Lesson 23 NYS COMMON CORE MATHEMATICS CURRICULUM M1 PRECALCULUS AND ADVANCED TOPICS Lesson 23: Modeling Video Game Motion with Matrices Student Outcomes ๏ง Students use matrix transformations to model circular motion. ๏ง Students use coordinate transformations to represent a combination of motions. Lesson Notes Students have recently learned how to represent rotations as matrix transformations. In this lesson, they apply that knowledge to represent dynamic motion, as seen in video games. Students analyze circular motion that involves a time ๐ 2 parameter such as ๐บ(๐ก) = ( ๐ sin ( โ ๐ก) 2 cos ( โ ๐ก) ๐ 2 ). The second part of the lesson involves modeling a combination ๐ cos ( โ ๐ก) 2 โ sin ( โ ๐ก) of motions. For instance, students model motion along a circle followed by a translation or motion along a line followed by a translation. Classwork The Opening Exercise allows students to practice matrix transformations and plot the results. This prepares students for skills needed in this lesson. Work through this as a whole class, asking questions to assess student understanding. Use this as a way to clear up misconceptions. Opening Exercise (5 minutes) Opening Exercise ๐ ๐ ๐ ๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ ๐ Let ๐น (๐) = ( ๐ ๐ ) (๐). ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) a. ๐ ๐ Describe the geometric effect of performing the transformation (๐) โ ๐น (๐). Applying ๐น rotates each point in the plane about the origin through b. ๐ ๐ radians in a counterclockwise direction. ๐ ๐ Plot the point ( ), and then find ๐น ( ) and plot it. ๐ ๐ ๐ ๐๐จ๐ฌ ( ) ๐ ๐ ๐น( ) = ( ๐ ) ๐ ๐ฌ๐ข๐ง ( ) ๐ Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 309 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. ๐ If we want to show that ๐น has been applied twice to (๐, ๐), we can write ๐น๐ ( ), which represents ๐ ๐ ๐ ๐ ๐ ๐น (๐น ( )). Find ๐น๐ ( ) and plot it. Then, find ๐น๐ ( ) = ๐น (๐น (๐น ( ))), and plot it. ๐ ๐ ๐ ๐ ๐๐ ๐๐จ๐ฌ ( ) ๐๐จ๐ฌ(๐ ) ๐ ๐ ๐ ๐น๐ ( ) = ( ) ); ๐น๐ ( ) = ( ๐๐ ๐ฌ๐ข๐ง(๐ ) ๐ ๐ ๐ฌ๐ข๐ง ( ) ๐ d. ๐ ๐ Describe the matrix transformation (๐) โ ๐น๐ (๐) using a single matrix. ๐ ๐ ๐ ๐น๐ (๐) is the transformation that rotates points through ๐ โ radians, so a formula for ๐น๐ (๐) is MP.7 ๐๐ ๐๐ ๐ ๐ ๐ ๐๐จ๐ฌ ( ) โ ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ ( ) (๐). ๐๐ ๐๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) Discussion (3 minutes): Circular Motion over Time Let ๐ (๐ก) = ( cosโก(๐ก) sinโก(๐ก) โsinโก(๐ก) 1 ) ( ). cosโก(๐ก) 0 Suppose that ๐ก is measured in degrees. Letโs place several input-output pairs for this function on a graph: ๏ง ๏ง ๐ (30) = (0.87,0.50) ๐ (90) = โก (0,1) Lesson 23: ๐ (45) = (0.71,0.71) ๐ (180) = โก (โ1,0) ๐ (60) = (0.50,0.87) ๐ (270) = โก (0, โ1) Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 ๐ (360) = โก (1,0) 310 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 ๏ง What do you notice about the points on the graph? ๏บ ๏ง The points appear to lie on a circle. How could we be sure the points are actually on a circle? ๏บ ๏ง If each point is the same distance from the origin, then the points form a circle. Now check and see if this is, in fact, the case. Have different students find the distance to the origin from given points. ๏บ Students check the distance from a given point to the origin and confirm using the distance formula. For example, ๐ (30) = (0.87, 0.50). Its distance from the origin is โ(0.87 โ 0)2 + (0.5 โ 0)2 = 1. ๏ง What is the result of R(t)? cosโก(๐ก) โsinโก(๐ก) 1 cos(๐ก) ๏บ ๐ (๐ก) = ( )( ) = ( ) sinโก(๐ก) cosโก(๐ก) 0 sin(๐ก) ๏ง Does this result ensure points lie on a circle? Yes, this would confirm that the points lie on the unit circle because the ๐ฅ-valueโกcorresponds to cosine of an angle ๐ก and the ๐ฆ-value corresponds to sine of the same angle on the unit circle. ๏บ Exercise 1 (4 minutes) This exercise provides students more practice with matrices representing rotations. This time, the angle is different in each function, allowing them to compare the results. Give students time to work on the following problems independently; then, call on students to share their responses with the class. Exercises 1. ๐ ๐ ๐ ๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐๐จ๐ฌโก(๐๐) โ๐ฌ๐ข๐ง(๐๐) ๐ ๐ ๐ Let ๐(๐) = ( ) ( ), and let ๐(๐) = ( ๐ ๐ ) (๐). ๐ฌ๐ข๐ง(๐๐) ๐๐จ๐ฌ(๐๐) ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) a. Suppose ๐(๐) represents the position of a moving object that starts at (๐, ๐). How long does it take for this object to return to its starting point? When the argument of the trigonometric function changes from ๐ to ๐๐, what effect does this have? The object will return to (๐, ๐) when ๐๐ = ๐๐ . Thus, it will take ๐ = ๐ seconds for this to happen. Changing the argument from ๐ to ๐๐ causes the object to move twice as fast. b. If the position is given instead by ๐(๐),โกhow long would it take the object to return to its starting point? ๐ When the argument of the trigonometric function changes from ๐ to , what effect does this have? ๐ The object will return to (๐, ๐) when Changing the argument from ๐ to Lesson 23: ๐ ๐ ๐ ๐ = ๐๐ . Thus, it will take ๐ = ๐๐ seconds for this to happen. causes the object to move half as fast. Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 311 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 Example 1 (4 minutes) cosโก(๐ก) โsinโก(๐ก) 3 Let ๐น(๐ก) = ( ) ( ). sinโก(๐ก) cosโก(๐ก) 2 ๏ง ๐ 2 This time, weโll measure ๐ก in radians. Find ๐น ( ), ๐น(๐), ๐น ( ๐ 2 ๐ 2 ๐ sin ( ) 2 ๐ 3 0 2 ๐ ) ( 2) = ( 1 cos ( )โก 2 cos ( ) โ sin ( ) ๏บ ๐น ( ) =โก( ๏บ ๐น(๐) = โก ( ๏บ 3๐ cos ( ) 3๐ 2 ๐น ( ) =โก( 3๐ 2 sin ( ) 2 cos(ฯ) sin(๐) โ sin(๐) 3 โ1 )( ) = ( 2 0 cos(๐) 3๐ ), and ๐น(2๐). 