Animation Unit

UNIT 3—Animation

Teacher Materials


CLICK THE  SYMBOL OF EACH SECTION HEADER TO RETURN HERE.
TEKS Support
Teacher Notes
 Context Overview
 Mathematical Development
 Unit Project
 Activity 1—A Living Marquee
 Homework 1—Making a Point
 Activity 2—Calculator Marquee
 Homework 2—Up in Lights
 Activity 3—Addressing a Letter
 Homework 3—Thinking About Figures
 Activity 4—What’s My Line?
 Homework 4—Escalating Motions
 Activity 5—Going to the Movies
 Unit Project
Supplemental Materials
 Transparency 1
 Transparency 2
 Handout 1—Calculator Animation with a TI-83
 HANDOUT 2—Listing for AADEFAUL (TI-83 version)
Annotated Student Materials
 Introductory Reading
 Activity 1—A Living Marquee
 Homework 1—Making a Point
 Activity 2—Calculator Marquee
 Homework 2—Up in Lights
 Programming a Calculator
 Activity 3—Addressing a Letter
 Homework 3—Thinking about Figures
 Activity 4—What’s My Line?
 Homework 4—Escalating Motions
 Activity 5—Going to the Movies
 Animation Assessment—Flash Forward
 Unit Project
 Unit Summary—Mathematical Summary
 Key Concepts
Solution to Short Modeling Practice
 Solution for A Look at Air Traffic Control
Solutions to Practice and Review Problems



TEKS Support


This unit contains activities that support the following knowledge and skills elements of the TEKS.


(1) (A)

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(1) (C)

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(2) (A)

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(8) (A)

 

(2) (B)

 

(8) (B)

 

(2) (C)

 

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(2) (D)

     
       

(3) (A)

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(9) (A)

 

(3) (B)

 

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(3) (C)

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The mathematical prerequisites for this unit are

The mathematical topics included or taught in this unit are

The equipment list for this unit is




Teacher Notes






Context Overview

Animation serves as the context for the investigations within this unit. While many features of illusions are mathematical in nature, the focus of this unit is on analyzing their "micro" structure—the motions of single points within a stationary coordinate system. We specifically avoid investigating the relative motions of points within a moving object; that is, changes in the shape or orientation of an object as it moves.





Mathematical Development

The unit is designed around the concept that mathematical language models real motion in a useful way. The initial motion investigated is that of a single point moving along a line. Variables, as words or symbols, arise to identify (describe) quantities, and equations describe relationships among variables more efficiently than do tables.

The power of these mathematical models lies in their abilities to: (i) provide insight into how to predict values of some quantities when the values of others are known and (ii) extend to similar but more complex situations such as multiple objects or motion in the plane.

The early portion of the unit characterizes constant motion along a line so that the roles both of initial location and of velocity are clear. Time is measured both directly and in frames of an animation sequence. Linear functions provide the models for such situations.

Subsequent development shifts to motion in the plane and multiple representations of such motion. Parametric equations become a natural way to describe motion when the path is not on a given axis.

Graphing calculators are required in each lesson after the first, and several programs are supplied for student use. Students should modify these as their understanding of the material and of programs develops. Matrices organize the description of several points moving simultaneously. Although this provides a method by which shape changes may be rendered, we do not directly address that application in this unit.

Finally, while the unit develops the mathematical description of motion in the "discrete world" of animation, the results are equally applicable to real motion in the "continuous world."

The unit project acts as a culminating experience for students and, ideally, will reinforce their mathematical understanding of key concepts in the unit.





Unit Project

   

The unit project is actually a final project in this case. Students will build up the knowledge as they progress through the unit. Prior to Activity 7, ask the students to decide on a figure that they will animate. Check those prior to assigning the final project to guarantee that the students have thought about what they are trying to accomplish.





Activity 1—A Living Marquee

   


Materials needed:

Enough construction paper in two different colors so that each pair of students can have one sheet of each color, or enough identical photos (ideally of a student or you) so that each pair of students can have one.

One goal of this activity is to have students describe horizontal motion prior to discussing the difference between recursive and closed-form descriptions. As students work through this activity, listen for examples of both recursive and closed-form types of thinking (see the notes on Item 5 below).

