coefficient after finising an experiment in Lablratory. Or we can predict the statement after the experiment on the condition of the Ksp and diffusing coefficient.

遞迥數列及渾沌現象

給定一個P∈(0,1),令k0=0, p0=p,定義k1為能使 的最小正整數k,而 ; 相同的,對於給定的kn-1, kn 為能使的最小正整數k, 。若存在kn 使得,則稱p∈ In; 若對於所有n 與kn ,,則稱p∈ I∞。如此區間(0,1)可分解成集合I1,I2,…,I∞。

影像的色偏校正

The human eyes can adjust automatically the color of object under different illuminants. But digital camera does not have such mechanism, must join the white balance to simulate the color constancy of human eyes. There are many existing white balance methods. They can be categorized into two types. The first type utilizes the widespread assumption on the dealing natural scenery, which has the advantage of simplicity. Another type explores knowledge of the semantic content, which has the advantage of accuracy. In this study we modify and enhance the widespread assumption methods that can adopt the advantage of the simplicity and accuracy. Our proposed method is structured in two main parts: a color cast detector and a color cast remover. The detector first analyzes the color distribution of the image with simple statistical tools to determine whether or not the image has color cast. The remover, a modified and enhanced version of the widespread assumption methods ( gray world and max RGB ), is then applied on the color cast image. From the experiment results, it demonstrates the efficacy and performance of the proposed method.人類的視覺能夠自動修正因光線變化而改變的物體顏色,但是數位取像設備的感光元件卻不具有這樣的功能,必須加入白平衡的功能,才可模擬人眼維持色彩恆常的特性。現有的白平衡演算法可分為兩大類型,第一類型為廣泛假設型,具有運算速度快、與取像設備無關的特性,但是平均誤差會較大;另一類型為預知特性型,其特徵為準確性較高,但是運算較速度較慢、建立色彩特性資訊時所需的成本較高,本篇研究針對廣泛假設型的演算法做些修正與增強,使其具有較小的平均誤差以獲得較佳色彩品質的影像。我們將影像的色偏校正分為色偏偵測與色偏移除等兩個階段來進行,由於僅有被偵測出有色偏的影像才需要進行色偏的移除,所以可以避開將無色偏或固有色偏的影像做錯誤的修正,由實驗的結果看來,我們的方法確實有效,除了具有運算速度快、與取像設備無關的優點外,其色偏校正能力也較現有的方法好,使得影像色彩更能與人眼所見相近。

台灣和東亞地區的氣候變遷

由人類活動造成的溫室效應可能導致地球溫度升高,聖嬰現象加劇等現象與災害,本文利用個氣候中心發展出的模式,推估台灣和東亞地區未來氣候變遷的情況,我們發現當大氣中的二氧化碳濃度增加為現在的1.9倍時,台灣地區的年平均溫度將升高0.85-2.50度C而東亞地區將會升高1.46-4.07度C,在同條件下個模式的平均推估量也顯示,台灣地區將每天增加0.10公厘的降水,而東亞地區每天將增加0.08公哩,我們希望這個研究結果可以做為其他相關研究的基礎,使大家提早因應未來氣候變遷所可能引發的種種變化;Greenhouse effect, incurred mainly by human activities may result in lots of phenomenon and damages such as the increasing of the world's average temperature and he aggravation f the "ElNino" effect. In this research, we simulate future metrological values by employing several simulation modes developed by different climate centers and predict future climate changes in Taiwan and East Asia area. We found that when the concentration of carbon dioxide exceeds 1.9 times than current value, the estimated range of the increased year-average temperature are0.85-2.5℃ and 1.46-4.07℃ for Taiwan and East Asia, respectively. Under the same condition, the ensemble mean reveals that the precipitation raises will be 0.1 and 0.08mm per day, for Taiwan and East Asia respectively. We hope our work can be the foundation of other related researches, and all the researches together can help for coping with possible damages caused by future climate changes.