2 0โ2 โ1 3 โ2 )( ) = ( )=( ) 3+0 0 2 3 0 3 โ3 + 0 โ3 )( ) = ( )=( ) โ1 2 0โ2 โ2 3๐ ) 3 0 2 )( ) = ( 3๐ 2 โ1 cos ( )โก 2 โ sin ( 0+2 1 3 2 )( ) = ( )=( ) โ3 + 0 0 2 โ3 cos(2ฯ) โ sin(2๐) 3 3+0 1 0 3 3 ๐น(2๐) = โก ( )( ) = ( )( ) = ( )=( ) 0+2 2 0 1 2 2 sin(2๐) cos(2๐) When we plot points, we see once again that they appear to lie on a circle. Make sure this is really true. cosโก(๐ก) โsinโก(๐ก) 3 3โcos(๐ก) โ 2โsin(๐ก) ๏บ ๐น(๐ก) = ( )( ) = ( ) sinโก(๐ก) cosโก(๐ก) 2 3โsin(๐ก) + 2โcos(๐ก) ๏บ ๏ง (3โcos(๐ก) โ 2โsin(๐ก))2 + (โ3โsin(๐ก) + 2โcos(๐ก))2 9โcos 2(๐ก) โ 12โcos(๐ก) sin(๐ก) + 4โsin2 (๐ก)โก + 9โsin2 (๐ก) + 12โcos(๐ก) sin(๐ก) + 4โcos 2(๐ก) 9(cos 2(๐ก) + sin2 (๐ก)) + 4(sin2 (๐ก) + cos 2 (๐ก)) 9(1) + 4(1) = 9 + 4 = 13 Thus, each point is โ13 units from the origin, which confirms that the outputs lie on a circle. Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 312 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. NYS COMMON CORE MATHEMATICS CURRICULUM Lesson 23 M1 PRECALCULUS AND ADVANCED TOPICS Discussion (4 minutes): Rotations That Use a Time Parameter ๐ 2 Let ๐น(๐ก) = ( ๐ sin ( โ ๐ก) 2 cos ( โ ๐ก) ๏ง ๏ง Draw the path that ๐ = ๐น(๐ก) traces out as ๐ก varies within each of the following intervals: ๏บ 0โค๐กโค1 ๏บ 1โค๐กโค2 ๏บ 2โค๐กโค3 ๏บ 3โค๐กโค4 Where will the object be located at ๐ก = 0.5 second? ๏บ ๏ง ๐ 1 2 ) ( ). ๐ 0 cos ( โ ๐ก) 2 โ sin ( โ ๐ก) ๐ 4 ๐ 4 ๐(0.5) = (cos ( ) , sin ( )) โ (0.71,0.71) How long will it take the object to reach (0.71, โ0.71)? ๏บ These coordinates represent (cos ( location at ๐ก = 7 = 3.5 seconds. 2 7๐ 7๐ ๐ 7 ๐ 7 ) , sin ( )), so (cos ( โ ) , sin ( โ )). The object reaches this 4 4 2 2 2 2 Exercises 2โ3 (5 minutes) Give students time to complete the following exercises; then, ask them to compare their responses with a partner. Call on students to share their responses with the class. Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 313 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 2. ๐ ๐ ๐ ๐ ๐๐จ๐ฌ ( โ ๐) โ๐ฌ๐ข๐ง ( โ ๐) ๐ ๐ ๐ Let ๐ฎ(๐) = ( ) ( ). ๐ ๐ ๐ ๐ฌ๐ข๐ง ( โ ๐) ๐๐จ๐ฌ ( โ ๐) a. Draw the path that ๐ท = ๐ฎ(๐) traces out as ๐ varies within the interval ๐ โค ๐ โค ๐. b. Where will the object be at ๐ = ๐ seconds? ๐ฎ(๐) = (๐, ๐) c. How long will it take the object to reach (๐, โ๐)? ๐ ๐ ๐ ๐ These coordinates represent (๐๐จ๐ฌ(๐ ) , ๐ฌ๐ข๐ง(๐ )), so (๐๐จ๐ฌ ( โ ๐) , ๐ฌ๐ข๐ง ( โ ๐)); the object reaches this location at ๐ = ๐ seconds. ๐ฎ(๐) = (๐, โ๐), so it will take ๐ seconds to reach that location. 3. ๐ ๐ ๐ ๐ ๐๐จ๐ฌ ( โ ๐) โ๐ฌ๐ข๐ง ( โ ๐) ๐ ๐ ๐ Let ๐ฏ(๐) = ( ) ( ). ๐ ๐ ๐ ๐ฌ๐ข๐ง ( โ ๐) ๐๐จ๐ฌ ( โ ๐) a. Draw the path that ๐ท = ๐ฏ(๐) traces out as ๐ varies within the interval ๐ โค ๐ โค ๐. b. Where will the object be at ๐ = ๐ second? ๐ฏ(๐) = (โ๐, ๐) c. How long will it take the object to return to its starting point? ๐ฏ(๐) = (๐, ๐), so it will take ๐ seconds to return to its starting point. Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 314 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 Example 2 (4 minutes) ๐ 6 Let ๐(๐ก) = ( ๐ sin ( โ ๐ก) 6 cos ( โ ๐ก) ๏ง ๏ง ๐ 6 6 ) ( ). ๐ 2 cos ( โ ๐ก) 6 โ sin ( โ ๐ก) Draw the path that ๐ = ๐(๐ก) traces out as ๐ก varies within each of the following intervals: ๏บ 0โค๐กโค1 1โค๐กโค2 2โค๐กโค3 ๏บ 3โค๐กโค4 4โค๐กโค5 5โค๐กโค6 As an example, can you describe what happens to the object as ๐ก varies within the interval 0 โค ๐ก โค 1? ๏บ Since ๐(0) = (6,2), the object starts its trajectory there. When ๐ก = 1, the object will have moved through ๐ 6 radians. So, in the time interval 0 โค ๐ก โค 1, the object moves along a circular arc as shown below. Exercises 4โ5 (3 minutes) Give students time to complete the following exercises; then ask them to compare their responses with a partner. Call on students to share their responses with the class, and use this as an opportunity to check for understanding. 4. Suppose you want to write a program that takes the point (๐, ๐) and rotates it about the origin to the point (โ๐, โ๐) over a ๐-second interval. Write a function ๐ท = ๐(๐) that encodes this rotation. ๐๐จ๐ฌโก(๐ โ ๐) โ๐ฌ๐ข๐งโก(๐ โ ๐) ๐ Let ๐(๐) = ( ) ( ). We have ๐(๐) = (๐, ๐) and ๐(๐) = (โ๐, โ๐), as required. ๐ฌ๐ข๐งโก(๐ โ ๐) ๐๐จ๐ฌโก(๐ โ ๐) ๐ 5. If instead you wanted the rotation to take place over a ๐. ๐-second interval, how would your function change? ๐ ๐ ๐ ๐ ๐๐จ๐ฌ (๐ โ โ ๐) โ๐ฌ๐ข๐ง (๐ โ โ ๐) ๐ ๐ ๐ Let ๐(๐) = ( ) ( ).โกโกWe have ๐(๐) = (๐, ๐) and ๐(๐. ๐) = (โ๐, โ๐), as required. ๐ ๐ ๐ ๐ฌ๐ข๐ง (๐ โ โ ๐) ๐๐จ๐ฌ (๐ โ โ ๐) Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 315 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 Example 3 (4 minutes) ๐ 2 Letโs analyze the transformation ๐(๐ก) = ( ๐ 3 sin ( โ ๐ก) 2 3 cos ( โ ๐ก) and ๐(1). ๐ 1 2 ) ( ). In particular, we will compare ๐(0) ๐ 2 3 cos ( โ ๐ก) 2 โ3 sin ( โ ๐ก) ๏ง What is ๐(0)? What geometric effect does ๐(๐ก) have on (1, 2) initially? ๏ง What is ๐(1)? Describe what is going on. ๏บ ๏บ ๏ง We have ๐(3) = (6, โ3), which represents a quarter turn of the point (โ3, โ6) about the origin in a counterclockwise direction. What is ๐(4)? Describe what is going on. ๏บ ๏ง We have ๐(2) = (โ3, โ6), which represents a quarter turn of the point (โ6, 3) about the origin in a counterclockwise direction. What is ๐(3)? Describe what is going on. ๏บ ๏ง This transformation combines a quarter turn about the origin with a scaling by a factor of 3. What is ๐(2)? Describe what is going on. ๏บ ๏ง We have ๐(1) = (โ6, 3), which represents a quarter turn of the point (3, 6) about the origin in a counterclockwise direction. Can you summarize the geometric effect of applying ๐(๐ก) to the point (1, 2) during the time interval 0 โค ๐ก โค 1? ๏บ ๏ง We have ๐(0) = (3, 6), which is a dilation of (1, 2) using scale factor 3. We have ๐(1) = (3, 6), which represents a quarter turn of the point (6, โ3) about the origin in a counterclockwise direction. Compare ๐(0) and ๐(4). Does this make sense? ๏บ ๐(0) = ๐(4) This makes sense because 4 quarter turns would be a full rotation, so this would bring you back to the starting point. Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 316 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. NYS COMMON CORE MATHEMATICS CURRICULUM Lesson 23 M1 PRECALCULUS AND ADVANCED TOPICS Closing (4 minutes) ๏ง Write one to two sentences in your notebook describing what you learned in todayโs lesson; then, share your response with a partner. ๏บ We learned how to use matrices to describe rotations that happen over a specific time interval. We also discussed how to model multiple transformations, such as a rotation followed by a translation. Exit Ticket (5 minutes) Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 317 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 Name Date Lesson 23: Modeling Video Game Motion with Matrices Exit Ticket Write a function ๐(๐ก) that incorporates the following actions. Make a drawing of the path the point follows during the time interval 0 โค ๐ก โค 3. a. During the time interval 0 โค ๐ก โค 1, move the point (8, 6) through ๐ 4 radians about the origin in a counterclockwise direction. b. During the time interval 1 < ๐ก โค 3, move the image along a straight line to (6, โ8). Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 318 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 Exit Ticket Sample Solutions Write a function ๐(๐) that incorporates the following actions. Make a drawing of the path the point follows during the time interval ๐ โค ๐ โค ๐. a. During the time interval ๐ โค ๐ โค ๐, move the point (๐, ๐) through ๐ ๐ radians about the origin in a counterclockwise direction. โก๐ ๐โก โก๐ ๐โก ๐๐จ๐ฌ ( )โก โ๐ฌ๐ข๐ง ( ) ๐ โก๐โก โก๐โก ๐(๐) = ( โก๐ ๐โก โก๐ ๐โก ) (๐) ,โกโกโกโกโกโก๐ โค ๐ โค ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) โก๐โก โก๐โก ๐๐จ๐ฌ(๐)โก โ๐ฌ๐ข๐ง(๐) ๐ ๐โก ๐ ๐ ๐ ๐(๐) = ( )( ) = ( )( ) = ( ) ๐ฌ๐ข๐ง(๐) ๐๐จ๐ฌ(๐) ๐ ๐ ๐ ๐ ๐ โก๐ โก โก๐ โก ๐๐จ๐ฌ ( )โก โ๐ฌ๐ข๐ง ( ) ๐ โก๐โก โก๐โก ๐(๐) = ( โก๐ โก โก๐ โก ) (๐) = ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) โก๐โก โก๐โก b. โ๐ โโ๐ โก ๐ ๐. ๐๐ ๐ ๐ ( ) = ( โ๐ ) โก โ ( )โก ๐ ๐. ๐๐ ๐โ๐ โ๐ โ๐ ๐ ) ( ๐ During the time interval ๐ < ๐ โค ๐, move the image along a straight line to (๐, โ๐). ๐ The image is ( โ๐ ) โ ( ) in ๐ seconds from ๐ < ๐ โค ๐. โ๐ ๐โ๐ โ๐ โ ๐๐ = ๐ โกโ๐๐ โ ๐๐ = โ๐ โ๐ โ ๐๐ = ๐ ๐โ๐ โ ๐๐ = โ๐ ๐= ๐(๐) = โ๐ โ ๐โก ๐ ๐= ๐โ๐ + ๐โก ๐ (โ๐ โ ๐)๐โก ๐ (๐โ๐ + ๐)๐โก ๐โ๐ โ ๐ ( ) โ๐ โ Problem Set Sample Solutions 1. โก๐ โก โก๐ โก ๐ ๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ ๐ Let ๐น (๐) = ( ) (๐). Find the following. โก๐ โก โก๐ โก ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) a. ๐น๐ (โ๐) โ๐ ๐ ๐ โ๐ โ๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) โ โ๐ โ๐ โ๐ ๐ ๐ ๐ ๐ (โ๐) ๐น ( ) = ๐น (๐น ( )) = ๐น ( ๐ ๐ )( ) = ๐น โ๐ โ๐ โ๐ โ๐ โ๐ โ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐ ๐ ) ( ) (( ๐ ) ๐ ๐ ๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ ๐ = ๐น( ) = ( ๐ ๐ ) (๐) = ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐ Lesson 23: โ๐ โ๐ โ ๐ ๐ (๐) = (โโ๐) ๐ โ๐ โ๐ โ๐ ๐ ) (๐ Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 319 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 b. How many transformations do you need to take so that the image returns to where it started? It rotates by ๐ ๐ radians for each transformation; therefore, it takes ๐ times to get to ๐๐ , which is where it started. c. ๐ ๐ ๐ Describe the matrix transformation (๐) โ ๐น๐ (๐)โกโกand ๐น๐ (๐) using a single matrix. ๐ ๐ ๐ ๐น๐ = (๐) is the transformation that rotates the point through ๐ × radian, so a formula forโก๐น๐ (๐) is ๐ ๐๐ ๐๐ ๐ ๐ ๐ ๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐ โ ๐๐จ๐ฌ ( ) โ ๐ โ ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ ๐ ๐ ๐ ( ) (๐) = ( ๐ ๐ ) (๐) = ( ๐ ๐ ). ๐๐ ๐๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ โ ๐ฌ๐ข๐ง ( ) + ๐ โ ๐๐จ๐ฌ ( ) ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐ ๐ ๐ ๐ ๐ ๐๐ ๐๐ ๐ โ ๐๐จ๐ฌ ( ) โ ๐ โ ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ โก๐น = (๐) โกis โก ( ๐๐ ๐๐ ) . ๐ โ ๐ฌ๐ข๐ง ( ) + ๐ โ ๐๐จ๐ฌ ( ) ๐ ๐ ๐ 2. ๐๐จ๐ฌ(๐) โ๐ฌ๐ข๐ง(๐) ๐ ๐ For ๐(๐) = ( ) ( ), it takes ๐๐ to transform the object at ( ) back to where it starts. How long ๐ฌ๐ข๐ง(๐) ๐๐จ๐ฌ(๐) ๐ ๐ does it take the following functions to return to their starting point? a. ๐๐จ๐ฌ(๐๐) โ๐ฌ๐ข๐ง(๐๐) ๐ ๐(๐) = ( )( ) ๐ฌ๐ข๐ง(๐๐) ๐๐จ๐ฌ(๐๐) ๐ ๐๐ = ๐๐ , ๐= ๐๐ ๐ โก๐โก b. โก๐โก ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ ๐(๐) = ( ) ( )โก โก๐โก โก๐โก ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐ = ๐๐ , ๐ ๐ ๐ = ๐๐ โก๐๐โก c. โก๐๐โก ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ ๐(๐) = ( )( ) โก๐๐โก โก๐๐โก ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐๐ = ๐๐ , ๐ Lesson 23: ๐ ๐ = ๐๐ Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 320 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 3. ๐๐จ๐ฌ(๐) โ๐ฌ๐ข๐ง(๐) ๐ Let ๐ญ(๐) = ( ) ( ), where ๐โกis measured in radians. Find the following: ๐ฌ๐ข๐ง(๐) ๐๐จ๐ฌ(๐) ๐ a. ๐ญ( โก๐๐ โก โก๐๐ โก ),๐ญ( ), and the radius of the path ๐ ๐ ๐๐ ๐๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐๐ ๐ ๐ ) (๐) = ( ๐ ๐) (๐) = ( ๐ ) ๐ญ( ) = ( ๐๐ ๐๐ โ๐ ๐ ๐ ๐ โ๐ ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐ ๐๐ ๐๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐๐ ๐ ๐ ) (๐) = ๐ญ( ) = ( ๐๐ ๐๐ ๐ ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐ ๐ ๐ โ๐ โโ๐ + ๐ ๐ ๐ ๐ ( )= โ๐ ๐ โ๐ ๐ โ๐ โ โ โ ( ๐) ๐) ( ๐ โ The path of the point from ๐ โค ๐ โค ๐๐ is a circle with a center at (๐, ๐). Thus, the radius = โ๐๐ + ๐๐ = โ(๐)๐ + (๐)๐ = โ๐โก or ๐ ๐ ๐ the radius = โ๐๐ + ๐๐ = โ(โโ๐ + ) + (โ๐ โ b. โ๐ ๐ ๐ ) = โ๐. ๐๐จ๐ฌ(๐) โ๐ฌ๐ข๐ง(๐) ๐ Show that the radius is always โ๐๐ + ๐๐ for the path of this transformation (๐) = ( ) ( ). ๐ฌ๐ข๐ง(๐) ๐๐จ๐ฌ(๐) ๐ ๐๐จ๐ฌ(๐) โ๐ฌ๐ข๐ง(๐) ๐ ๐โ๐๐จ๐ฌ(๐) โ ๐โ๐ฌ๐ข๐ง(๐) ๐ญ(๐) = ( )( ) = ( ) ๐ฌ๐ข๐ง(๐) ๐๐จ๐ฌ(๐) ๐ ๐โ๐ฌ๐ข๐ง(๐) + ๐โ๐๐จ๐ฌ(๐) ๐ โกThe radius = โ(๐โ๐๐จ๐ฌ(๐) โ ๐โ๐ฌ๐ข๐ง(๐))๐ + (๐โ๐ฌ๐ข๐ง(๐) + ๐โ๐๐จ๐ฌ(๐)) = โ๐๐ ๐๐จ๐ฌ ๐ (๐) โ ๐๐๐โ๐๐จ๐ฌ(๐)๐ฌ๐ข๐ง(๐) + ๐๐ ๐ฌ๐ข๐ง๐ (๐) + ๐๐ ๐ฌ๐ข๐ง๐ (๐) + ๐๐๐โ๐ฌ๐ข๐ง(๐)๐๐จ๐ฌ(๐) + ๐๐ ๐๐จ๐ฌ ๐ (๐)โก = โ๐๐ ๐๐จ๐ฌ ๐ (๐) + ๐๐ ๐ฌ๐ข๐ง๐ (๐) + ๐๐ ๐ฌ๐ข๐ง๐ (๐) + ๐๐ ๐๐จ๐ฌ๐ (๐) = โ๐๐ (๐๐จ๐ฌ ๐ (๐) + ๐ฌ๐ข๐ง๐ (๐)) + ๐๐ (๐๐จ๐ฌ๐ (๐) + ๐ฌ๐ข๐ง๐ (๐))โก = โ๐๐ + ๐๐ . โก๐ ๐โก 4. โก๐ ๐โก ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ Let ๐ญ(๐) = ( ) ( ), where ๐โกis a real number. โก๐ ๐โก โก๐ ๐โก ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ a. ๐ Draw the path that ๐ท = ๐ญ(๐) traces out as ๐ varies within each of the following intervals: i. ๐ โค ๐ โค ๐โกโก ii. ๐ โค ๐ โค ๐โกโก iii. ๐ โค ๐ โค ๐โกโก iv. ๐ โค ๐ โค ๐โกโก Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 321 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 b. Where will the object be located at ๐ = ๐. ๐ seconds? ๐๐ ๐๐ โโ๐ โ๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ญ(๐. ๐) = ( )( ) = ( )=( ) ๐๐ ๐๐ ๐ โ๐โ๐ โโ๐ โโ๐ ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐ ๐ ) ( ๐ c. โ๐โ๐ How long does it take the object to reach ( )? ๐โ๐ ๐ ๐ โก๐โ๐โก ๐ ๐ ๐ ๐ ๐ โ๐โ๐โก The point ( ) is in Quadrant II; the reference angle is = ๐๐ซ๐๐ญ๐๐ง ( ) = ๐, ๐ = ๐,๐ = ๐ ๐ ๐โ๐ ๐โ๐โก second. It takes ๐. ๐ seconds to rotate the point to ๐ ; therefore, ๐. ๐ โ โก๐ ๐โก 5. โก๐โก โก๐โก = second. ๐ ๐ โก๐ ๐โก ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) โ๐ ๐ ๐ Let ๐ญ(๐) = ( ). )( โก๐ ๐โก โก๐ ๐โก โโ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐ a. Draw the path that ๐ท = ๐ญ(๐) traces out as ๐ varies within the interval ๐ โค ๐ โค ๐. b. How long does it take the object to reach (โ๐, ๐)? The point (โ๐, ๐) lies on the ๐-axis. Therefore, ๐ = ๐ seconds to rotate to the point (โ๐, โโ๐). c. How long does it take the object to return to its starting point?โก It takes ๐โกseconds. 