Lesson 23 NYS COMMON CORE MATHEMATICS CURRICULUM M1 PRECALCULUS AND ADVANCED TOPICS Lesson 23: Modeling Video Game Motion with Matrices Classwork Opening Exercise π cos ( ) π₯ 3 Let π (π¦) = ( π sin ( ) 3 π β sin ( ) 3 π cos ( ) π₯ ) (π¦). 3 a. π₯ π₯ Describe the geometric effect of performing the transformation (π¦) β π (π¦). b. 1 1 Plot the point ( ), and then find π ( ) and plot it. 0 0 c. 1 1 If we want to show that π has been applied twice to (1,0), we can write π 2 ( ), which represents π (π ( )). 0 0 1 1 1 Find π 2 ( ) and plot it. Then, find π 3 ( ) = π (π (π ( ))), and plot it. 0 0 0 Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math β’ and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 S.116 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Lesson 23 NYS COMMON CORE MATHEMATICS CURRICULUM M1 PRECALCULUS AND ADVANCED TOPICS d. π₯ π₯ Describe the matrix transformation (π¦) β π 2 (π¦) using a single matrix. Exercises 1. cosβ‘(2π‘) Let π(π‘) = ( sin(2π‘) π‘ cos ( ) βsin(2π‘) 1 2 ) ( ), and let π(π‘) = ( π‘ cos(2π‘) 0 sin ( ) 2 π‘ 1 2 π‘ ) (0). cos ( ) 2 β sin ( ) a. Suppose π(π‘) represents the position of a moving object that starts at (1,0). How long does it take for this object to return to its starting point? When the argument of the trigonometric function changes from π‘ to 2π‘, what effect does this have? b. If the position is given instead by π(π‘),β‘how long would it take the object to return to its starting point? When π‘ the argument of the trigonometric functions changes from π‘ to , what effect does this have? 2 π 2 Let πΊ(π‘) = ( π sin ( β π‘) 2 cos ( β π‘) 2. π 0 2 ) ( ). π 1 cos ( β π‘) 2 β sin ( β π‘) a. Draw the path that π = πΊ(π‘) traces out as π‘ varies within the interval 0 β€ π‘ β€ 1. b. Where will the object be at π‘ = 3 seconds? Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math β’ and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 S.117 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Lesson 23 NYS COMMON CORE MATHEMATICS CURRICULUM M1 PRECALCULUS AND ADVANCED TOPICS c. How long will it take the object to reach (0, β1)? π 2 Let π»(π‘) = ( π sin ( β π‘) 2 cos ( β π‘) 3. π 1 2 ) ( ). π 4 cos ( β π‘) 2 β sin ( β π‘) a. Draw the path that π = π»(π‘) traces out as π‘ varies within the interval 0 β€ π‘ β€ 2. b. Where will the object be at π‘ = 1 second? c. How long will it take the object to return to its starting point? 4. Suppose you want to write a program that takes the point (3, 5) and rotates it about the origin to the point (β3, β5) over a 1-second interval. Write a function π = π(π‘) that encodes this rotation. 5. If instead you wanted the rotation to take place over a 1.5-second interval, how would your function change? Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math β’ and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 S.118 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Lesson 23 NYS COMMON CORE MATHEMATICS CURRICULUM M1 PRECALCULUS AND ADVANCED TOPICS Problem Set π 1. cos ( ) π₯ 4 Let π (π¦) = ( π sin ( ) 4 a. b. c. 2. π π₯ 4 π ) (π¦). Find the following. cos ( ) 4 β sin ( ) π 2 (β2) β2 How many transformations do you need to take so that the image returns to where it started? π₯ π₯ π₯ Describe the matrix transformation (π¦) β π 2 (π¦)β‘and π π (π¦) using a single matrix. cos(π‘) βsin(π‘) 1 1 For