塑膠海岸-臺灣東北海岸微小塑膠污染之研究

一、目的:1.找出基隆沿岸是否受到塑膠微小物的污染,建立塑膠成分的簡易檢定法,3.分辨所發現塑膠微小物成分,4.試圖分析其污染源,並尋求減輕汙染方法。二、結果:本研究為首篇證實東北部海岸已遭受塑膠微小物污染之本土研究。我們想出了不用昂貴儀器的位之塑膠簡易成分判別法,發現海面漂浮的油渣含有塑膠微小物,還觀察到海岸生物(藤壺)由本來附生在岸邊的石頭上轉而附著於漂浮的塑膠垃圾及漁民和釣客所使用的浮標、漁網、浮桶等。三、為減少海岸的塑膠微小物污染,建議政府立法規定業者主義塑膠原料運送中產生的問題,並提倡垃圾分類,人民本身也應自我覺醒。Taiwan is an island, and the sea is very important for us. So in this study, we tried (1) to examine the small plastics (resin pellets and plastic fragments) pollution of the northeast coast, (2) to identify the components of unknown plastics by burning, soluability in organic solvents and relative weight but without using expensive instruments, and (3) to classify the small plastics we found and to find out where were they from. Our study is the first grassroot research proving that the northeast coast of Taiwan has been polluted by small plastics. We attempt to identify the components of unknown plastics without using expensive instruments. The present study discovers that there are many small plastics in the floating oil scum. The relation between the oil scum and small plastics needs more study. We finds marine life (bamacles) growing on floating small plastics. The ecological importance of this discovery needs more study. We also make suggestions for reducing the minute plastic pollution of the coasts: (1) the government should ask big companies to be more careful on the transport of plastic pellets, (2) people should be aware of the problems caused by small plastics.

以瑞利準則探討數位顯示之觀賞距離

本研究希望在數位顯示方面做些改進,利用電腦運算使戶外大型LED看板所使用之能源降到最低,以達到節能減碳。\r 本研究分為兩個部份:\r 第ㄧ部份:以瑞利準則探討亮點間距與觀賞距離之關係。\r 實驗中,以Photoshop繪圖模仿LED燈泡之排列,分析兩亮點之大小、距離與觀測距離的關係來設定點之尺寸,再進一步分析三原色點之觀測距離、比例及三原色點之佈點方式對混色效果之關係,並以瑞利準則判斷之。\r 得到公式如下:\r 自己所繪之點大小/點恰可分辨之最近距離=LED燈之間隔/點恰可分辨之最近距離=0.8mm/1m \r 第二部份:數位顯示—LED。\r 利用第一部份所得知的公式發現:在某ㄧ觀賞距離時,有最佳的影像品質且有最少的用電量。較近時,則影像品質降低;而較遠時,影像品質已無法提昇,而多餘的用電量則可經由實驗省去。藉由本次實驗結果,可利用所編寫之程式計算出在某ㄧ距離下最適合之燈泡尺寸及所省之電量,以達到節能減碳的效果。

以3DVR虛擬實境融入教學活動設計之研究

面對一個終身學習,多元化學習的社會,學習的方法不再侷限於閱讀或求教於師了,取而代之的是電腦科技的變革。上屆學長利用線上代理人融入遠距教學的作品令我印象深刻,但總覺得少了些趣味及互動性,於是本實驗嚐試將虛擬實境加入線上代理人及遠距教學,利用空間魔法師建構出來的環境,讓使可者能夠融入其中,悠遊在虛擬的世界,並配合鍵盤的滑鼠的控制移動,點選建構出來的虛擬物件,透過超連結連結至網路上的知識網頁,配合線上代理人的互動及帶領,結合了主動、趣味、互動與便利,開創未來的學習方法,一個講求效率、速度及克服空間無時無刻都能學習的環境。With the arriving of 21st century,things are widely different,including the ways of learning. Because of the revolution of multi-media,computer technology will change the traditional way of learning. I was impressed by the master piece 「Long-distance with Agent」 which was done by the schoolmates last semester. But I feel their work still have much room for improvement,so I combine to use the virtual environment with the advantages of their work. Learners can move and click the objects in the virtual reality space,and they can be linked to the knowledge website through the Internet. Learners can enjoy the interesting ,fast,interactive and efficient learning environment. This work is done by the Space Magician Ver3.0, which is used to design a 3D virtual reality environment. And the users can enjoy the net-surfing and through the hyperlinks to get the information.