1 00:00:00,000 --> 00:00:01,090 2 00:00:01,090 --> 00:00:03,890 I've been requested to do a video on the cross product, 3 00:00:03,890 --> 00:00:08,390 and its special circumstances, because I was at the point on 4 00:00:08,390 --> 00:00:11,580 the physics playlist where I had to teach magnetism anyway, 5 00:00:11,580 --> 00:00:15,050 so this is as good a time as any to introduce the notion of 6 00:00:15,050 --> 00:00:15,870 the cross product. 7 00:00:15,870 --> 00:00:18,170 So what's the cross product? 8 00:00:18,170 --> 00:00:21,890 Well, we know about vector addition, vector subtraction, 9 00:00:21,890 --> 00:00:23,840 but what happens when you multiply vectors? 10 00:00:23,840 --> 00:00:25,960 And there's actually two ways to do it: with the dot product 11 00:00:25,960 --> 00:00:27,200 or the cross product. 12 00:00:27,200 --> 00:00:30,300 And just keep in mind these are-- well, really, every 13 00:00:30,300 --> 00:00:33,140 operation we've learned is defined by human beings for 14 00:00:33,140 --> 00:00:35,500 some other purpose, and there's nothing different 15 00:00:35,500 --> 00:00:36,700 about the cross product. 16 00:00:36,700 --> 00:00:38,830 I take the time to say that here because the cross 17 00:00:38,830 --> 00:00:41,130 product, at least when I first learned it, seemed a little 18 00:00:41,130 --> 00:00:41,810 bit unnatural. 19 00:00:41,810 --> 00:00:42,740 Anyway, enough talk. 20 00:00:42,740 --> 00:00:44,180 Let me show you what it is. 21 00:00:44,180 --> 00:00:47,140 So the cross product of two vectors: Let's say I have 22 00:00:47,140 --> 00:00:53,600 vector a cross vector b, and the notation is literally like 23 00:00:53,600 --> 00:00:56,150 the times sign that you knew before you started taking 24 00:00:56,150 --> 00:00:58,130 algebra and using dots and parentheses, so it's 25 00:00:58,130 --> 00:00:59,770 literally just an x. 26 00:00:59,770 --> 00:01:05,400 So the cross product of vectors a and b is equal to-- 27 00:01:05,400 --> 00:01:08,130 and this is going to seem very bizarre at first, but 28 00:01:08,130 --> 00:01:10,670 hopefully, we can get a little bit of a visual feel of what 29 00:01:10,670 --> 00:01:12,180 this means. 30 00:01:12,180 --> 00:01:19,830 It equals the magnitude of vector a times the magnitude 31 00:01:19,830 --> 00:01:28,350 of vector b times the sine of the angle between them, the 32 00:01:28,350 --> 00:01:30,430 smallest angle between them. 33 00:01:30,430 --> 00:01:34,580 And now, this is the kicker, and this quantity is not going 34 00:01:34,580 --> 00:01:36,040 to be just a scalar quantity. 35 00:01:36,040 --> 00:01:37,340 It's not just going to have magnitude. 36 00:01:37,340 --> 00:01:41,190 It actually has direction, and that direction we specify by 37 00:01:41,190 --> 00:01:43,760 the vector n, the unit vector n. 38 00:01:43,760 --> 00:01:45,630 We could put a little cap on it to show 39 00:01:45,630 --> 00:01:48,540 that it's a unit vector. 40 00:01:48,540 --> 00:01:50,790 There are a couple of things that are special about this 41 00:01:50,790 --> 00:01:54,370 direction that's specified by n. 42 00:01:54,370 --> 00:01:59,730 One, n is perpendicular to both of these vectors. 43 00:01:59,730 --> 00:02:02,890 It is orthogonal to both of these vectors, so we'll think 44 00:02:02,890 --> 00:02:04,140 about it in a second what that implies 45 00:02:04,140 --> 00:02:05,580 about it just visually. 46 00:02:05,580 --> 00:02:09,788 And then the other thing is the direction of this vector 47 00:02:09,788 --> 00:02:11,840 is defined by the right hand rule, and we'll 48 00:02:11,840 --> 00:02:12,620 see that in a second. 49 00:02:12,620 --> 00:02:15,290 So let's try to think about this visually. 50 00:02:15,290 --> 00:02:18,780 And I have to give you an important caveat: You can only 51 00:02:18,780 --> 00:02:22,050 take a cross product when we are dealing in three 52 00:02:22,050 --> 00:02:22,890 dimensions. 