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Training Course 8 Matrices and Vectors
Training Course 8 Matrices and Vectors
http://www.mathwarehouse.com/algebra/matrix/
Definition: Dimension or Order of a matrix refers to the number of rows and columns of a given
matrix. By convention the dimension are given by number of rows x number of columns. E.g. Dimension
of the above matrix is 2 x 3, this is also the order of the matrix.
Definition: A square matrix is a matrix with the same number of rows and columns. An n-by n matrix is
known as a square matrix of order n. e.g., matrix G below is a 3 x 3 square matrix of order 3.
In order to identify an entry in a matrix, we simply write a subscript of the entry's row followed by the
column. In matrix A on the left, we write a23 to denote the entry in the second row and the third column.
J=
+ = =
We cannot add these two matrices because same dimensions are required for addition and subtraction. Why?
Commutative property for matrix addition says we can swap matrices and still get the same answer,
just like swap numbers, e.g. 5 + 7 = 7 + 5.
Example 6
If A = and B = , show that A + B = B + A.
Solution: A + B = + = =
B+A= + = =
Distributive property for matrix addition says we can multiply the sum of two or more matrices, e.g. A
and B, by a scalar quantity, e.g. 2(A + B) = 2A + 2B
A+B= + = =
2 (A + B) = 2 x =
2A + 2B = + = + =
Therefore 2(A+B) = 2A+2B or distributive property over addition holds for matrices.
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Exercise
4. Y= . Show that X - Y ≠ Y - X.
5. B= and C=
(a) Show that A + (B + C) = (A + B) + C. This is associative property over addition for matrices.
(b) Show that 3(A + B + C) = 3A + 3B + 3C. What is the name of this property?
6. If A = B= and C =
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Lesson 3 Multiplying Matrices
Example 1 We have two square matrices of dimensions (2x2) x (2x2), product is a 2x2 square matrix.
Example 2 We have two square matrices of dimension, (2x2) x (2x2), product is a 2x2 square matrix.
Example 3 x =?
We have (2x3) x (3x2) matrices. Since the number of columns in A is the same as the number of rows in
B, we can go ahead and multiply these matrices. Our result will be a (2x2) matrix.
To multiply a matrix by another matrix we need to do the “dot product” of rows and columns. We
multiply the numbers on the first row of first matrix by the corresponding first numbers in the first
column of the second matrix, etc. Then we sum up the numbers to give you first entry of the product.
Then we multiply the numbers on the 1st row of first matrix by the corresponding numbers in the 2nd
column of the second matrix, and add them up to give you the second entry on the 1st row of the product.
Then we multiply the numbers on the 2nd row of first matrix by the corresponding numbers in the 1st
column of the second matrix, then add them up to give you the first entry on the 2nd row of the product.
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We get: (4, 5, 6) • (7, 9, 11) = 4×7 + 5×9 + 6×11 = 139. Lastly, for the 2nd row and 2nd column, we get
(4, 5, 6) • (8, 10, 12) = 4×8 + 5×10 + 6×12 = 154.
Exercise
1. B= . Show that AB = BA. What is the name of this property?
3. B= and C=
(a) Show that A (BC) = (AB) C. This is associative property over multiplication for matrices.
(b) Show that A + (B + C) = (A + B) + C. What is the name of this property?
4. If A = B= and C=
7. If J = K= Show that JK = KJ or JK .
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Lesson 4 Matrices in Rotation and Translation Transformations
Rotation Matrix
Find the coordinates of the vertices of the image of with X(1,2),Y(3,5) and Z(−3,4) after it is
rotated 180°counterclockwise about the origin.
Solution
Find the vertex matrix of the triangle first: ,
Solution
Find the vertex matrix of the triangle first:
1. Determine the image of a triangle PQR with coordinates P(2, 3), Q(5, 0) and R(4, 3) after it is
rotated 180° counterclockwise about the origin. Draw a graph to illustrate the triangle and its
image.