π(π‘) = ( ) ( ), it takes 2π to transform the object at ( ) back to where it starts. How long sin(π‘) cos(π‘) 1 1 does it take the following functions to return to their starting point? cos(3π‘) βsin(3π‘) 1 a. π(π‘) = ( )( ) sin(3π‘) cos(3π‘) 1 b. π‘ 3 π(π‘) = ( π‘ sin ( ) 3 c. 2π‘ 5 π(π‘) = ( 2π‘ sin ( ) 5 cos ( ) π‘ 1 3 π‘ ) ( 1) cos ( ) 3 β sin ( ) 2π‘ 1 5 )( ) 2π‘ 1 cos ( ) 5 cos ( ) β sin ( ) 3. cos(π‘) βsin(π‘) 2 Let πΉ(π‘) = ( ) ( ), where π‘β‘is measured in radians. Find the following: sin(π‘) cos(π‘) 1 3π 7π ), πΉ ( ), and the radius of the path 2 6 a. πΉ( b. cos(π‘) Show that the radius is always βπ₯ 2 + π¦ 2 for the path of this transformation πΉ(π‘) = ( sin(π‘) ππ‘ 2 Let πΉ(π‘) = ( ππ‘ sin ( ) 2 cos ( ) 4. a. βsin(π‘) π₯ ) ( ). cos(π‘) π¦ ππ‘ 4 2 ππ‘ ) (4), where π‘β‘is a real number. cos ( ) 2 β sin ( ) Draw the path that π = πΉ(π‘) traces out as π‘ varies within each of the following intervals: i. 0 β€ π‘ β€ 1β‘β‘ ii. 1 β€ π‘ β€ 2β‘β‘ iii. 2 β€ π‘ β€ 3β‘β‘ iv. 3 β€ π‘ β€ 4β‘β‘ b. Where will the object be located at π‘ = 2.5 seconds? c. β8β6 How long does it take the object to reach ( )? 8β2 Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math β’ and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 S.119 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Lesson 23 NYS COMMON CORE MATHEMATICS CURRICULUM M1 PRECALCULUS AND ADVANCED TOPICS ππ‘ 3 Let πΉ(π‘) = ( ππ‘ sin ( ) 3 ππ‘ β1 3 ππ‘ ) (ββ3). cos ( ) 3 cos ( ) 5. 6. 7. β sin ( ) a. Draw the path that π = πΉ(π‘) traces out as π‘ varies within the interval 0 β€ π‘ β€ 1. b. How long does it take the object to reach (β3, 0)?β‘ c. How long does it take the object to return to its starting point?β‘ Find the function that will rotate the point (4, 2) about the origin to the point (β4, β2)β‘over the following time intervals. a. Over a 1-second interval b. Over a 2-second interval c. Over a -second interval d. How about rotating it back to where it starts over a -second interval? 1 3 4 5 Summarize the geometric effect of the following function at the given point and the time interval. ππ‘ a. 5 cos ( ) 4 πΉ(π‘) = ( ππ‘ 5 sin ( ) 4 b. 8. 1 ππ‘ cos ( ) 2 6 πΉ(π‘) = ( 1 ππ‘ sin ( ) 2 6 ππ‘ 4 4 ππ‘ ) (3), 0 β€ π‘ β€ 1β‘ 5 cos ( ) 4 β5 sin ( ) 1 2 ππ‘ 6 6 ) ( ), 0 β€ π‘ β€ 1 1 ππ‘ 2 cos ( ) 2 6 β sin ( ) In programming a computer video game, Grace coded the changing location of a rocket as follows: π₯ At the time π‘ second between π‘ = 0 seconds and π‘ = 4 seconds, the location (π¦) of the rocket is given by π 4 ( π sin ( π‘) 4 π 4 ) (β2). π β2 cos ( π‘) 4 cos ( π‘)β‘ β sin ( π‘) At a time of π‘ seconds between π‘ = 4 and π‘ = 8 seconds, the location of the rocket is given by ( ββ2 + β2 (π‘ β 4) 2 ). β2 ββ2 + (π‘ β 4) 2 a. What is the location of the rocket at time π‘ = 0? What is its location at time π‘ = 8? b. Mason is worried that Grace may have made a mistake and the location of the rocket is unclear at time π‘ = 4β‘ seconds. Explain why there is no inconsistency in the location of the rocket at this time. c. What is the area of the region enclosed by the path of the rocket from time π‘ = 0 to π‘ = 8? Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math β’ and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 S.120 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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