Figure 1. Time = 0


Figure 2. Time = 1

Item 1

One way to approach this is to divide the class into two groups, or some even number with the number of students at least 6 in each group. One group could be the marquee, the other the observers. Take the marquee group into a separate area and have them practice. Ask them to provide the "motion" with their eyes open, then with them closed. While that group practices, discuss with the observers the idea that what they are looking for is how the marquee members decide when to "turn on" and "turn off" their points.


Item 3

Remind students that tables are usually samples of possible values and seldom display all possible values. Because the marquee will probably be from 6 to 10 frames, it is possible to list every value in the table. Notice whether students draw graphs with discrete points or continuous lines to represent location versus time (or frame).


Item 4

Encourage students to be creative in designing their own marquee motion. Listed below are several ideas that you can suggest in case students need help with designing a different marquee.

You may want to write each suggestion on a card and use them for a competitive activity. Suppose you have divided your class into 3 groups of 10 students. Group 1 draws a card. (Groups 2 and 3 can draw the cards at the same time so all three groups prepare at the same time.)

Group 1 performs its card’s marquee. The first group (either 2 or 3) to guess what is written on Group l’s card is awarded points. Group 1 may also be awarded points based on how quickly its card’s description is guessed (keep track of time).

Repeat the process with Group 2 and Group 3 presentations. You have enough cards or ideas for three rounds. You can do all three if you have the time and students enjoy the challenge.

You or your students may suggest other ideas for this activity.

Item 5

Item 5 is a key question. Pay attention to descriptions that discuss arriving at a certain number prior to turning a card (when the count got to 10, I flipped my card [closed]) or watching the person next to them (when Michelle flipped her card, I knew that I was one count later [recursive]). Both recursive and closed-form equations are important.





Homework 1—Making a Point

   

These items could be done as a homework assignment and lead into a discussion of the two calculator programs.

These items are included to give students a sense of how to control the location and speed at which the dots can "move."





Activity 2—Calculator Marquee

   


Materials needed:

Graphing calculator with appropriate programs loaded

CARTOON1, CARTOON2, and AADEFAUL calculator programs for your calculators

Transparency 1

Note: If you have classroom sets of calculators, you may want to load the programs CARTOON1, CARTOON2, and AADEFAUL into all the calculators prior to this lesson. Another option is to load one calculator, then ask the students to transfer the programs to their calculators. You may also want to display these programs on a viewscreen.

The purpose of this lesson is to allow students to think about the movement of points along a horizontal axis. The second emphasis is to introduce students to calculator programming.

Teaching Notes

Items 1–5

These items should be done in class. This may be the students’ first look at programming and they will probably need some assistance.

Have students run the programs CARTOON1 and CARTOON2 and respond to Items 1 and 2. Discuss their observations as a class.

Using a transparency of the listing for CARTOON1, ask students to follow along as you step through the program. After this, have students continue through Items 3–5. Allow them to work in pairs or small groups on these items.

When students have completed these items, lead a class discussion about the results. Be sure that responses include how they decided what needed changing and the results of each change.





Homework 2—Up in Lights

   

Handout 1 (optional)

The first part of this section relates to the previous homework on looking at individual data points and relating those to the movement of a point on the graphics screen. It is straightforward and should build students’ confidence. The second part of the section deals with the mechanics of programming a calculator. For purposes of this activity, TI commands are used. If students are using TI-83s, Handout 1 will be helpful. If some other calculator is used, it will be necessary to use different commands.

Teacher Notes

Items 1–6

These items reinforce what students did on the previous homework assignment. Students are asked to make connections between location, velocity, and time in relation to "moving" objects. Students can do this as homework with some discussion taking place the following day.


Items 7–14

This is the students’ introduction to actually programming a calculator. This part of the homework may be done in class or out, depending on whether the students can take the calculators home.

Regardless of the location, every student should do this part of the activity on her/his own. It is important that they become comfortable with entering and editing calculator programs so that when the final project time arrives, they will feel confident. Ask students to present their results to the class by transferring their programs to the overhead unit and displaying them for the class to see.





Activity 3—Addressing a Letter

   


Materials needed:

1 sheet of grid paper without coordinates

1 sheet of grid paper with coordinates

Students begin to think about moving multiple points using the same rules.


