Difference between revisions of "Selftest: Dot product"
From Robotics
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{{ExerciseNavigation|previous=[[Selftest:Simple arithmetic operations|Simple arithmetic operations]]|article=[[Vector algebra]]|next=[[Selftest:Cross product|Cross product]]}} | {{ExerciseNavigation|previous=[[Selftest:Simple arithmetic operations|Simple arithmetic operations]]|article=[[Vector algebra]]|next=[[Selftest:Cross product|Cross product]]}} | ||
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+ | <quiz> | ||
+ | |||
+ | {'''What is the result of dor product of <math>\vec{\mathbf{a}}</math> and <math>\vec{\mathbf{b}}</math>?''' | ||
+ | [[File: Vektorrechnung_aufgabe10.1.png|300px|left]] | ||
+ | <br style="clear:both;" /> | ||
+ | | typ="()" } | ||
+ | - <math>\begin{pmatrix} 3 \\ 5 \end{pmatrix}</math> | ||
+ | - 1,5 | ||
+ | + 15 | ||
+ | ||The result of the dot product is a ''scalar'' value. In this case the easiest way to compute the dot product is using the angle between the two vectors:<math>\vec{\mathbf{a}} \cdot \vec{\mathbf{b}} = a b \cos \alpha</math>. The angle is 0° and so the cosine is 1. Further information: see [[Dot product]]. | ||
+ | |||
+ | {'''What is the result of dor product of <math>\vec{\mathbf{a}}</math> and <math>\vec{\mathbf{b}}</math>?''' | ||
+ | [[File: Vektorrechnung_aufgabe10.2.png|300px|left]] | ||
+ | <br style="clear:both;" /> | ||
+ | | typ="()" } | ||
+ | - <math>\begin{pmatrix} 5 \\ 3 \end{pmatrix}</math> | ||
+ | - 15 | ||
+ | + 0 | ||
+ | ||The result of the dot product is a ''scalar'' value. In this case the easiest way to compute the dot product is using the angle between the two vectors:<math>\vec{\mathbf{a}} \cdot \vec{\mathbf{b}} = a b \cos \alpha</math>. The angle is 90° and so the cosine is 0. Further information: see [[Dot product]]. | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | {'''What is the result of dor product of <math>\vec{\mathbf{a}}</math> and <math>\vec{\mathbf{b}}</math>?''' | ||
+ | [[File: Vektorrechnung_aufgabe10.3.png|300px|left]] | ||
+ | <br style="clear:both;" /> | ||
+ | | typ="()" } | ||
+ | - <math>\begin{pmatrix} 5 \\ 3 \end{pmatrix}</math> | ||
+ | + -15 | ||
+ | - 15 | ||
+ | ||The result of the dot product is a ''scalar'' value. In this case the easiest way to compute the dot product is using the angle between the two vectors:<math>\vec{\mathbf{a}} \cdot \vec{\mathbf{b}} = a b \cos \alpha</math>. The angle is 180° and so the cosine is -1. Further information: see [[Dot product]]. | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | {'''Bitte lösen Sie folgende Aufgabe:''' | ||
+ | | type="{}" } | ||
+ | <math>\begin{pmatrix} 2 \\ 3 \\ 5 \end{pmatrix}\cdot \begin{pmatrix} -3 \\ 6 \\ 4 \end{pmatrix}=</math>{ 32 } | ||
+ | ||Es gibt zwei Möglichkeiten zur Berechnung des Skalarprodukts. Entweder berechnet man es mit Hilfe der Komponentendarstellung:<math>\vec{\mathbf{a}}\cdot\vec{\mathbf{b}} = \begin{pmatrix}a_1 \\ a_2 \\ a_3 \end{pmatrix}\cdot\begin{pmatrix}b_1 \\ b_2 \\ b_3 \end{pmatrix}=a_1b_1+a_2b_2+a_3b_3</math> oder man nutzt den eingeschlossenen Winkel: <math>\vec{\mathbf{a}} \cdot \vec{\mathbf{b}} = a \vec{\mathbf{e}}_{a} \cdot \vec{\mathbf{e}}_{b} = a b \cos \alpha </math>. | ||
+ | |||
+ | |||
+ | {'''Bitte lösen Sie folgende Aufgabe:''' | ||
+ | | type="{}" } | ||
+ | <math>\begin{pmatrix} 1 \\ 2 \\ 3 \end{pmatrix}\cdot \begin{pmatrix} -4 \\ 1 \\ -6 \end{pmatrix}=</math>{ -20 } | ||
+ | ||Es gibt zwei Möglichkeiten zur Berechnung des Skalarprodukts. Entweder berechnet man es mit Hilfe der Komponentendarstellung:<math>\vec{\mathbf{a}}\cdot\vec{\mathbf{b}} = \begin{pmatrix}a_1 \\ a_2 \\ a_3 \end{pmatrix}\cdot\begin{pmatrix}b_1 \\ b_2 \\ b_3 \end{pmatrix}=a_1b_1+a_2b_2+a_3b_3</math> oder man nutzt den eingeschlossenen Winkel: <math>\vec{\mathbf{a}} \cdot \vec{\mathbf{b}} = a \vec{\mathbf{e}}_{a} \cdot \vec{\mathbf{e}}_{b} = ab \cos \alpha </math>. | ||
+ | |||
+ | |||
+ | {'''Bitte lösen Sie folgende Aufgabe:''' | ||
+ | | type="{}" } | ||
+ | <math>\begin{pmatrix} 0 \\ 1 \\ 0 \end{pmatrix}\cdot \begin{pmatrix} 1 \\ 1 \\ 0 \end{pmatrix}=</math> { 1 } | ||
+ | ||Es gibt zwei Möglichkeiten zur Berechnung des Skalarprodukts. Entweder berechnet man es mit Hilfe der Komponentendarstellung:<math>\vec{\mathbf{a}}\cdot\vec{\mathbf{b}} = \begin{pmatrix}a_1 \\ a_2 \\ a_3 \end{pmatrix}\cdot\begin{pmatrix}b_1 \\ b_2 \\ b_3 \end{pmatrix}=a_1b_1+a_2b_2+a_3b_3</math> oder man nutzt den eingeschlossenen Winkel: <math>\vec{\mathbf{a}} \cdot \vec{\mathbf{b}} = a \vec{\mathbf{e}}_{a} \cdot \vec{\mathbf{e}}_{b} = a b \cos \alpha </math>. | ||
+ | </quiz> | ||
[[Category:Selftest]] | [[Category:Selftest]] | ||
[[Category:Vectors]] | [[Category:Vectors]] |
Revision as of 16:26, 23 May 2014
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