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sudgylacmoe
Registrace 22. 08. 2013
Have you ever been confused by mathematics? No matter how hard you try, it seems that it's all just a jungle of meaningless definitions and processes. How is it that some people seem to just get it? On this channel, I help to make math make sense. There are generally two kinds of videos on this channel. The first kind are those that take a topic and explain it in a way that makes sense. They generally teach the same things that you learn in other places. However, there are some topics where the traditional way of formalizing it obfuscates the core idea. This leads to the second kind of video: those that introduce new ways of doing old things. Examples of things in this category is using τ instead of π and using geometric algebra (which is a major theme on the channel).
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Discord: discord.gg/3Zj59zA2Rg
You can add scalars and vectors! From Zero to Geo 1.11
You can add scalars and vectors! From Zero to Geo 1.11
zhlédnutí: 11 039
Video
Dimension is Multi-Dimensional - From Zero to Geo 1.10
zhlédnutí 17KPřed 6 měsíci
Dimension is Multi-Dimensional - From Zero to Geo 1.10
A Swift Introduction to Projective Geometric Algebra
zhlédnutí 79KPřed 9 měsíci
A Swift Introduction to Projective Geometric Algebra
Two-Dimensional Lines Are Three-Dimensional - From Zero to Geo 1.9 Bonus Video
zhlédnutí 10KPřed 9 měsíci
Two-Dimensional Lines Are Three-Dimensional - From Zero to Geo 1.9 Bonus Video
The Tau Manifesto - With Michael Hartl
zhlédnutí 19KPřed 11 měsíci
The Tau Manifesto - With Michael Hartl
An Overview of the Operations in Geometric Algebra
zhlédnutí 28KPřed rokem
An Overview of the Operations in Geometric Algebra
Vectors Are Not Lists of Numbers (Part 2) - From Zero to Geo 1.9
zhlédnutí 11KPřed rokem
Vectors Are Not Lists of Numbers (Part 2) - From Zero to Geo 1.9
Vectors Are Not Lists of Numbers (Part 1) - From Zero to Geo 1.8
zhlédnutí 14KPřed rokem
Vectors Are Not Lists of Numbers (Part 1) - From Zero to Geo 1.8
A Swift Introduction to Spacetime Algebra
zhlédnutí 80KPřed rokem
A Swift Introduction to Spacetime Algebra
An Alternative Introduction to Trigonometry
zhlédnutí 18KPřed rokem
An Alternative Introduction to Trigonometry
Superior Spanning Sets - From Zero to Geo 1.7
zhlédnutí 13KPřed 2 lety
Superior Spanning Sets - From Zero to Geo 1.7
Addendum to A Swift Introduction to Geometric Algebra
zhlédnutí 74KPřed 2 lety
Addendum to A Swift Introduction to Geometric Algebra
Describing Many Vectors With a Few - From Zero to Geo 1.6
zhlédnutí 14KPřed 2 lety
Describing Many Vectors With a Few - From Zero to Geo 1.6
The Mathematical Proof of the Existence of Santa Claus
zhlédnutí 11KPřed 2 lety
The Mathematical Proof of the Existence of Santa Claus
What is (a) Space? From Zero to Geo 1.5
zhlédnutí 22KPřed 2 lety
What is (a) Space? From Zero to Geo 1.5
The Algebra of Vectors - From Zero to Geo 1.4
zhlédnutí 19KPřed 2 lety
The Algebra of Vectors - From Zero to Geo 1.4
How to Add Vectors - From Zero to Geo 1.3
zhlédnutí 13KPřed 2 lety
How to Add Vectors - From Zero to Geo 1.3
The length of a vector and how to change it - From Zero to Geo 1.2
zhlédnutí 19KPřed 2 lety
The length of a vector and how to change it - From Zero to Geo 1.2
Why do we care about vectors? From Zero To Geo 1.1
zhlédnutí 31KPřed 2 lety
Why do we care about vectors? From Zero To Geo 1.1
From Zero to Geo Introduction (Geometric Algebra Series)
zhlédnutí 75KPřed 2 lety
From Zero to Geo Introduction (Geometric Algebra Series)
The Developmental Method Applied to Calculus
zhlédnutí 21KPřed 2 lety
The Developmental Method Applied to Calculus
A Swift Introduction to Geometric Algebra
zhlédnutí 840KPřed 3 lety
A Swift Introduction to Geometric Algebra
Savior of the Waking World (from Homestuck) on piano
zhlédnutí 10KPřed 10 lety
Savior of the Waking World (from Homestuck) on piano
Dango Daikazoku (Ending theme to Clannad) on piano
zhlédnutí 1KPřed 10 lety
Dango Daikazoku (Ending theme to Clannad) on piano
Toki Wo Kizamu Uta (Clannad: After Story opening song) on piano
zhlédnutí 2,2KPřed 10 lety
Toki Wo Kizamu Uta (Clannad: After Story opening song) on piano
a, b & c is the coordinates of the normal vector of a plane and that plane's intersection with the z=1 plane is the drawn lines here. You should give some geometric intuition first, else it becomes an algebra jerk.