Items 1–3

Using the grid paper without coordinates, the students should be able to create their initial(s) on the sheet, shading in the squares (pixels). Some may want to do more than a single letter. Let them know that they may want to use that for their final project. Also ask them to realize that the modeling process is designed to begin with simple examples and then continue to more complex examples. If you have enough time and resources, students could make successive pictures of their initial, using the information from Item 3. They could then create flip books that could be used to demonstrate motion.


Items 4–9

This section of the activity could be done either as a homework or an in-class assignment and is straightforward in its approach. Be sure to review the results of this second part with the entire class.





Homework 3—Thinking About Figures

   


Materials needed:

The completed grid sheets from Activity 3

Graphing calculator

Items 1–2

Students can do these two whether they have access to calculators or not. With some general instruction, students are asked to organize the data they created in Activity 3 into a matrix. They are then asked to add two matrices—one that contains the data from their initial, and one that contains ones in the first row and zeros in the second. They are then asked to plot the resulting matrix. Through this they should find that the shape of the initial is retained, but the position has changed.


Item 3

If students do not have access to graphing calculators to take home, this should be done as a classroom activity, with each student working through the item individually. This item should give students an idea of how to move figures on the graphics screen. They may decide to put the program AADEFAUL into the TEST program rather than executing it from the home screen. They may also choose to set up the window values within the program (Xmin, Xmax, Ymin, Ymax).

Again, these commands are written for TI calculators. If a different type is used, the format will change depending on the difference in commands.






Activity 4—What’s My Line?

   

The purpose of this activity is to introduce students to parametric equations. Students may work on the activity in pairs, in small groups, or individually. Have students compare results with one another as they proceed through this activity.


Items 1–7

The main emphasis in these items is the conversion between various representations of locations. The reason we can represent these in this way is that the motion is either strictly vertical (balloon) or strictly horizontal (car).

Item 7 moves students into the realm of diagonal motion.

Item 8 walks students through entering and graphing parametric equations. It also considers an appropriate viewing window. This item prepares students for the homework assignment.





Homework 4—Escalating Motions

   


Materials needed:

Graph paper

This activity reinforces the idea that motion in a plane is made up of three components: vertical motion, horizontal motion, and time. Breaking the motion into its components allows one to control each separately.


Items 1–3

These items are designed to have students convert between time-series and path graphs and notations.

Students should conclude that a path graph is inadequate for determining when an object reaches a particular location. Students should also conclude that a single time-series graph does not describe the motion of an object in two dimensions. Two time-series graphs, one for each component, are necessary.


Item 4

Item 4d asks students to use the parametric mode on their calculator. This will have to be done in class if students are not able to take graphing calculators home.





Activity 5—Going to the Movies

   

This purpose of this activity is to demonstrate how to use matrices in an animation program. Some of this was part of Homework 3, "Addressing a Letter." Many of the lines used in that homework assignment can be used as a basis for this activity.

Give students time to "play" after they have created their first program.





Unit Project

   

In this project, students should apply all the skills and mathematical concepts learned in the unit. You may want to modify the checklist for the project to include items that you feel are necessary and/or remove others that were not emphasized.




Supplemental Materials






Transparency 1

CARTOON1

AADEFAUL

AxesOff:FnOff

–1® Xmin:93® Xmax

–1® Ymin:61® Ymax

ClrDraw

0®H

Pt-On(H,30)

Pause

For(T, 0, 100, 1)

Pt-Off(H–2,30)

Pt-On(H,30)

Pause

H+2® H

End





Transparency 2

CARTOON2

AADEFAUL

AxesOff:FnOff

–1® Xmin:93® Xmax

–1® Ymin:61® Ymax

ClrDraw

0®T

Pt-On(T*2,30)

Pause

For(T,1,50,1)

Pt-Off((T–1)*2,30)

Pt-On(T*2,30)

Pause

End





Handout 1—Calculator Animation with a TI-83

This handout is for use with the TI-83 graphing calculator. It must be modified for use with other calculators. Assume that the ENTER key should be pressed after each keyboard procedure.


PREPARE THE CALCULATOR TO DISPLAY GRAPHICS.

