全國中小學科展

二等獎

能量環

Quantum Rings are defined to be polygons with sides all of the same unit length that are connected with a fixed positive or negative angle. In the research, the number of Quantum Rings corresponding to a given number of sides and a fixed angle will be discussed. Quantum Rings could be expressed by many sequences which would involve the theory of partitions and ways to eliminate the many to one nature of the sequences in order to evaluate the upper and lower bound. Besides estimating the upper and lower bound, a lot of the qualities of the Quantum Rings under certain circumstances will be mentioned.「能量環」為許多單位長度的線段以定角首尾相接,並且最後接回原點的多邊形。本研究將要探討對於給定邊長個數與相接角度的「能量環」的個數。「能量環」可以被表示成許多種數列的形式。在數列的運算中會牽涉到許多數字分割的理論與排列組合的排除重複以求得能量環個數的上下界。除了定量的求算出上下界以外,報告中也定性的歸納出許多給予特殊條件的能量環的性質。

不要給我好人卡─編號對應的研究

環境標籤---地衣與環境污染的探討

隨著工商業發展,環境污染日益嚴重,對多數生長在這塊土地上的人,無疑造成了非常嚴重的影響。但若想要監控目前環境中的空氣品質,則必須具備專業的訓練,及昂貴的實驗設備,對一般民眾而言,根本就做不到。\r 藉由指標植物對所生長環境的高度敏感性,可以發展出一套純天然且免費的環境污染偵測器,不但方便、免攜帶、無須高級儀器協助、更不需要專業的分析技術。為此,我們以對二氧化硫等空氣污染物極為敏感的地衣作為指標植物,對其進行生態與環境污染關係的一系列觀察,並設計相關的實驗,找出環境污染物對地衣的實際影響,使其能夠實際的應用於日常生活,並可加以推廣,讓人人都可以利用地衣來了解自己所處的環境是否遭受污染,為自己家園的環境優劣把關。\r \r 文摘要 :\r With the development of industry and business , environmental pollutions become more and more serious . Undoubtedly , those pollutions have a great effect on us.\r However , by the means of the indicator plant which is highly sensitive to its environment , we can develop a set of natural and free environmental pollution detectors . In this project , we use lichenes,which are very sensitive to air pollution , to do a series of observations and to find out the influence the pollutants have on lichenes . If we can apply this to our regular lives , everyone can use lichenes to see if their environment is polluted or not .

Generalized Quantum Tic-Tac-Toe

Early physicists such as Newton thought that all objects have definite positions. For example, they thought that an apple is either inside a fruit bowl, or outside of it. The advent of quantum physics in the early 20th century proved this viewpoint wrong. There is an uncertainty in the position of any object; we can find a set of possible locations where the object might be. This concept was termed superposition. Quantum tic-tac-toe (QT3) elegantly extends the popular game of tic-tac-toe by adding this quantum physics concept of superposition. Each turn, 1 piece is simultaneously played into 2 distinct squares of a 3-by-3 grid. Eventually, however, every piece will occupy exactly one square, like in tic-tac-toe. Yet, despite this intriguing addition, not much research has been done on the game. Hence in this paper we explore the game in terms of extension, analysis and solution. Firstly, we note that the quantum extension proposed by Alan Goff in QT3 is incomplete. In reality, there can be more than 2 possible locations for any object. Unfortunately, the QT3 game rules do not allow for this extension. Thus we non-trivially generalize the game (GQT3) by proposing a new set of rules. We show that the original QT3 is a subset of GQT3 and prove that our generalized game can always be successfully played from start to finish in a finite number of moves. Then, we begin our analysis of GQT3. Firstly, we investigate the game tree complexity, state space complexity and computational complexity of the game; indicators of how complicated the game is. Notably, we find here that QT3 has a total of about 18 trillion possible games, which is substantially higher than tic-tac-toe’s 400 thousand. Then we examine the Nash Equilibrium of the game; the result if two ‘Gods’ play the game against each other. We find that in this scenario, the first player will win by 0.5 points. To make the game fairer, we suggest minor variations on the scoring, which make the Nash Equilibrium a draw. Note that standard methods to analyze all of these would take at least a year, but we bring down the time to about a minute using symmetry considerations and other optimizations. Finally, we extend our programs into an artificial intelligence that is a perfect solution to the game. We then supplement this with a utility function to make the run-time performance pragmatic for more time-consuming versions of GQT3. Ultimately, GQT3 is a challenging and unique game with myriads of exploration possibilities; we have only scratched the surface here.

