全國中小學科展

2002年

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.

Amazing Fairy Chess -討論多元方形鏈的數量

在這篇研究報告中,我們討論的是一種方形集合圖形的數量。”多元方形鏈”約略在 60 年代被提出,衍生出一系列的問題和遊戲,例如熟知的電玩軟體 『 俄羅斯方塊 』 ,或是 『 益智積木 』 的遊戲,都是多元方形鏈的應用。在這些問題當中,最令人頭痛的難題就是 n 元方形鏈的圖形總數。為了解決這道難題,我們採用一種轉換方法將圖形轉換成序組,並且給出序組的性質,再據此寫成 C 語言的程式;反覆地修改程式以增進執行效率及速度,最後利用該程式成功地統計出圖形總數。 In this report, we discussed the amount of polyominoes, the graphs of a set of squares. “Polyominoes” has been brought up in 1960s, and later developed into a series of questions and games, such as a well-known video game — Tetrix, and the game of puzzle blocks. Both are the applications of polyominoes. Among those questions, the toughest one is the amount of n-polyominoes. To solve this problem, we used a method which transforms the graphs into sequences. By looking into the properties of those sequences, we obtain a set of rules that can be used to determine the quantity of n-polyomines. The rules are implemented into computer codes in C language with proper modifications made to speed up the efficiency of our algorithm. The computational results show that the amount has been successfully calculated.

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.

抽籤機

此篇報告中,主要是在敘述以單晶片8051為主體,運用其所具有之功能,製作成此作品,稱為記數抽籤機,又稱抽籤機,根據本篇報告結果,可歸納出以下結果:1.本實驗能讓初學者對單晶片8051之特性與功能有更深的了解,以增進實驗與成品實作的能力。2.此作品以便利為原則,故其體積不大,重量輕攜帶方便。3.使用之元件普遍,價格便宜,在電子材料行均可買的到,成本低。4.依本品之功能,可用於學校讓老師進行抽問,也可用於其他有抽籤或抽獎活動之場合,公平又公正。;In the report, we take the single chip 8051 as a main body, making use of function to do the counting drawing lots machine, which are also called drawing lots machine. According to the resultof this report, conclusions are as followings: 1. With the experiment, the beginners egt deeper understanding about the characteristics and the finished products. 2. This machine is light and its volume is small, so it is easy and convenient to carry with. 3. The essential elements are common,cheap and can easily be bought in the store which is sellong electronic materials. 4. The drawing lots machine can be used at schools when teachers want to pick out some students to ask or it can be used for some drawing lots occasion as well. The outcome is just and fair.

平面式雙頻天線合成陣列之研究

The feasibility of new design approach for dual-band antenna array using genetic algorithm is demonstrated in this study. In the past year, one dual-band printed-strip dipole antenna, which operates at 0.9/1.8 GHz, had been implemented in the laboratory and leads to a satisfactory performance. However, the antenna element is suitable for application at base-station rather than handset. Conventional antennas suitable for base-station application are arrays, which consist of antenna elements and at least one feed network. Feed networks for antenna arrays are usually designed to operate at single-band capability, and therefore, it requires two feed networks for a conventional dual-band antenna array. Nevertheless, a dual-band antenna array fed by signal feed network is feasible in our study. To begin with, a full-wave solver ID3D is applied to evaluate the impedance matrix of antenna array with eight elements. Then, the antenna array is modeled as a cascaded equivalent transmission line such that the genetic algorithm could network of dual-band antenna array and yields a seven-section design, which meets the specification of base-station antennas.在過去的一年裡,本人曾製作過具有雙頻效果的雙面印刷偶極天線,並得到不錯的量測結果。由於此天線單元於實際應用上適於基地台天線陣列之設計,所以本研究著眼於天線陣列的設計。傳統上天線陣列的結構包含了兩個部分,分別是天線單元以及饋入電路。目前基地台所使用的大多都是單頻天線陣列,在雙頻天線陣列部分,通常需要兩個饋入電路分別對不同頻帶作訊號的饋入;因此,我們希望能實現使用單一饋入電路製成雙頻天線陣列的想法。本研究中,我們利用之前所做出來的天線單元來合成陣列,並希望此陣列在0.9HGz和1.8GHz兩個頻段都能產生良好的共振效果。我們利用電磁模擬軟體IE3D估算具有八個天線單元的天線陣列阻抗陣列後,再將此天線陣列轉換成串接式等效傳輸線電路。借由基因演算法(genetic algorithm)對此電路做最佳化,我們可以求得饋入電路各段傳輸線的尺寸。由此研究發現,我們的方法應用於單一饋入電路之雙頻天線陣列的設計是可行的,而此電路的模擬結果亦符合基地台天線陣列的規格。