  1. Run the program Aadefaul: PRGM, EXEC, Select AADEFAUL
  2. Define the viewing window: Window, Xmin=0, Xmax=98, Xscl=1, Ymin=0, Ymax=64, Yscl=l, Xres=1

 

TURN ON A POINT AT A SPECIFIC LOCATION.

  1. Draw a single point on the screen at a location (49, 32): 2nd DRAW, POINTS, Pt-On(49,32)

 

TURN OFF A POINT AT A SPECIFIC LOCATION.

  1. Turn off the point that you just turned on at location (49, 32): 2nd DRAW, POINTS, Pt-Off(49,32)
  2. Practice turning on and off several points on the screen.

 

WRITE A PROGRAM TO TURN ON SEVERAL POINTS, ONE AT A TIME, TO DRAW A HORIZONTAL LINE.

  1. Start a new program on your calculator: PRGM, NEW, CreateNew
  2. Type the alpha word L I N E after Name=.
  3. Copy the miniprogram Aadefaul so your program Line will execute the steps from Aadefaul: PRGM, EXEC, Select AADEFAUL.
  4. The cursor will flash, awaiting the instruction for the next line. Define the smallest and largest values for x and y (see Figure 1):
  5. 0,STO, VARS, Window, Xmin

    98,STO, VARS, Window, Xmax

    0,STO, VARS, Window, Ymin

    64,STO, VARS, Window, Ymax

    Figure 1

  6. Turn on the point at (15, 20) (see Figure 2): 2nd DRAW, POINTS, Pt-On(15,20). Exit from Edit mode and run your program: 2nd, QUIT, PRGM, EXEC, Select LINE
  7. Figure 2

  8. Modify your program: PRGM, EDIT, LINE. Use the arrow keys and move the cursor below the last line. Add four more lines to turn on four more points. Run your program.
  9. Add five more lines to turn off the five points you turned on. Run your program. Use 2nd DRAW, POINTS, Pt-Off
  10. Edit program LINE: PRGM, EDIT, Select LINE. Delete the lines you added in steps 7, 8, and 9 by moving the cursor to each line and pressing DEL.
  11. Begin the loop: PRGM, CTL, For(P,0,98,2)
  12. Change For(H,0,98,2) to For(H,0,98,1) using the arrow key to move up to the previous line. Turn on the point at (H, 20): 2nd DRAW, POINTS, Pt-On(H,20)
  13. End the loop (Figure 3): PRGM, CTL, END
  14. Figure 3

  15. Execute your program: 2nd, QUIT, PRGM, EXEC, Select LINE
  16. Add a timing loop.
  17. Insert the two statements of the timing loop immediately following the command to turn on a point: PRGM, EDIT, Select LINE

    Use the down arrow and move the cursor to the line :End

    2nd INS

    The display on the screen should have a blank line

    (Figure 4): Arrow up to the blank line.

    Figure 4

    :End

    Insert the lines:

    :For(N,1,50,1)

    See Figure 5.

    You may save space by combining two lines in one by using a colon to separate the two statements or commands:

    :For(N,1,50,1):End

    Figure 5

  18. Execute your program: 2nd, QUIT, PRGM, EXEC, Select LINE. Try some variations for your Line program as described in Activity 4.
  19. WRITE A PROGRAM TO MAKE A SINGLE POINT FLASH ON AND OFF SEVERAL TIMES.

  20. Start a new program with the name Blinker. Copy the program Aadefaul: PRGM, NEW, CreateNew, B L I N K E R
  21. PRGM, EXEC, Select AADEFAUL

    Include the following statements in the Blinker program (Figure 6):

    0, STO, VARS, Window, Xmin

    98, STO, VARS, Window, Xmax

    0, STO, VARS, Window, Ymin

    64, STO, VARS, Window, Ymax

    PRGM, CTL, For(H,1,50,1)

    2nd DRAW, POINTS, Pt-On(30,20,2)

    Figure 6

    PRGM, CTL, For(T,1,50,1)

    PRGM, CTL, End

    2nd DRAW, POINTS, Pt-Off(30,20,2)

    PRGM, CTL, For(T,1,50,1)

    PRGM, CTL, End

    PRGM, CTL, End

    See Figure 7.

    Refer to the directions given in steps 1-17 of this handout, and complete Items 18, 19, 20, 21, and 22 in Activity 3.