Vison-把台北101 玩弄於電腦之中

創意發想:在學習三角函數的三角測量應用時,由於立體感並非十分容易在平面中呈現,使得解題過程並相當困難。我們希望能透過程式,實際模擬出所看到的樣子,將有利於解決這方面的問題。學習美術者也需要了解一點透視的立體概念,皆可以透過程式來模擬。作品特色:我們的精神主要在於以高中的數學及物理為基礎,來研究其中的方法。除了研究3D 繪圖之基本原理,並著重於如何以程式實作,以達到高繪圖效能。預期效果:1. 讓電腦繪出有立體感(近大遠小)的圖形。2. 可以由不同位置及角度觀察物體。3. 讓立體影像具有光及影的效果。“想像您坐了一部直升機從1 樓向上到達頂端,觀看101 大樓有何不同的景象?!”Motive :In learning the technique of triangulation, it is hard to show 3D coordinates on 2D graphics so that this kind of math problems is difficult to solve. We hope that we can simulate the 3D surroundings by programming to provide references in dealing the problems. In addition, painting learners also need the simulation to realize the concept of one-point perspective. Feature :1. We do all the research based on mathematics and physics techniques learned in high school. 2. We not only figure out the method to draw 3D pictures but put some emphasis on how to use programming to run the method. Objective: 1. Let the computer draw 3D pictures, that is, the object looks big when near and small when far. 2. Making it possible to observe the object from different positions and angles. 3. Making the 3D pictures with lighting and shading effect. “Imagine how the sight would change while you are taking a ride on a helicopter from the ground to the top of Taipei 101.”\r

小強酒醉會嗨還是茫?─酒精對蟑螂行為與生理之Hormesis與其他效應的探討

Hormesis是指不同劑量具相反效應的雙相劑量反應,在藥理學、毒物學和醫學等領域,為革命性的重要概念,使科學界重新檢視劑量效應的性質與相關應用。本研究探討酒精對蟑螂運動行為與生理作用的效應,發現攝入酒精後的蟑螂,於代謝、循環及免疫反應的各項指標出現Hormesis現象,其中耗氧速率與產二氧化碳速率呈現J型,其餘指標則呈現倒U型。我們也發現酒精會使蟑螂的移動範圍及路徑縮小、速度變慢,同時引起以下生理作用:非換氣期拉長,呼吸速率下降;耗氧速率下降,呼吸商上升;心跳率下降,但心搏量增加,心輸出量上升;促進包囊作用及脂肪體觸酶活性,同時步足的反射更加顯著。本研究所測量的各種生理指標中,除了呼吸運動外,酒精引發的各種生理效應與前人所發現之警告費洛蒙的生理效應有相同趨勢,皆出現「低調與供應(Quiet & Supply)」反應,是一種面對危機的預前準備。

費瑪也瘋狂-平面上存在障礙時連接三定點的最佳網絡問題

在一個有障礙的平面上,給三個定點,我們探討連接此三點的最佳網絡。我們討論了諸如直線、射線、線段、圓、網格狀、三角形……等類的障礙,當網絡每穿越障礙一次,就必須付出代價,例如「拖延5 分鐘」。所以,設網絡穿越障礙的次數為y ,則網絡除了原本的總長度之外,還額外加入y 倍某固定數值的損耗。我們以費瑪點的各種性質及三角形不等式等方法為工具,就不同的穿越障礙次數綜合比較,而找出最佳網絡。在某些情況下,最佳網絡不是以費瑪點來連接三點,而是在障礙(如:直線)上找出符合某種與餘弦值相關特殊性質的點,以該點來連接三點,而此網絡可用GSP 軟體相當精確地作出。另外,我們也探討在考慮障礙造成損耗的情況下,兩點間的「實際距離」為何。 最後,我們考慮「混合障礙」問題。在此類問題中,除了前面所討論的障礙,還另加了如同「河流」的兩平行直線間區域之障礙,在這種障礙區域中,網絡的長度要乘以數倍來計算。我們發現,此類問題的最佳網絡也可用特定的正弦條件配合GSP 而相當精確地作出來。;Considering various kinds of obstacles in a plane, such as a line, a segment, a ray, a circle, a triangle or chessboard grids, which function like a red light, we research into the problem of finding the optimal network connecting three given points A, B, C in the plane amidst obstacles described above. Each time when the network crosses an obstacle, it will cause losses, such as five minute’s delay or a loss of one hundred dollars. Taking advantage of Fermat points, some basic inequalities concerning triangles and some special qualities about sine or cosine functions, we obtain the optimal networks in different situations. Besides, we consider what the “real distance” between two points is when there are obstacles in a plane. We also put another obstacle, including a line and a weighted region between two parallel lines, into consideration. In the region, like a river or a muddy ground in real life, the length of the network should be multiplied by a fixed time. Furthermore, we can use GSP to make the networks very accurately.