53 00:02:22,890 --> 00:02:25,970 A cross product really has-- maybe you could define a use 54 00:02:25,970 --> 00:02:28,760 for it in other dimensions or a way to take a cross product 55 00:02:28,760 --> 00:02:31,230 in other dimensions, but it really only has a use in three 56 00:02:31,230 --> 00:02:33,820 dimensions, and that's useful, because we live in a 57 00:02:33,820 --> 00:02:35,420 three-dimensional world. 58 00:02:35,420 --> 00:02:36,120 So let's see. 59 00:02:36,120 --> 00:02:37,280 Let's take some cross products. 60 00:02:37,280 --> 00:02:39,300 I think when you see it visually, it will make a 61 00:02:39,300 --> 00:02:41,490 little bit more sense, especially once you get used 62 00:02:41,490 --> 00:02:43,332 to the right hand rule. 63 00:02:43,332 --> 00:02:49,250 So let's say that that's vector b. 64 00:02:49,250 --> 00:02:50,550 I don't have to draw a straight line, but it 65 00:02:50,550 --> 00:02:53,130 doesn't hurt to. 66 00:02:53,130 --> 00:02:54,610 I don't have to draw it neatly. 67 00:02:54,610 --> 00:02:57,370 68 00:02:57,370 --> 00:02:59,320 OK, here we go. 69 00:02:59,320 --> 00:03:04,650 Let's say that that is vector a, and we want to take the 70 00:03:04,650 --> 00:03:06,690 cross product of them. 71 00:03:06,690 --> 00:03:09,040 This is vector a. 72 00:03:09,040 --> 00:03:10,230 This is b. 73 00:03:10,230 --> 00:03:12,250 I'll probably just switch to one color because it's hard to 74 00:03:12,250 --> 00:03:13,550 keep switching between them. 75 00:03:13,550 --> 00:03:18,690 And then the angle between them is theta. 76 00:03:18,690 --> 00:03:23,350 Now, let's say the length of a is-- I don't know, let's say 77 00:03:23,350 --> 00:03:28,060 magnitude of a is equal to 5, and let's say that the 78 00:03:28,060 --> 00:03:32,815 magnitude of b is equal to 10. 79 00:03:32,815 --> 00:03:34,310 It looks about double that. 80 00:03:34,310 --> 00:03:36,060 I'm just making up the numbers on the fly. 81 00:03:36,060 --> 00:03:37,730 So what's the cross product? 82 00:03:37,730 --> 00:03:39,910 Well, the magnitude part is easy. 83 00:03:39,910 --> 00:03:45,660 Let's say this angle is equal to 30 degrees. 84 00:03:45,660 --> 00:03:48,880 30 degrees, or if we wanted to write it in radians, I 85 00:03:48,880 --> 00:03:51,200 always-- just because we grow up in a world of degrees, I 86 00:03:51,200 --> 00:03:53,400 always find it easier to visualize degrees, but we 87 00:03:53,400 --> 00:03:55,780 could think about it in terms of radians as well. 88 00:03:55,780 --> 00:04:01,030 30 degrees is-- let's see, there's 3, 6-- it's pi over 6, 89 00:04:01,030 --> 00:04:04,670 so we could also write pi over 6 radians. 90 00:04:04,670 --> 00:04:07,280 But anyway, this is a 30-degree angle, so what will 91 00:04:07,280 --> 00:04:09,810 be a cross b? 92 00:04:09,810 --> 00:04:16,120 a cross b is going to equal the magnitude of a for the 93 00:04:16,120 --> 00:04:21,000 length of this vector, so it's going to be equal to 5 times 94 00:04:21,000 --> 00:04:26,950 the length of this b vector, so times 10, times the sine of 95 00:04:26,950 --> 00:04:28,150 the angle between them. 96 00:04:28,150 --> 00:04:29,690 And, of course, you could've taken the 97 00:04:29,690 --> 00:04:31,100 larger, the obtuse angle. 98 00:04:31,100 --> 00:04:33,970 You could have said this was the angle between them, but I 99 00:04:33,970 --> 00:04:36,780 said earlier that it was the smaller, the acute, angle 100 00:04:36,780 --> 00:04:38,505 between them up to 90 degrees. 101 00:04:38,505 --> 00:04:46,900 This is going to be sine of 30 degrees times this vector n. 102 00:04:46,900 --> 00:04:50,690 And it's a unit vector, so I'll go over what direction 103 00:04:50,690 --> 00:04:51,770 it's actually pointing in a second. 104 00:04:51,770 --> 00:04:54,100 Let's just figure out its magnitude. 105 00:04:54,100 --> 00:04:57,910 So this is equal to 50, and what's sine of 30 degrees? 106 00:04:57,910 --> 00:04:59,930 Sine of 30 degrees is 1/2. 107 00:04:59,930 --> 00:05:02,520 You could type it in your calculator if you're not sure. 108 00:05:02,520 --> 00:05:11,780 So it's 5 times 10 times 1/2 times the unit vector, so that 109 00:05:11,780 --> 00:05:14,870 equals 25 times the unit vector. 