    Figure 7





HANDOUT 2—Listing for AADEFAUL (TI-83 version)

Float

Radian

Func in MODE menu

Connected

Sequential

Full

RectGC

CoordOn

GridOff in FORMAT menu

AxesOff

LabelOff

Plotsoff in STATPLOT menu

FnOff in VARS, Y-VARS menu

Zstandard in ZOOM menu

ClrHome in PRGM 1/0 menu

ClrDraw in DRAW menu




Annotated Student Materials






Introductory Reading

Horror and science fiction movies, cartoons, video games, and MTV can hold your attention for hours at a time. You gasp as a person changes into an alien being, laugh as the cartoon character falls out the window, peer warily down an alley as characters search for an enemy, and sway with the images put to music.

Great advances have been made since the early days of animation. Imagination, mathematics, and advanced technology have brought to life special effects such as morphing (the gradual transformation from one shape to another) and virtual reality (the creation of the illusion that you are seeing from within the animator’s world).

This particular unit is about animation. By the end of this unit, you will be asked to create your own animation, so the central question for you to consider as you work through the unit is "How do they do that?"

To answer this question, you will need to use the modeling process. You will begin by looking at very simple animation, that of moving one dot. You will learn to move it horizontally, vertically, and, finally, diagonally. You will then add complexity by moving a figure rather than just one dot.

To think about answering the "how" question, you must first have a language for describing "what" is going on. Think about what seems simple and what seems more complicated. What features do the simple things have in common with the complex ones?

Finally, you will design and create an animation of your own. What your final product looks like will depend mostly on how well you learn the language of mathematics.





Activity 1—A Living Marquee

   


Materials needed (per pair of students):

Two sheets of construction paper (different colors)

Staples, glue, or tape

 = 1, 2, 9, 11

Marquee lights look like a parade of dots all moving in the same direction. Each dot seems to move along in a line. In this activity, you simulate the movement of a single dot or point in a marquee.

The purpose of this activity is to determine the mathematical language needed to tell a computer or calculator how to move a single point in a horizontal direction.

  1. Each person in your group needs to stand in a line facing the same direction (as shown in Figure 1). For example, you could all stand in a line at the front of your classroom, facing the rear of the classroom. Each person in your line should be holding a "motion card" that is one color on one side and another color on the other. Your task is to make a point appear to move from one end of the line to the other at a predetermined rate.
  2. Figure 1

  3. Demonstrate your "living marquee" for the rest of the class (or videotape it and play it back). Try doing the simulation with your eyes closed.
  4. Prepare a table, graph, equation, or arrow diagram to representing your living marquee. (Hint: Be sure to identify the independent variable and the dependent variable.)
  5. Examples might include Current location = Previous location + 1, Start = 1 if each person flips his or her card, or Current location = Previous location + 2, Start = 1 if every other person flips his or her card. A table might look like:

    Time

    Location

    0

    1

    1

    2

    2

    3

    for a marquee sign that starts at the first person and goes 1 card per count.

  6. Be creative with your living marquee. Write the design for your own unique marquee motion. Here are some examples:
  7. Demonstrate your creative marquee for the class.

  8. How did you know when to flip your card?
  9. Examples might include "I looked at the person next to me" (recursive) or "I waited for the count to reach 10" (closed form).



Homework 1—Making a Point

   

Words seem to move across the screens of marquees. Words are made of letters, and, on marquees, letters are made of points or dots (pixels) of light. You can simplify the task of trying to describe the movement of words by analyzing the movement of one point of a letter.

  1. The data chart below represents the movement of a letter horizontally along a marquee sign. Describe the starting column and the velocity of the letter based on the following table.


  2. Time

    Column

    0

    44

    1

    38

    2

    32

    3

    26

    Start in column 44. Velocity is –4 columns per second.


  3. Complete a data table for a letter that begins in column 50 of a marquee and moves 3 columns to the left each second.


  4. Time

    Column

    0

    50

    1

    47

    2

    44

    3

    41



  5. The location of a letter is 5 more than 3 times the number of seconds. Complete a data table to represent the location of this point.