How do you calculate a dual?
I made a video talking about many of the operations in geometric algebra. Here it is timestamped to the section about duals: czcams.com/video/2AKt6adG_OI/video.html
Yeah usually a good idea to specify what category its an isomorphism in if its not clear by context... Also funny but trivial observation: since C is a Q vectorspace with a countably infinite basis its isomorphic to Q->Q with pointwise addition and scalar multiplication
What is i^-1?
It depends on the situation. When none of the basis vectors square to zero, it's either i or -i. When one of the basis vectors does square to zero, i is uninvertible. Right after the section in the video using i^-1 I talk about the alternative you can use when i is uninvertible.
@@sudgylacmoe wow I never thought you would reply. Let me take the opportunity to say thank you. These videos are really good.
what
As a pure math student, i hate this so much. This is so wrong on so many different levels, its insane.
Would you mind expounding on this? I'm one of the few people in the world that seems to care about and has actually developed the nitty-gritty rigorous details of geometric algebra, so I'm curious what you think is wrong about it.
@@sudgylacmoelike i know im probably being autistic here, and im aware you said 'vanilla', but a your vector product is a very specific construction on a vector space that doesnt exist in general for 2 dimensional vector spaces, and pretty much requires your vectorspace to also be a field extension and a euclidian space. There is like one example i can think of for these assumptions, and that construction does not generalize well to say the least. You shouldnt treat vectorspaces like fields because almost all vectorspaces cant ce fields. Generally you just want to look at euclidian spaces, if you are concerned with angles, vector products in a more general sense do exist and are useful, but theyre something you want to stay as far away from as possible if youre not concerned with things such as proving a polynomial is irreducable over a given field. Not necessariely incorrect, at least in this very specific case, but definitely suggestive gore.
The vector product I'm using is the geometric product from geometric algebra, which can be defined for any module over a commutative ring with a symmetric bilinear form, so it's quite general. Also I'm not treating it like a field, because it's not one. You don't always have multiplicative inverses, and commutativity usually doesn't hold.
@@sudgylacmoe yeah i dont have an issue with VxV->F, im more concerned about VxV->V, if thats what you are referring to
@msq7041 Clifford and Grassman algebras have been around a long time. Graded algebras and exterior products are used in differential Geometry, topology, differential forms, ect. There is nothing unreasonable or improperly defined here.
what
en.wikipedia.org/wiki/Geometric_algebra
Bro what happened to that playlist on geometric algebra? I started seeing it last week, after watching your video showing the power of geometric algebra. I haven't finished it yet but its incomplete I think.
I made a community post about this recently: czcams.com/users/postUgkxa6bKAm4cOHqySeTehTAnKvJOBXFv0lZD
Thanks bro for telling. I wish that you get sucessful in it. You will help a lot of people this way. Next year, in my 11th grade, I have to study physics, so i thought learning geometric algebra will help me a lot. Thankyou for all the efforst you have put and are putting!
By the way when will you be able to overcome those software issues and start posting videos of that series ?
Wild
You are the only one that I found talking about that❤
but what about matrices of multivector elements? is it used?
Nope, no matrices.
to describe a 3 dimensional object you only need 3 dimensions. in order to describe a TRANSFORMATION of a 3d object I think it is necessary to have a 4th dimension. Otherwise there is no meaningful transformation at all. Kind of like how time is considered a 4th dimension in our 3 dimensional world.
What's really nice about this definition is that you don't need the matrix representation of the linear function in order to calculate the determinant of the function.
At 38:00 when you said charge is current moving in time, my brain imploded with the spacetime diagram and worldlines on it. Thank you.