2. Determine the image of a triangle PQR with coordinates P(2, -1), Q(6, -3) and R(2, -6) after it is
rotated 60° counterclockwise about the origin. Draw a graph to illustrate the triangle and its
image.
3. Determine the image of a triangle PQR with coordinates P(2, -1), Q(6, -3) and R(2, -6) after it is
rotated 120° counterclockwise about the origin. Draw a graph to illustrate the triangle and its
image.
4. Determine the image of a parallelogram ABCD with coordinates A(3, -2), B(7, -2), C(5, -4) and D
(1, -4) after it is rotated 270° counterclockwise about the origin. Draw a graph to illustrate the
parallelogram and its image.
5. Find the coordinates of the vertices of the image of ΔABC with A(-4, 3), B(-2, 1) and C(-3, 5)
after it is translated 5 units to right and 3 units down or T = . Draw a graph to illustrate the
7. The vertices of a parallelogram PQRS are P(1, 1), Q(4, 1), R(5, 3) and S(2, 3) respectively. Find
the vertices of parallelogram P’Q’R’S’ after it is translated 3 units to the left and 5 units down or
T= Draw a graph to illustrate the parallelogram and its image
8. The vertices of a trapezium KLMN are K(-6, 1), L(-1, 1), M(-2, 4) and N(-5, 4) respectively. Find
the vertices of trapezium K’L’M’N’ after it is translated 7 units to the right and 5 units up or T =
. Draw a graph to illustrate the trapezium and its image.
9. The kite PQRS is mapped onto a kite P’Q’R’S’ with vertices P’(2, 6), Q’(4, 8), R’(6, 6) and S’(4,
2) respectively under the translation 5 units to the right and 6 units up or T = . Determine the
vertices of the kite PQRS. Draw a graph to illustrate the kite and its image
10. A rectangle WXYZ is mapped onto a rectangle W’X’Y’Z’ with vertices W’(2, 1), X’(6, 1), Y’(6,
-2) and Z’(2, - 2) respectively under the translation 4 units to the left and 5 units up or T = .
Determine the vertices of the kite WXYZ. Draw a graph to illustrate the rectangle and its image.
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Lesson 5 Matrices in Reflection transformation
Two types of reflection (on x-axis and y-axis) are shown below with respective reflection matrices.
Example 1 Find the reflected image in the x-axis and y-axis in the two figures below using reflection matrices.
The coordinates for A’B’C’ is A’(-2, -1), B’(1, -4) and C’(3, -2)
The coordinates for A’B’C’ is A’(1, 3), B’(5, 2) and C’(4, -1)
Exercise
1. Reflect these figures on the x-axis by finding the coordinates of the image using reflection matrix.
2. Reflect these figures on the y-axis by finding the coordinates of the image using reflection matrix.
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Lesson 6 Application of Matrices in Real Life
Matrices are rectangular arrangement of numbers, expressions, symbols which are arranged in columns
and rows. The origin of matrices lie with the system of simultaneous equations. An important Chinese
Math textbook from 300BC – 200AD gives the first example of use of matrix method to solve
simultaneous equations. Matrices have many applications in scientific and business fields and many
practical real life problems, thus making an indispensable tool for solving many practical problems.
Exercise Other than your Math classes, can you think of a school event that uses matrices? e.g. class list,
scheduling, events calendar, attendance, seating plan, etc. Describe how matrices are used for the event.
One tool economists use to measure economic growth is the GDP. A country's GDP is the total value of
all the goods and services it produced over a specific length of time. Matrices are used to calculate a
country’s GDP.