  6. Time

    Column

    0

    5

    1

    8

    2

    11

    3

    14


  7. Identify the starting column and the velocity for the letter represented by the data below.

    Time

    Column

    0

    120

    1

    108

    2

    96

    3

    84

      Start in column 120. Velocity is –4 col/sec or –12 col/frame (if each entry is one frame).

    1. How long will it take for the letter to reach column 60?
    2. 15 seconds

    3. At which column will the letter be after 21 seconds?
    4. Column 36

    5. Describe how the data chart would differ if the letter moved right instead of left.
    6. Column values would go up by 12 instead of down.

  8. In some situations, marquee movement is vertical rather than horizontal. Describe the vertical movement of a letter/point/object represented by the following data chart:


  9. Time

    Row

    0

    24

    1

    22

    2

    20

    3

    16

    Motion begins in row 24 and moves down at two rows per second.





Activity 2—Calculator Marquee

   
  1. Run the calculator programs CARTOON1 and CARTOON2. (Note: Press the ENTER key for each "frame.") Write descriptions of the motions you see. How are they alike? How do they differ?
  2. They seem identical. Each moves a single dot horizontally across the center of the screen at two dots per frame.

     = 3, 4, 5

    The calculator allows for an entire program to be copied into another one, in case you want to edit one of your existing programs to avoid writing everything from scratch. This means that a fresh copy can be edited without messing up the original. To do this for the TI calculator, go into the EDIT mode in the program that is designated to receive the copy. Then press RCL 2nd STO, then PRGM, followed by EXEC. Next, select the program to copy, then press ENTER. (Most of the time you will probably want to do this in a NEW program that does not yet have commands. If that is the case, instead of using EDIT, press PRGM, then NEW, and name the new program.) Below are two familiar programs, along with notes about what they do and how to find their commands.

    CARTOON1

    Command

    Description

    AADEFAUL

    Runs a program that resets calculator modes to "factory settings."

    AxesOff:FnOff

    These two commands turn off the display of coordinate axes and functions in your Y= list. A colon is used to separate commands whenever more than one command is used on a line.

    –1>Xmin:93>Xmax

    –1>Ymin:61>Ymax

    These four commands set the graph window so that each pixel has integer coordinates.

    ClrDraw

    This erases any previous animations and other drawn figures.

    0 > H

    H is the variable name to be used to keep track of the horizontal part of which pixel is on.

    Pt-On(H, 30)

    The pixel at horizontal location H and vertical location 30 is turned on.

    Pause

    This makes the calculator wait until ENTER is pressed before displaying the next frame.

    For(T, 0, 50, 1)

    This command goes with the END command below. T counts the "calculator seconds," going from 1 to 50, one per frame. When T reaches 50, the program and animation stop.

    Pt-Off(H-2,30)

    The pixel at horizontal location (H-2) and vertical location 30 is turned off.

    Pt-On(H,30)

    The pixel at horizontal location H and vertical location 30 is turned on.

    Pause

    Wait for next frame ENTER.

    H+2 > H

    This adds 2 to the current H value and uses the answer as the next H value; this is the recursive step.

    End

    This command goes with the For(T,1,50,1) command above. It tells the calculator how much of the program to repeat as T changes.

    Note: All pixels are required to have both horizontal and vertical location numbers. Therefore, even though we know that the vertical locations in the program above will never change, they must still be mentioned in the Pt-On and Pt-Off commands.

    CARTOON2

    AADEFAUL

    These commands work just as they did in CARTOON1.

    AxesOff:FnOff

     

    –1>Xmin:93>Xmax

    –1>Ymin:61>Ymax

     

    ClrDraw

     

    0 > T

    Set the first time.

    Pt-On(T*2,30)

    This calculates the value of T*2 and uses that number as the horizontal location of the pixel to be turned off. The vertical location is still 30—the initial location.

    Pause

     

    For(T,1,50,1)

     

    Pt-Off((T–1)*2,30)

    This calculates the value of 2(T–1) and uses that number as the horizontal location of the pixel to be turned off. The vertical location is still 30.

    Pt-On(T*2,30)

    This calculates and turns on the next pixel.

    Pause

     

    End

     

  3. To change the velocity of this motion, how many lines must be edited? Which ones? Why?
  4. Part of the instructions for CARTOON1 looks like:
  5. H+2>H

    Pt-On(H,30)

    The corresponding portion of CARTOON2 looks like:

    Pt-On(T*2,30)

    The Pt-On command requires that you specify the horizontal and vertical locations of the pixel that will be turned on. The first number in the parentheses is the horizontal location, the number after the comma is the vertical location.