6. Find the function that will rotate the point (๐, ๐) about the origin to the point (โ๐, โโก๐) over the following time intervals. a. Over a ๐-second interval ๐๐จ๐ฌ(๐ ๐) โ๐ฌ๐ข๐ง(๐ ๐) ๐ ๐(๐) = ( )( ) ๐ฌ๐ข๐ง(๐ ๐) ๐๐จ๐ฌ(๐ ๐) ๐ b. Over a ๐-second interval ๐ ๐ ๐ ๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ ๐(๐) = ( ๐ ๐ ๐ ๐ ) (๐) ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐ Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 322 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. ๐ Over a -second interval ๐ ๐๐จ๐ฌ(๐๐ ๐) โ๐ฌ๐ข๐ง(๐๐ ๐) ๐ ๐(๐) = ( )( ) ๐ฌ๐ข๐ง(๐๐ ๐) ๐๐จ๐ฌ(๐๐ ๐) ๐ d. ๐ How about rotating it back to where it starts over a -second interval? ๐ ๐๐ ๐ ๐๐ ๐ ๐๐จ๐ฌ ( ) โ๐ฌ๐ข๐ง ( ) ๐ ๐ ) (๐) ๐(๐) = ( ๐๐ ๐ ๐๐ ๐ ๐ ๐ฌ๐ข๐ง ( ) ๐๐จ๐ฌ ( ) ๐ ๐ 7. Summarize the geometric effect of the following function at the given point and the time interval. โก๐ ๐โก a. โก๐ ๐โก ๐โ๐๐จ๐ฌ ( ) โ๐โ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ ๐ญ(๐) = ( )( ),๐ โค ๐ โค ๐ โก๐ ๐โก โก๐ ๐โก ๐ ๐โ๐ฌ๐ข๐ง ( ) ๐โ๐๐จ๐ฌ ( ) ๐ ๐ ๐ ๐๐ At ๐ = ๐, the point ( ) is dilated by a factor of ๐ to ( ). ๐ ๐๐ ๐ ๐๐ At ๐ = ๐, the image ( ) then is rotated by radians counterclockwise about the origin. ๐๐ ๐ b. ๐ โก๐ ๐โก ๐๐จ๐ฌ ( ) ๐ ๐ ๐ญ(๐) = ( ๐ โก๐ ๐โก ๐ฌ๐ข๐ง ( ) ๐ ๐ ๐ โก๐ ๐โก ) ๐ ๐ ๐ )( ),๐ โค ๐ โค ๐ ๐ โก๐ ๐โก ๐ ๐๐จ๐ฌ ( ) ๐ ๐ โ ๐ฌ๐ข๐ง ( ๐ ๐ ๐ At ๐ = ๐, the point ( ) is dilated by a factor of to ( ). ๐ ๐ ๐ ๐ ๐ At ๐ = ๐, the image ( ) then is rotated by radians counterclockwise about the origin. ๐ ๐ 8. In programming a computer video game, Grace coded the changing location of a rocket as follows: ๐ At the time ๐ second between ๐ = ๐ seconds and ๐ = ๐ seconds, the location (๐) of the rocket is given by ๐ ๐ ๐๐จ๐ฌ ( ๐)โก โ๐ฌ๐ข๐ง ( ๐) โ๐ ๐ ๐ ( ๐ ๐ )( ). โ๐ ๐ฌ๐ข๐ง ( ๐) ๐๐จ๐ฌ ( ๐) ๐ ๐ At a time of ๐ seconds between ๐ = ๐ and ๐ = ๐ seconds, the location of the rocket is given by โ๐ โก(๐ โ ๐) ๐ . โ๐ โโ๐ + โก(๐ โ ๐) ๐ ( ) โโ๐ + a. What is the location of the rocket at time ๐ = ๐? What is its location at time ๐ = ๐? ๐๐จ๐ฌ(๐) โ๐ฌ๐ข๐ง(๐)โก โ๐ ๐ ๐ โ๐ At ๐ = ๐, ( )( ) = ( ) ( ) = (โ๐). ๐ฌ๐ข๐ง(๐) ๐๐จ๐ฌ(๐) ๐ ๐ โ๐ โ๐ โ๐ โ๐ โโ๐ + (๐ โ ๐) โโ๐ + ๐โ๐ ๐ At ๐ = ๐, ( )=( ) = (โ๐). โ๐ โโ๐ + ๐โ๐ โ๐ (๐ โโ๐ + โ ๐) ๐ Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 323 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 b. Mason is worried that Grace may have made a mistake and the location of the rocket is unclear at time ๐ = ๐โก seconds. Explain why there is no inconsistency in the location of the rocket at this time. ๐๐จ๐ฌ(๐ ) โ๐ฌ๐ข๐ง(๐ )โก ๐ โ๐ ๐ โโ๐ At ๐ = ๐, ( )( ) = ( ) (โ๐) = ( ). ๐ฌ๐ข๐ง(๐ ) ๐๐จ๐ฌ(๐ ) ๐ โ๐ โ๐ ๐ โโ๐ โ๐ โโ๐ + (๐ โ ๐) โโ๐ ๐ At ๐ = ๐, ( )=( ). โ๐ โโ๐ (๐ โโ๐ + โ ๐) ๐ These are consistent. c. What is the area of the region enclosed by the path of the rocket from time ๐ = ๐ to ๐ = ๐? The path traversed is a semicircle with a radius of ๐; the area enclosed is ๐จ = Lesson 23: Modeling Video Game Motion with Matrices This work is derived from Eureka Math โข and licensed by Great Minds. ©2015 Great Minds. eureka-math.org This file derived from PreCal-M1-TE-1.3.0-07.2015 ๐ ๐๐ ๐๐ = = ๐๐ square units. ๐ ๐ 324 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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