In 2016, Guyana had a GDP of about US$3.45
billion. This means that, during the entire 2016
year, there were US$3.45 billion worth of goods
and services produced in Guyana. That's a huge
amount of money!
https://tradingeconomics.com/guyana/gdp
http://statisticstimes.com/economy/projected-world-gdp-ranking.php
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Application of matrix for Secondary School
http://www1.pgcps.org/andrewjackson/index.aspx?id=148924
The five roles for reliable behaviours by model students expected at a school are: responsible, organized,
acceptance, respectful and safe and orderly. The seven columns are locations at the school, e.g.
classrooms, dining hall, bathroom, etc. The above matrix shows five reliable behaviours at each of the
seven locations in a U.S. school, it’s a 5 x 7 matrix with 35 reliable behaviours.
Exercise Can you make a similar one for a reliable student at your school in Guyana?
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Lesson 7 Matrices in 3D Video Games
The use of matrices in computer graphics and 3D video games is widespread. In video gaming industry,
matrices are major mathematic tools to construct and manipulate a realistic animation of a polygonal
figure. Examples of matrix operations include translations, rotations, and scaling that you saw in previous
lessons. Other matrix transformation concepts are field of view, rendering, color transformation and
projection. A list of common matrix operations for various transformations is listed on the final page of
this lesson. Understanding of matrices is a basic necessity to program 3D video games.
Translation in 3D Video Games
A translation basically means adding a vector to a point, making a point transforms to a new point. The
movement of all the points that made up an arm in the diagram above uses translation of points, it can be
computed using a single matrix multiplication.
Translation Matrix x Original Point = Translation Point (See example above)
In video game, when an objects like airplane uses translation to move across the sky. All the points that
make up the plane have to be translated by the same vector or the image of the plane will appear to be
stretched. Thousands of translations would be used for a flight or fighting motion.
Scaling in 3D Video Games
Scaling is an enlargement or shrink transformation. It requires one of the diagonal values of the
transformation matrix to equal to a value other than one. For example, a point (x, y, z, 1) is transformed
to (sxx, syy, szz, 1). Values for sx, sy, sz greater than one will enlarge the objects, values between zero
and one will shrink the objects, and negative values will rotate the object and change the size of the
objects. If we want to scale an object in a video game, like an exploding bomb, we apply the same
scaling matrix to each point of the bomb.
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Rotation in 3D Video Games
Rotations are defined with respect to an axis. In 3D, the axis of rotation needs to be specified. See above
diagram. The rotation matrix is . The rotation of a point (x, y) with angle
of rotation to another point (x’, y’) is given by
Projection Transformations
Even though we programmed objects in 3-D, we have to actually view the objects as 2-D on our TV or
computer screens. In another word, we want to transform points in 3-space to 2-space. There are two
types of projections. In Parallel Projection, we simply ignore the z-coordinate, e.g. the coordinates (x, y,
z, 1) to (x, y, 0, 1). The video game on the left uses Parallel Projection. Perspective Projection, is the way
we see things, i.e. bigger when the object is closer. The 3D Pac Man game on the right uses Perspective
Projection.
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Lesson 8 Vector
This is a vector a, vectors are usually written in A scalar has magnitude, e.g. 3 km, 20 km/h
bold type. A vector has magnitude and direction, e.g.
3km [South]. 30 km/h [SW
We can add two vectors a and b by joining them It doesn't matter which order we add them, we
tip-to-tail. For b + a, we move vector a so that get the same result. The commutative property
the tail of a meets the tip or head of b, while holds for vector addition, i.e. a + b = b + a
moving, make sure vector a stays parallel (or in
the same direction). Then we join the tail of b to
the tip of a to get b + a. How do we know the
direction of b + a? The two tails meet and the
two heads meet.