鋅電極低污染性金屬浸鍍處理對銀鋅電池的影響

Because the electrolyte solution used in an alkaline battery is a concentrated KOH solution, the zinc electrode in such a battery undergoes both a charging reaction and a corrosive reaction with the alkaline solution. The corrosive reaction not only reduces the lifetime of the battery but also produces hydrogen, which can cause the battery to explode and burn. Most of the zinc alkaline batteries currently on the market use mercury plating on the zinc electrode to increase its resistance to corrosion. To reduce corrosion of the zinc electrode in an alkaline battery and to avoid the use of toxic mercury, this study aimed to design a device to measure the quantity of hydrogen gas produced during the charging of a zinc-silver battery. We plated the zinc electrode with the immersion electroless plating method, using several different kinds of low-polluting anticorrosive additives(metallic compounds such as lead, tin, and indium)instead of mercury. We also used the vacuum immersion electroless plating method and added zincate ion into electrolyte solution to reduce further the quantity of hydrogen produced. The results of the experiment revealed that either a 10:1 or 100:1 ratio of lead to tin under optimal conditions will yield much better results than mercury.鹼性電池中使用的電解質溶液為濃氫氧化鉀溶液,因此電池中的鋅極除了放電反應之外,也會與濃鹼溶液中發生腐蝕反應。鋅極的腐蝕作用不僅會降低電池放電壽命,而且所產生的氫氣更可能使電池發生爆裂燃燒的危險。目前市面上所售之含鋅鹼性電池,大多是用鋅極鍍「汞」作為鋅極抗腐蝕的方法。為了改善銀鋅鹼性電池中鋅極在放電時的腐蝕效應,以及減少其所產生的氫氣量,本實驗設計了一動態放電裝置,可用於檢測銀鋅電池的放電電壓、放電時間與鋅極腐蝕反應的氫氣生成量。本研究藉由浸鍍其他低污染性金屬溶液 (鉛、錫、銦的化合物)來取代不環保的鍍汞製程,並進一步設計抽真空的浸鍍裝置,以及電解質溶液採用含有ZnO22-的KOH溶液,有效的降低電池中氫氣生成量。最後綜合所有優良條件,以鋅極採用真空浸鍍(Pb:Sn)為(10:1)及(100:1)的條件,此舉非常有效地提高電池中鋅極抗腐蝕性。此項製程所使用的Pb、Sn污染性質遠遠低於目前工業上所使用的汞製程污染,而且製程成本也遠遠低於Hg製程成本。

倍位元灰度影像產生器

本研究設計一新型的影像投射系統,可將影像顯示的灰度位元加倍,例如,顯示面板只需用4位元,即可顯示8位元的影像;亦能充分利用光路光源,增加光源使用率。此系統使用兩片相同灰度位元的顯示面板,此兩面板所顯示的影像經過灰度的重新處理,且各經由不同光源強度比值的光路合成後,其灰度分佈將可增為原來的平方倍。經模擬與實驗顯示,此種系統很輕易就能獲得預期目標。無論使用穿透式或反射式皆可應用於目前單片液晶面板之投影系統中;未來可望利用網板來表現灰度,應用於紅外線景物投射系統中,作為紅外線影像式尋標器靜態模擬時所需的高強度動態範圍與高解析度之影像產生器。In this study, a novel image generator utilized in a projecting system has been proposed; it can double the bits of gray-level for image display and enhance the efficiency of illumination of lamp in the optical path. With this system, a 4-bit display panel can achieve an 8-bit image display. Two display panels with same gray-level bits is adopted, images on them will be processed, and then go through different path with a proper intensity ratio. The gray level distribution of image displayed which the two images combined afterward, will be the square of that of original one. The results of simulations and experiments have approved to meet the requirements. No matter transmitting or reflective types can be applied to current projecting systems with single LCD panel. It is expected that a halftone-gray-level pattern will be suitable for this system to form an infrared scene projector, and to act as an image generator with high dynamic range and resolution for static simulation of infrared imaging seeker.