Do SAT Problems Have Boiling Points?

The Boolean Satisfiability problem, called SAT for short, is the problem of determining if a set of constraints involving Boolean (True/False) variables can be simultaneously satisfied. SAT solvers have become an integral part in many computations that involve making choices subject to constraints, such as scheduling software, chip design, decision making for robots (and even Sudoku!). Given their practical applications, one question is when SAT problems become hard to solve. The problem difficulty depends on the constrainedness of the SAT instance, which is defined as the ratio of the number of constraints to the number of variables. Research in the early 90’s showed that SAT problems are easy to solve both when the constrainedness is low and when it is high, abruptly transitioning (“boiling over” ) from easy to hard in a very narrow region in the middle. My project is aimed at verifying this surprising finding. I wrote a basic SAT solver in Python and used it to solve a large number of randomly generated 3SAT problems with given level of constrainedness. My experimental results showed that the percentage of problems with satisfying assignment transitions sharply from 100% to 0% as constrainedness varies between 4 and 5. Right at this point, the time taken to solve the problems peaks sharply. Similar behavior also holds for 2SAT and 4SAT. Thus, SAT problems do seem to exhibit phase transition behavior; my experimental data supported my hypothesis.

七星映月--都市靜水生態系連接度之模擬研究

目的:1. 以地理資訊系統分析臺北市靜水生態系的分布狀況;2. 分析靜水生態系的連接度。過程和結果:我實地踏察了臺北市區的381 個地點,在其中187 處發現224 個靜水生態系,首次統整出臺北市區靜水生態系的現況資料。靜水生態系的平均密度為0.82 個/km2,其密度與人口密度成正比。以 GIS 軟體標定這些水池,發現它們成任意或叢生分布。再以 VisualBasic 程式語言設計程式,以預測移動能力不同的濕地生物在這些靜水生態系間移動的情形。結論:由程式模擬可知,能在所紀錄地點間自由移動的濕地生物種類很少,顯示都市化對靜水生態系的隔絕效應。In a city, still water ecosystems (ponds and lakes) are divided by buildings and roads, so they are not continuous in the space. I surveyed 381 sites in Taipei City and found 224 ponds and lakes at 187 sites. The density of still water ecosystems is 0.82 per square kilometer. The density of still water ecosystems is higher in areas where more people live. I use a geographical information system software to mark the locations of these ponds. Their distribution is either random or clumped. I use Visual Basic to design a program to predict how do wetland creatures move among these sites. My program tells that very few creatures can move freely, indicating still water ecosystems in this city are quite isolated.

鄒之風聲-風笛

「風笛」是台灣原住民鄒族的信號用具及祈雨法器,由一條繩子綁一支竹片構成。轉動風笛時,竹片會繞繩子自轉並拍打空氣而發出聲音,並有上下飛舞的現象。風笛產生聲音的原因,為竹片拍打空氣而造成的渦流共振現象;又由於繩子扭力大小及方向改變,使風笛的音調忽高忽低、響度忽大忽小、且竹片會在兩個平面上公轉,而有週期性變化。施力使風笛公轉轉速加快時,竹片自轉速率也變快,使其音調愈高、響度愈大;而繩愈短、愈粗時,竹片的公轉週期將愈短。The wind whistler was once used by Tsou aborigines as a tool for message transfer. It is composed of a string and a bamboo flapper. When swung around, the flapper spins, beats the air, and makes sounds. Moreover, the flapper flies up and down during the revolution. The spinning flapper beats the air, causes the vortex resonance phenomenon, and thus produces sound. As the twist torque and direction change, there is periodical variation in the sound volume, sound pitch, and the movement of the flapper, which orbits up and down at two planes. If given force to speed up its revolution, the flapper,s spinning frequency also increases, which makes the sound pitch higher and the sound volume greater. Besides, when the string is shorter or thicker, the flapper,s revolution period will be shorter.