Subtraction of vectors a – b
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Example
Exercise
Given two non-collinear vectors A and B above, perform the following operations:
Exercise
1. Use any three vectors A, B, and C, use the tip to tail methods to illustrate the commutative and
distributive property of matrices over addition, i.e. (i) A + C = C + A, (ii) B + C = C + B,
(iii) A + B = B – A, (iv) 3(A + C) = 3A + 3C, (v) 2(A + B + C) = 2A + 2B + 2C
2. Use any three vectors A, B, and C, use the tip to tail methods to illustrate the commutative and
distributive property of matrices over addition, i.e. (i) A - C C + A, (ii) B - C C - B,
(iii) A – B B – A, (iv) 3(A – C) = 3A – 3C, (v) 2(A - B - C) = 2A - 2B - 2C
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Lesson 10 Vector, Coordinate and Column Matrix
If the vector coordinates are (x, y), its column matrix is written as .
Example 1: Find the column matrix and magnitude Example 2 Find the column matrix and
of CD and AB. magnitude the vector above
Solution CD Horiz = -5 (R to L), vertical = 5 Solution Horizontal = -1 (R to L), Vertical = 3
(Bottom to top) CD = is column matrix
is the column matrix
= = =
AB = , = = =
Exercise
1. Represent each of the following vectors on graph paper:
, ,t= ,u=
2. Find the column matrix and magnitude of all the vectors below:
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Lesson 11 Collinear points and Collinear vectors
In the diagram below, A, B, and C are collinear points, D is not collinear with A, B, and C.
Example 1: In the diagrams below, AB and 2AB are collinear with same orientation, AB and – 2AB are
collinear with different orientation
Consider two points P(x1, y1) and Q(x2, y2). We have to find the coordinates of the point R which divides
PQ in the ratio m: n, i.e. There can be two cases, R lying between P and Q, or outside the line
segment PQ. The figure on the top right shows both cases.
Example 2:
(a) In the above diagram on the left, determine that ratio of division for point Q for vector PR
(c) Using the ratio, find a, b, s and t in PQ = aPR, PR = bPQ, QR = sPQ, and QR = tQP
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Example 3 In the vector diagram on the above right, using points B and C as points of division,
determine whether the division is internal or external and the ratio:
Solution:
(a)(b) B divides AC internally in the ratio 1:1, C divides AB externally in the ratio 2:-1
(c)
Exercise
1. In the vector diagram on the left below, using points F and H as points of division, determine
whether the division is internal or external and the ratio:
2. In the vector diagram on the right below, using points B and TP (1, 5) as points of division,
determine whether the division is internal or external and the ratio:
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Lesson 12 Triangle Law of Vector Addition and Subtraction
Example: (a) Find the column matrix for each vector on the left diagram.
(b) Use these column matrices to illustrate the commutative and distributive property of matrices
over addition, i.e. (i) A+ B = B + A, (ii) B - C = C - B, (iii) 3(A + B + C) = 3A + 3B + 3C.
3(A - B + C) = 3 { - + }=3 =
3A - 3B + 3C = 3 -3 +3 = = + + =
Exercise
1. Find the column matrix for each vector on the right diagram. Vectors are A, B, and C (from left).
2. Use the column matrices to illustrate the commutative and distributive property of matrices over
addition, i.e. (i) A + C = C + A, (ii) B + C = C + B, (iii) B - C C - B, (iv) A – B B – A (v)
2(A + B + C) = 2A + 2B + 2C, (v) 2(A - B - C) = 2A - 2B - 2C
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Activity 1 Vectors and Navigating by Dead Reckoning
Getting around before maps or GPS was exactly as complicated as you could imagine. The dead
reckoning method of navigation was more than likely the way Christopher Columbus arrived on new
lands in the 1400s.
We all know the formula for speed and distance? Distance = speed x time. Be sure the units must match,
e.g. miles/hour, km/hour, metres/second, etc.
How did ancient sea captains like Columbus keep their ships on course throughout their voyages? They
used dead reckoning to figure out where they were going. It means, by knowing the speed, time and
distance of the course of their travel, they could determine where and approximately when they would
arrive, that’s why they studied Math!
Definition: Dead reckoning is he process of navigating by calculating one's current position by using a
previously determined position, and advancing that position based upon known or estimated speeds over
elapsed time and course.
