Chapter 4
Vector Algebra
Overview
1.0 Preliminaries and terminology
2.0 Vector algebra and their properties
3.0 Standard basis vectors
4.0 Dot (or Scalar) product
5.0 Cross (or Vector) product
6.0 Triple products
7.0 Simple vector geometry: lines and planes
1.0 Preliminaries and terminologies
In the physical world, there are quantities that have only magnitude, but no
direction. These are known as scalar quantities or scalars.
For example, length, volume, mass, energy and temperature are scalars.
On the other hand, there exist many physical quantities that have both
magnitude as well as direction. They are known as vector quantities or
vectors.
Examples of vector quantities include velocity, acceleration, angular
velocity, force, momentum and electromagnetic field. Vector algebra and
vector calculus allow equations describing physical laws involving vector
quantities to be written in compact and elegant form.
1.0 Preliminaries and terminologies
path followed by a moving particle and its velocity vector
length of the vector: speed of the particle
arrow of the vector: direction that the particle is moving
1.0 Preliminaries and terminologies
Definition 1: Scalar
A scalar is a quantity that is characterized solely by magnitude.
Example: mass – 50 grams; time – 20 seconds; temperature – 40oC, energy – 100 Joules.
Definition 2: Vector
A vector is a quantity having both magnitude and direction. Quantities such as force, displacement and
velocity are vectors.
Example: Graphical representation of a vector
1.0 Preliminaries and terminologies
1.0 Preliminaries and terminologies
1.0 Preliminaries and terminologies
1.0 Preliminaries and terminologies
1.0 Preliminaries and terminologies
• All of these arrows represent the same
vector v. They all have the same
magnitude and direction, just different
placements in the plane.
• 𝐯 =< 6,5 >
• Which one is the position vector?
1.0 Preliminaries and terminologies
1.0 Preliminaries and terminologies
1.0 Preliminaries and terminologies
2.0 Vector algebra and their properties
2.0 Vector algebra and their properties
2.0 Vector algebra and their properties
Can you represent the
resultant vector
geometrically?
2.0 Vector algebra and their properties
2.0 Vector algebra and their properties
2.0 Vector algebra and their properties
2.0 Vector algebra and their properties
3.0 Standard basis vectors
3.0 Standard basis vectors
3.0 Standard basis vectors
How do you solve this game problem?
How does the tank point towards the
robot?
How do you solve this game problem?
How does the tank point towards the
robot?
Subtracting the tank's position
from the robot's position
How do you solve this game problem?
The spaceship at step 1 has a position
vector and a velocity vector. How to
find its next step position?
How do you solve this game problem?
The spaceship at step 1 has a position
vector and a velocity vector. How to
find its next step position?
The new position is found by adding
velocity vector to the previous position
vector.
4.0 Dot (or Scalar) product
The result is not a
vector, but a scalar
(real number)
4.0 Dot (or Scalar) product
4.0 Dot (or Scalar) product
Rules (a) to (e)
similar to the laws
for product of
ordinary real
numbers
4.0 Dot (or Scalar) product
use this to
check if
vectors a and
Since 𝑐𝑜𝑠𝜃 > 0 if 0 ≤ 𝜃 < 𝜋/2 and 𝑐𝑜𝑠𝜃 < 0 if
𝜋
≤ 𝜃 < 𝜋, we have b are
2
orthogonal?
How do you solve this game problem?
How to detect whether an object is
facing toward another object?
The player P is trying to avoid zombies
A and zombies B. Assuming a zombie's
field of view is 180°, can they see player
P?
How do you solve this game problem?
How to detect whether an object is
facing toward another object?
The player P is trying to avoid zombies
A and zombies B. Assuming a zombie's
field of view is 180°, can they see player
P?
If the angle between the vectors is less than 90°,
then the zombie can see the player.
4.0 Dot (or Scalar) product
4.0 Dot (or Scalar) product
4.0 Dot (or Scalar) product
4.0 Dot (or Scalar) product
4.0 Dot (or Scalar) product
4.0 Dot (or Scalar) product
4.0 Dot (or Scalar) product Work Done by a constant
force, F = F . S
Application of Dot Product: Work done by a force s is the displacement vector
4.0 Dot (or Scalar) product
5.0 Cross (or Vector) product
5.0 Cross (or Vector) product
5.0 Cross (or Vector) product
5.0 Cross (or Vector) product
6.0 Triple product: Scalar Triple products
6.0 Triple product: Scalar triple product
6.0 Triple product: Scalar triple product
6.0 Triple product: Scalar triple product
6.0 Triple product: Vector triple product
7.0 Simple vector geometry: lines
7.0 Simple vector geometry: lines
7.0 Simple vector geometry: lines
7.0 Simple vector geometry: plane
7.0 Simple vector geometry: plane
Shortest distance between a point and a plane