全國中小學科展

二等獎

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。

長期服用安非他命對小鼠腦部紋狀體內蛋白質表

安非他命的濫用在台灣是非常嚴重的公眾健康及社會問題。安非他命會導致一連串的行為異常,包括在中腦紋狀體內釋放多巴胺及阻止多巴胺回收來增加使用者的活動力。由於安非他命會對腦細胞造成傷害,本研究的目的為探討低劑量、無立即毒性之安非他命(類似於人類使用習慣)長期施打下,是否會對C57BL6 小鼠大腦紋狀體內的蛋白質表現有影響。因此利用西方點墨法分析施打低劑量安非他命(2 到6 mg/kg) 約一星期之後,C57BL6 小鼠的大腦紋狀體中一些重要蛋白質(包括腺.酸受體A2A-R、第五亞型腺.酸環化.AC5、caspase-8 及PARP) 的表現是否有改變。實驗結果顯示,低劑量安非他命處理對這些蛋白質的表現並沒有明顯的差異。但利用二維電泳法可看到有少許蛋白質,在經過安非他命處理下有顯著的差別,如KIAA0193 homolog 、GOS-28、gammacrystallin A、malate dehydrogenase 和phosphoglycerate mutase isozyme B (PGAM-B)。這些蛋白質中,malate dehydrogenase 和PGAM-B 與代謝和產生ATP 有關,但前者是增加的,而後者減少,推測安非他命會影響神經細胞的能量代謝,因此長期施打安非他命對紋狀體造成的影響值得進一步探討。;The wide spreading use of amphetamine (AMPH) in Taiwan has become a serious public health and social problem. AMPH evokes a series of behavior abnormality including enhanced locomotor behavior by releasing dopamine and inhibiting dopamine-uptake in the striatum. Since AMPH is known to cause brain damage, the purpose of this study is to investigate the expression of several important proteins in the striatum of C57BL6 mice after chronic treatment with low and non-toxic dosages of AMPH (mimicking the common usage pattern of AMPH addict). C57BL6 mice were daily IP-injected with various dosages of AMPH (0 to 6 mg/kg) for one week. Expression levels of A2A adenosine receptor (A2A-R), adenylyl cyclase type V (AC5), caspase-8 and PARP in the striatum were analyzed by Western blotting analysis. Most proteins examined were not affected by this 1-week AMPH treatment. By the aid of two-dimensional gel electrophoresis, expressions of a few striatal proteins (such as KIAA0193 homolog, GOS-28, gammacrystallin A, malate dehydrogenase and phosphoglycerate mutase isozyme B (PGAM-B) in AMPH-treated mice were altered. Note that malate dehydrogenase and PGAM-B are two enzymes involved in energy metabolism and ATP generation. Interestingly, the former was increased and while the latter was decreased in AMPH-treated mice. Collectively AMPH may affect the energy metabolism in neuronal cells. These results suggest that the injury induced by long-term AMPH exposure warrants our further concerns and investigation.

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.

Bezier曲線與蚶線間之關聯性的探討與推廣

在這篇報告中,我們以貝斯曲線的做圖原理建立出一種新的曲線-環狀貝斯曲線,進而得到不少有趣的結果。我們發現有名的古典曲線-蚶線,也是屬於二次環狀貝斯曲線。軌跡方程式為:,此時,係數恰符合二項式定理。之後我們推廣至n次環狀貝斯曲線的軌跡方程式:,也符合二項式定理。 在複數平面上,給定z0、z1、z2三點,我們定義出一個二次變換 ,若,,可映射成蚶線的圖形;若z∈實數,則可映射成拋物線。利用此結果類推我們找到一個複數平面上由 z0、z1、...、zn 所決定的n次變換將以原點為圓心的單位圓,映射成n次環狀Bezier曲線。 In this essay, we use the method of forming a Bezier Curve to establish a new curve, circular Bezier Curve, and find a lot of interesting results. We discover the famous classical curve "limacon", which belongs to the Quadratic Circular Bezier Curve. The locus of Quadratic Circular Bezier Curve is, where. Its coefficients match the binomial theorem. Then we apply it to the locus of nth-circular Bezier Curve:, and it also matches the binomial theorem.On the complex plane, we define a quadratic transformation corresponding to three points—z0,z1 and z2 as .If , where , a limacon is mapped. If z is a real number, a parabola is mapped. With this result, we will find a nth transformation defined by z0、z1、...、zn on the complex plane. It will form a nth-circular Bezier Curve with unit circle centering on the origin.