110 00:05:14,870 --> 00:05:17,310 Now, this is where it gets, depending on your point of 111 00:05:17,310 --> 00:05:20,250 view, either interesting or confusing. 112 00:05:20,250 --> 00:05:24,090 So what direction is this unit vector pointing in? 113 00:05:24,090 --> 00:05:25,310 So what I said earlier is, it's 114 00:05:25,310 --> 00:05:27,140 perpendicular to both of these. 115 00:05:27,140 --> 00:05:28,300 So how can something be 116 00:05:28,300 --> 00:05:30,710 perpendicular to both of these? 117 00:05:30,710 --> 00:05:32,480 It seems like I can't draw one. 118 00:05:32,480 --> 00:05:35,240 Well, that's because right here, where I drew a and b, 119 00:05:35,240 --> 00:05:37,340 I'm operating in two dimensions. 120 00:05:37,340 --> 00:05:40,270 But if I have a third dimension, if I could go in or 121 00:05:40,270 --> 00:05:45,540 out of my writing pad or, from your point of view, your 122 00:05:45,540 --> 00:05:50,350 screen, then I have a vector that is perpendicular to both. 123 00:05:50,350 --> 00:05:53,190 So imagine of vector that's-- I wish I could draw it-- that 124 00:05:53,190 --> 00:05:56,620 is literally going straight in at this point or straight out 125 00:05:56,620 --> 00:05:57,290 at this point. 126 00:05:57,290 --> 00:05:58,350 Hopefully, you're seeing it. 127 00:05:58,350 --> 00:05:59,590 Let me show you the notation for that. 128 00:05:59,590 --> 00:06:04,010 So if I draw a vector like this, if I draw a circle with 129 00:06:04,010 --> 00:06:09,670 an x in it like that, that is a vector that's going into the 130 00:06:09,670 --> 00:06:12,290 page or into the screen. 131 00:06:12,290 --> 00:06:17,690 And if I draw this, that is a vector that's popping out of 132 00:06:17,690 --> 00:06:18,190 the screen. 133 00:06:18,190 --> 00:06:20,106 And where does that convention come from? 134 00:06:20,106 --> 00:06:21,920 It's from an arrowhead, because what does 135 00:06:21,920 --> 00:06:23,810 an arrow look like? 136 00:06:23,810 --> 00:06:27,900 An arrow, which is our convention for drawing 137 00:06:27,900 --> 00:06:34,410 vectors, looks something like this: The tip of an arrow is 138 00:06:34,410 --> 00:06:37,680 circular and it comes to a point, so that's the tip, if 139 00:06:37,680 --> 00:06:40,520 you look at it head-on, if it was popping out of the video. 140 00:06:40,520 --> 00:06:41,980 And what does the tail of an arrow look like? 141 00:06:41,980 --> 00:06:43,742 It has fins, right? 142 00:06:43,742 --> 00:06:46,020 There would be one fin here and there'd be another fin 143 00:06:46,020 --> 00:06:47,680 right there. 144 00:06:47,680 --> 00:06:51,840 And so if you took this arrow and you were to go into the 145 00:06:51,840 --> 00:06:55,070 page and just see the back of the arrow or the behind of the 146 00:06:55,070 --> 00:06:57,050 arrow, it would look like that. 147 00:06:57,050 --> 00:06:59,140 So this is a vector that's going into the page and this 148 00:06:59,140 --> 00:07:01,650 is a vector that's going out of the page. 149 00:07:01,650 --> 00:07:06,390 So we know that n is perpendicular to both a and b, 150 00:07:06,390 --> 00:07:07,890 and so the only way you can get a vector that's 151 00:07:07,890 --> 00:07:11,110 perpendicular to both of these, it essentially has to 152 00:07:11,110 --> 00:07:16,750 be perpendicular, or normal, or orthogonal to the plane 153 00:07:16,750 --> 00:07:19,260 that's your computer screen. 154 00:07:19,260 --> 00:07:23,020 But how do we know if it's going into the screen or how 155 00:07:23,020 --> 00:07:26,130 do we know if it's coming out of the screen, this vector n? 156 00:07:26,130 --> 00:07:28,950 And this is where the right hand rule-- I know this is a 157 00:07:28,950 --> 00:07:29,680 little bit overwhelming. 158 00:07:29,680 --> 00:07:32,550 We'll do a bunch of example problems. But the right hand 159 00:07:32,550 --> 00:07:37,620 rule, what you do is you take your right hand-- that's why 160 00:07:37,620 --> 00:07:40,560 it's called the right hand rule-- and you take your index 161 00:07:40,560 --> 00:07:44,010 finger and you point it in the direction of the first vector 162 00:07:44,010 --> 00:07:45,960 in your cross product, and order matters. 