磁流體的浪潮-磁場梯度下磁流波紋之研究

在本次實驗中,我們發現在不同厚度的磁流體薄膜中,會因本身磁性粒子結合,而呈現不同的影像圖形。隨著薄膜厚度增加,其磁性粒子會由鏈狀排列成塊狀叢集,可是一旦外加磁場後,又要全部轉向磁力線方向集結。另一個發現是將磁流體薄膜放在一個不均勻的磁場梯度中,則樣品內的磁流體粒子,不僅會隨著磁力線的方向排列移動,更會出現磁流波紋,其行進路徑是沿著垂直於磁力線的方向,向磁力線密集處移動。我們亦發現在不同的薄膜厚度及不同外加磁場下,其”磁流波紋”的波速亦會隨之改變。一般而言,樣品的厚度愈厚,或外加磁場愈大,其”磁流波紋”的波速愈快,反之則愈慢。最後,我們列出了一些磁流波紋的應用,相信是精采可期!In this experiment, we find that in different thickness of magnetic fluid different images will appear, because of the connection of magnetic particles. With the increasing of thickness the magnetic particles will change its shape from chains to blocks. But when we add external magnetic field, they will get in line one by one to the direction of magnetic line of force. We also find that we put the magnetic fluid film in the uneven magnetic gradient, the magnetic particle in the sample not only follow the direction of magnetic line of force but also show the “magnetic wave”. Its move path is perpendicular to the direction of magnetic line of force. In the different film thickness of magnetic field, the wave velocity of the “magnetic wave” will change. In generally, the thicker the sample is, or the larger the magnetic field is, the faster the wave velocity of magnetic wave is and adverse is true. At last, we list the applications of “magnetic wave”, we believe they are marvelous!

記憶學習機

一般學生對於學校課程學習的負擔,再加上對本身的自信心不足,往往導致學生自己所「背」的東西不是十分確信是否有真正記進腦中,也常常困擾著他們。因此,引發本小組想設計一個可以自我評測且可以立即得到成績的輔助學習機;在研究過程中,本小組設計記憶學習機不但可以做到使用者自我評測的功能,還可以讓使用者馬上得到檢測的結果並且使用者可以回顧先前成績欄紀錄;記憶學習機經過本小組組員的辛苦孕育下誕生,本小組便拿著「它」讓班上同學認識,雖然「它」不是同學心中的最佳主角,但是同學卻一致認定「它」是『最佳伴讀夥伴』。本作品主要功能有:1.能調整使用者所要求的測試時問。2.該作品能記憶此次測試成績,以便和下次相互比較。3.依使用者的需求選擇中文、英文、數字及遊戲模式做記憶訓練。4.能有立即性的成效及回饋。 Due to the pressure of courses and lack of confidence, many students are often not sure of what they have recited on a lesson previously, which in turn always disturbs and cut down learning confidence of students. To eradicate the obstacles they encounter, we decide to research into this topic. A memory-based learning-aided machine is designed for students to self-evaluate themselves and to get the feedback at once. In the process of development, the memory-based learning-aided machine not only lets users practice the exercise of their own, but also is able to derive the outcomes immediately and retrieve the previous records effectively and efficiently. We strive to make this learning-aided machine at its best performance as possible as we can. Besides, the memory-based learning-aided machine provides the alternatives for the users to answer the question in a way that they like. For example, users can answer questions in English mode, can choose the limit time into test themselves in a time. In addition, the system can expand its material by inputting data into the knowledge base. By our group members' lasting efforts, the learning-aided machine was created, finally. According to the result of experiment that we applied to the classmates, we conclude that the memory-based learning-aided machine is the best assistant and learning partner for the students. We would like to introduce it to classmates and hope they will be interested in using it to enhance their learning motivation and performance.