智慧型日光燈節能系統

本研究以增進日光燈管使用效率為目標,設計出一套整合型的系統以減少不必要的浪費。我們將感知用的硬體設備與自行開發的軟體程式作結合,使系統能夠在感知到日光燈管的各種狀態後,做出相對應的處置。其狀況包含:1.無電時系統會警告,以避免誤判的情形;2.有電時燈管正常運作;3.有電時燈管閃爍或不亮,此時系統會切斷日光燈管的電力,並記錄資訊。以上述系統為基礎,我們搭配紅外線模組來達到有人在才開燈,無人時自動斷電;亦加入偵測環境用的光敏電阻來達到光線暗時才開燈,光線亮時會自動斷電。依據測試,閃爍的燈管會比正常燈管多消耗30%的耗電量,壞掉不亮的燈管亦會消耗正常燈管70%的耗電量,對能源越來越少的今天,我們的系統提供了另一種節能的機制。

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.

兄弟樹性質探討 - 偶完全三連結、漢米頓可蕾斯圖

設n 為正整數,引人興趣的兄弟樹BT(n)是由高欣欣和徐力行教授不久前在[10]所提出的三正則二分圖。本報告證明在兄弟樹BT(n)中,任兩異色點之間存在三條連結線,彼此不相交且經過所有的點;若除去圖中任一點,則與此點同色之任意兩點之間也存在三條連結線,且彼此不相交並經過所有的點。此外,證明在BT(n)中,任兩異色點之間存在一條路徑並經過圖中所有點;若除去圖中任一點,則與此點異色之任意兩點之間也存在一條路徑並經過圖中所有點。除此之外,還證明兄弟樹中存在一漢米頓圈經過任三條邊。

咀嚼口香糖對於記憶力與情緒放鬆的影響

本研究採用受試者內實驗法進行設計,以2*2*2=3個因子(糖分*刺激口味*咀嚼時間),加上2次不同時間咀嚼運動與對照組,一共有11次實驗。每次實驗量測短期記憶與短期工作記憶共6種題項,並透過心律變異器、簡單的腦波偵測儀與問卷調查,瞭解咀嚼口香糖對於情緒放鬆的影響。 研究結果發現:咀嚼無糖口香糖對於數字廣度記憶有較佳的效果,反倒是咀嚼有糖薄荷口香糖時,則數字廣度記憶效果最差,甚至比單純咀嚼運動或對照組來得差。其次,在情緒放鬆上,受試者都認為咀嚼有糖薄荷口香糖,其糖分的味覺與薄荷的嗅覺有助於放鬆情緒,但透過心律變異器量測交感神經活性指數與副交感神經活性指數,反倒是增加緊張與焦慮的情緒。其次,從記憶力與心律變異結果得知-有糖分的口香糖會使得情緒較為緊繃與無法鬆懈,因此導致記憶力也跟著有降低的趨勢。但如果經過咀嚼15分鐘後,再進行記憶力量測時,其情緒較為輕鬆而記憶力也有所提升。 咀嚼口香糖對於記憶與情緒並沒有太大改變增加,因此,本研究建議如果真的有咀嚼口香糖習慣的人,可咀嚼15到20分鐘再進行相關工作,如此將有稍顯幫助工作績效。但咀嚼有糖分與刺激口味的口香糖,可能會造成反效果。

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.