163 00:07:45,960 --> 00:07:47,410 So let's do that. 164 00:07:47,410 --> 00:07:49,940 So you have to take your finger and put it in the 165 00:07:49,940 --> 00:07:53,330 direction of the first arrow, which is a, and then you have 166 00:07:53,330 --> 00:07:56,800 to take your middle finger and point it in that direction of 167 00:07:56,800 --> 00:07:58,290 the second arrow, b. 168 00:07:58,290 --> 00:08:00,770 So in this case, your hand would look 169 00:08:00,770 --> 00:08:01,850 something like this. 170 00:08:01,850 --> 00:08:03,110 I'm going to try to draw it. 171 00:08:03,110 --> 00:08:11,760 172 00:08:11,760 --> 00:08:15,490 This is pushing the abilities of my art skills. 173 00:08:15,490 --> 00:08:19,950 174 00:08:19,950 --> 00:08:21,100 So that's my right hand. 175 00:08:21,100 --> 00:08:24,510 My thumb is going to be coming down, right? 176 00:08:24,510 --> 00:08:26,530 That is my right hand that I drew. 177 00:08:26,530 --> 00:08:29,510 This is my index finger, and I'm pointing it in the 178 00:08:29,510 --> 00:08:30,200 direction of a. 179 00:08:30,200 --> 00:08:34,760 Maybe it goes a little bit more in this direction, right? 180 00:08:34,760 --> 00:08:37,850 Then I put my middle finger, and I kind of make an L with 181 00:08:37,850 --> 00:08:40,169 it, or you could kind of say it almost looks like you're 182 00:08:40,169 --> 00:08:42,150 shooting a gun. 183 00:08:42,150 --> 00:08:44,520 And I point that in the direction of b, and then 184 00:08:44,520 --> 00:08:47,540 whichever direction that your thumb faces in, so in this 185 00:08:47,540 --> 00:08:50,220 case, your thumb is going into the page, right? 186 00:08:50,220 --> 00:08:53,040 Your thumb would be going down if you took your right hand 187 00:08:53,040 --> 00:08:55,150 into this configuration. 188 00:08:55,150 --> 00:08:58,700 So that tells us that the vector n points into the page. 189 00:08:58,700 --> 00:09:03,110 So the vector n has magnitude 25, and it points into the 190 00:09:03,110 --> 00:09:05,810 page, so we could draw it like that with an x. 191 00:09:05,810 --> 00:09:07,720 If I were to attempt to draw it in three dimensions, it 192 00:09:07,720 --> 00:09:09,890 would look something like this. 193 00:09:09,890 --> 00:09:11,250 Vector a. 194 00:09:11,250 --> 00:09:13,150 Let me see if I can give some perspective. 195 00:09:13,150 --> 00:09:16,030 196 00:09:16,030 --> 00:09:22,060 If this was straight down, if that's vector n, then a could 197 00:09:22,060 --> 00:09:23,085 look something like that. 198 00:09:23,085 --> 00:09:25,610 Let me draw it in the same color as a. 199 00:09:25,610 --> 00:09:29,670 a could look something like that, and then b would look 200 00:09:29,670 --> 00:09:30,230 something like that. 201 00:09:30,230 --> 00:09:32,170 I'm trying to draw a three-dimensional figure on 202 00:09:32,170 --> 00:09:34,320 two dimensions, so it might look a little different, but I 203 00:09:34,320 --> 00:09:34,900 think you get the point. 204 00:09:34,900 --> 00:09:36,630 Here I drew a and b on the plane. 205 00:09:36,630 --> 00:09:38,300 Here I have perspective where I was able to 206 00:09:38,300 --> 00:09:40,770 draw n going down. 207 00:09:40,770 --> 00:09:44,940 But this is the definition of a cross product. 208 00:09:44,940 --> 00:09:46,910 Now, I'm going to leave it there, just because for some 209 00:09:46,910 --> 00:09:49,020 reason, YouTube hasn't been letting me go over the limit 210 00:09:49,020 --> 00:09:51,490 as much, and I will do another video where I do several 211 00:09:51,490 --> 00:09:53,880 problems, and actually, in the process, I'm going to explain 212 00:09:53,880 --> 00:09:55,600 a little bit about magnetism. 213 00:09:55,600 --> 00:09:57,960 And we'll take the cross product of several things, and 214 00:09:57,960 --> 00:09:59,810 hopefully, you'll get a little bit better intuition. 215 00:09:59,810 --> 00:10:01,760 See you soon. 216 00:10:01,760 --> 00:00:00,000