I'm really liking the proposal of this series and I understand that at this point some conditions are being left implicit so as to not clutter the explanation, but, just so I know I'm following it, if we are to take vectors as (non-empty) equivalence classes of oriented segments of same lenght and orientation (so as to allow for freely moving around a vector), in order for the half-space to not count as a space we must add the condition that all vectors have a representative starting at the origin, correct?
While you can go the equivalence-class method of formalizing this, I personally prefer formalizing it as just "A vector is an oriented segment that starts at the origin" and then use the freely moving around property just for geometric intuition.
is the series continuing? this is fantastic
Yes! I've just been working on new animation tools that should make the next parts easier to animate.
How about Z_2 span of {1,x,x^2,….}?
In this case {0} is linearly dependent because 1·0 = 0.
Nonsense gem
I don't know much about GA, but why do you think it's nonsense? I'd like to know.
I really appreciate these videos as I'm learning GA. Animations are really helpful and books generally don't have them.
How do you deduce that it must be the square root?
Geometrically it must be, and I'm sure there's an algebraic proof somewhere.
9:18 the cross product also works in 7 dimensions 🤭
I don't know what double over is, but the first thing I would do is check if it was somehow being forced into a half angle situation.
Once you've 3b1b on board, it's only a matter of time. I'm convinced. I've always felt that angle units should be full turns, i.e. 1 unit = tau radians. It doesn't usually save me any time to know that the ratio with the circumference is already in there; as a coder, I'm mostly passing angles off to trig functions anyway, and it would be easier to type 1/4 than Math.PI/2.
I don't understand why people find it so difficult to illustrate 4D. Use an animation. Each 3D frame is a slice. You can use some gradients to give an impression of 4D locality if you wish. You can use color as a 4th coordinate, too. It's not so hard.
Any ideas about how to go about extending PGA into spacetime a la STA? It's easy enough to think of geometrically, with time-like lines forming object paths and space-like planes being full 3D volumes. However in implementation, there are a number of stumbling blocks I can anticipate, starting with how to blend the two concepts of vector. VGA/STA have vectors that indicate points/events with the coordinates equal to their components, whereas in PGA, vectors are equations that involve the coordinates, and the objects are formed from all points for which the equation equals zero. Very different concepts, and I'm not quite sure how to bridge them. Where does the metric fit, i.e. which basis vector(s) need to square negative in order to make all the transformations work? If I could fill in some of the blanks, I think it could be really interesting. You would be able to capture an object's motion through spacetime as an exponential rotor/motor, and maybe formulate forces that way.
This is an active area of research! I don't know much about it, but I do know that spacetime events are represented using pseudovectors, similar to how points are represented using pseudovectors in normal PGA.
Zero is a number. The sum of no numbers is undefined.
Love from kerala ❤
That identity means wv=uvwu-1, it reflects the vw plane around the arbitrary vector u. So two-dimensional planes all look the same?
In 2D space there is only one 2D plane so...
I get really confused about the regressive product. The video talks about how the regressive product is the join and how it can be intuitively thought of as the intersection of the two sets of lines/planes, but nothing about how you can manipulate the regressive product is mentioned.
I have a video talking about many of the operations of GA, including the regressive product, here: czcams.com/video/2AKt6adG_OI/video.html. Although I'll admit the video doesn't mention many identities using it. It does give the actual definition though.
what about concave polygons
It still works exactly the same!
Will you expand this further to the product of four vectors and more? As an exercise, I did the product of four vectors, uvwz, and found it to contain a scalar, bivector, and a grade-4 part. Based on this, it seems the product of # n vectors produces a sum of objects that are odd if n is odd, and even if n is even. Is my thinking on the right track?
Yes, you're right. Multiplying by a vector can raise or lower the grade by one, so multiplying a vector and an even object will product an odd object, and vice versa. However, I don't really like writing out these products as a bunch of inner and outer products in general. I mainly did this here because it will provide a nice proof of a property I want next week.
To know what each terms are in terms of geometric product, you can substitute all permutations for that.
Geometric algebra out here saying offensive things about the Jews.
ov vey, cool it down with the anti-schlomoism
As for the symmetric part: If v and w are orthogonal, you get the the classic bac - cab formula of the vector triple product. So maybe it is some kind of generalization of that with the result being in the span of all three vectors instead of just b and c?