Columbus and most other sailors of his era—used dead reckoning to navigate. Starting from a known
point, such as a port, a navigator measures out the course and distance from that point on a chart, pricking
the chart with a pin to mark the new position. They used Math, in particular, vectors to help them find
their way and stay on course when wind, current and other factors affected their journeys. Unfortunately,
Columbus never reached the destination where he thought he would end up. He found the Caribbean
instead of China. Why do you think that happened? How accurate is dead reckoning?
Activity on Dead Reckoning – work in groups of three
The course is the direction you intend to steer the vessel. For this activity, the "course," or heading, is
always due west (270 degrees measured clockwise from 0 degrees north). A heading is which way the
vessel is going at a given point. The track actually followed can be very crooked due to wave action,
current, wind and the helmsman (the person responsible for steering the vessel).
Vectors are arrows that represent two pieces of information: a magnitude value (the length of the arrow) and a
directional value (the way the arrow is pointed). In terms of movement, the information contained in the
vector is the distance traveled and the direction traveled. Vectors give us a graphical method to calculate
the sum of several simultaneous movements. If movement is affected by only one variable (represented
by vector A or B), then a vessel would arrive at the end of that vector. If movement is affected by two
variables (represented by the sum of A and B), then a vessel's final position can be found by linking the
two vectors together.
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Vectors illustrate the final position of vessel's voyage.
1. Should sailors worry about wind and current when traveling long distances? Why?
2. How are velocity vectors related to speed?
Complete this activity in groups of three
Teaching suggestions
1. Getting started drawing vectors may be confusing for students. If necessary, teach them how to
drawing the first two vectors so that the entire class can see, or in small groups.
2. The wind correction vector is added to the end of the first vector arrow for month 1. The vectors
for Part 3 of the worksheets must build off of the added vectors in Part 2. Both the wind and the
ocean affect the landfall; this is represented accurately only by building off the wind correction
vectors.
3. Vector Voyage Worksheet 3 Answer Key offers a summary of this activity and clearly illustrates
the vector movement directly. This answer key is an excellent teacher reference for students who
are having difficulty with this exercise.
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Links to worksheets and suggestions:
Vector Voyage Worksheet 1 (pdf)
https://www.teachengineering.org/content/cub_/activities/cub_navigation/cub_navigation_lesson02_activi
ty1_worksheet_vector_voyage1.pdf
Vector Voyage Worksheet 2 (pdf)
https://www.teachengineering.org/content/cub_/activities/cub_navigation/cub_navigation_lesson02_activi
ty1_worksheet_vector_voyage2.pdf
Blank Vector Voyage Worksheet (pdf)
https://www.teachengineering.org/content/cub_/activities/cub_navigation/cub_navigation_lesson02_activi
ty1_worksheet_vector_voyage_blank.pdf
Vector Voyage Worksheet 1 Answer Key (pdf)
https://www.teachengineering.org/content/cub_/activities/cub_navigation/cub_navigation_lesson02_activi
ty1_worksheet_vector_voyage1_solution.pdf
Vector Voyage Worksheet 2 Answer Key (pdf)
https://www.teachengineering.org/content/cub_/activities/cub_navigation/cub_navigation_lesson02_activi
ty1_worksheet_vector_voyage2_solution.pdf
Vector Voyage Worksheet 3 Answer Key (pdf)
https://www.teachengineering.org/content/cub_/activities/cub_navigation/cub_navigation_lesson02_activi
ty1_worksheet_vector_voyage3_solution.pdf
Website for this activity with links to above worksheets and teaching suggestions.
Teach Engineering: STEM Curriculum for K-12
https://www.teachengineering.org/activities/view/cub_navigation_lesson02_activity1
Introduction YouTube Video on Vectors and Navigating by Dead Reckoning
https://www.youtube.com/watch?v=TxAdmbuu93I
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