    1. Explain what each line described above seems to do and what the apparent velocity of this motion is (speed and direction).
    2. Points are turned on. H is the horizontal location of the "on" pixel, and it changes by 2, so the velocity is 2 pixels per frame (or per T) to the right. Likewise, T*2 is a horizontal location of an "on" pixel, so the velocity is also two pixels per frame to the right.

    3. Explain the main difference in the processes used by the programs to create the motion you observed.
    4. CARTOON1 adds 2 to the column number (H) to get the next column number (H + 2)—it’s recursive. CARTOON2 gets the column number by 2*time—it’s closed form.

    5. There is actually one other similar instruction in each of these programs that was not mentioned above. In CARTOON1 it is Pt-Off(H–2,30). In CARTOON2 it is Pt-Off((T–1)*2,30). Explain what these instructions do and where the H–2 and T–1 come from.
    6. These turn off the previous pixel. Since the speed is 2, H–2 is the location of the former pixel in recursive form. Likewise, T–1 is the previous time for the closed form.

  6. This exercise asks you to change either CARTOON1 or CARTOON2. Before doing that, you might want to make a copy of it so that no "damage" will be done. You can then alter the instructions in the copy without harming the original program.
  7. Change the instructions to change the velocity of the moving point. Explain what you did, what the new velocity should be, and why your change is the way to do it.

    Changing the "2" will change the velocity in either program. But remember to change both Pt-On and Pt-Off.

  8. Edit the code for your copied program to change the location from which the point begins its motion. Explain what you did, what the new starting location should be, and why your change is the way to do it.
  9. In CARTOON1 change the 0 in "0 > H" to a new starting column. The starting column is 0 in CARTOON2 too, so adding a different value to 2*T (and 2*(T–1) in the turn-off line) will do the job.





Homework 2—Up in Lights

   
  1. Below is a data chart representing a letter (actually a particular point in the letter) that begins at column 25 of a marquee and moves 3 columns to the left each second.


  2. Time

    Column

    0

    25

    1

    22

    2

    19

    3

    16

    Complete the data chart below to represent a letter that starts at column 39 and moves 4 columns to the left each second.

    Time

    0

    1

    2

    3

    Column

    39

    35

    31

    27



  3. Complete the data chart for a letter that starts at column 51 and moves 9 columns to the left every 2 seconds.


  4. Time

    0

    2

    4

    6

    8

    Column

    51

    42

    33

    24

    15



    1. Identify the starting column and the velocity for the marquee letter represented by the data below. Be sure to specify units for velocity.


    2. Time

      Column

      0

      38

      1

      35

      2

      32

      3

      29



      Starts in column 38. Velocity is 3 col/sec.

    3. How many seconds will it take to reach column 11?
    4. 18 seconds

    5. Where will the letter be after 12 seconds (time = 12)?
    6. Column 20

    7. Describe how the numbers in the data chart would look if the velocity were doubled, but with the same "frame" display rate.
    8. The time column would remain unchanged, but the column values would differ by 6 from row to row.

    1. The starting location of the letter is given in the following data chart. Determine the starting column for the letter at time = 0, and explain how you found that location.


    2. Time

      2

      3

      5

      6

      Column

      22

      17

      7

      2



      Column 32. Count by 5s two steps; or velocity is –5 col/sec so displacement in first 2 sec is (2 sec)*(–5 col/sec) = –10 col so forward 10 col undoes that motion; or graph and find equation and see "y-int" = 32; ....

    3. Repeat Question 4a with this table:


    4. Time

      2002

      2003

      2005

      2006

      Column

      22

      17

      7

      2



      Column 10032 (B I G marquee!!)

    5. Suppose a marquee letter was at the same location at time 0 as the letter in 4a, but traveled in the opposite direction. Complete the data chart below to describe that motion.


    6. Time

      0

      1

      2

      3

      4

      Column

      32

      37

      42

      47

      52



  5. The location of your initial is in the column that is 4 more than three times the number of elapsed seconds.


    1. Where does your initial begin when the display is turned on?
    2. Column 4

    3. Where is your initial after 7 seconds?
    4. Column 25

    5. How many seconds will it take to reach column 37?
    6. 11 seconds

  6. Suppose an object moved for exactly 5 time units, but you do not know its velocity. Explain how to determine the velocity if you know where the object started and ended up.
  7. Find the displacement by subtracting initial location from final location. Then find velocity by dividing displacement by 5 sec.





Programming a Calculator

PREPARE THE CALCULATOR TO DISPLAY GRAPHICS.

  1. Restore the default settings to avoid unwanted complications.


  2. Define the viewing window or the range.

TURN ON A POINT AT A SPECIFIC LOCATION.

  1. Draw a single point on the screen at location (49, 32).

TURN OFF A POINT AT A SPECIFIC LOCATION.

  1. Turn off the point that you just turned on at location (49, 32).
      1. Practice turning on and off several points on the screen.

WRITE A PROGRAM TO TURN ON SEVERAL POINTS, ONE AT A TIME, TO DRAW A HORIZONTAL LINE.

  1. Start a new program on your calculator. Give it the name Line.
      1. Include a program line to turn on the point at (15, 20). Exit from the edit mode, and run or "execute" your short program to make sure it does not have errors.
      2. Modify your program. Select the menu item to "Edit" whenever you want to modify your program.




Activity 3—Addressing a Letter

   

 = 8, 10, 13, 18

In Activity 1 you simulated the movement of one point across the screen or sign. In this activity you will simulate an entire set of points moving in the same way. To do this, it is helpful to think of a letter being made up of a set of points. If you analyze the movement that takes place with one of these points, you can generalize that analysis to the entire set. Again, the idea of simplifying to understand a process arises.


Marquee Simulation #1

  1. The rectangular grids at the end of this activity represent a marquee sign at different times. This is your chance to see your initials up in lights! Somewhere near the middle of the top marquee, turn on lights that will form one of your initials.
  2. Explain where you started your initial so that someone who cannot see your marquee but who does have a blank copy of your grid could duplicate your work.
  3. Example: The left edge of my initial is in the fifteenth column from the left edge.

  4. Suppose the internal computer on the marquee sends signals to move your initial to the right one column every two-tenths of a second. In the successive blank marquees, shade the lights that are illuminated after two-tenths of a second, four-tenths of a second, six-tenths of a second, eight-tenths of a second, and, finally, after one second. Scan your eye down the page of grids. Do your initials appear to move?

Marquee Simulation #2

Numbers have been assigned to the columns of lights in the second marquee grid. Matching of columns with numbers sets up a coordinate system on the marquee that helps you communicate positions of letters. (You may already have numbered the columns when you explained where you placed your first initial.)

  1. Shade in your initial so that its left edge starts in column 25. Suppose the computer is set so that every one-tenth of a second your initial shifts one column to the right.


  2. Left edge

    Timer

    25

    0.0

    26

    0.1

       
       
       

    1. Where is the left edge of your initial after two-tenths of a second? Four-tenths of a second? 1.5 seconds?
    2. In column 27. In column 29. In column 40.

    3. How far does your initial move every second? What is the speed of this motion?
    4. 10 columns. 10 columns per second.

    5. Look for a relationship between where the left edge of your initial is and the amount of time it took to get there.
    6. L = 10t + 25 where L is the location and t is in seconds or

      Location New = Location Previous + 10, Location Initial = 25

    7. Where is your initial after 1 second? After 2.5 seconds? How did you figure out the answers to these questions?
    8. At column 35. At column 50, or the right edge. Since it moves 10 columns each second, it goes 10 columns (25 columns).

    9. Based on your table and any other observations you have made, describe how to predict exactly where the left edge of your initial will be if someone tells you how long the timer has run.
    10. Add ten times the timer number to 25 to find the column number for the left edge.

    11. When does your initial reach the right side of the marquee? The 35th column? How did you figure out the answers to these questions?
    12. At time 2.5 seconds. At time 1 second. Since the initial moves 10 columns each second and it has to go 25 columns, it takes 25/10 seconds (or: two and one-half blocks 10 columns wide make 25 columns, and each block takes one second).m e r

  3. Suppose the sign continues to change its display every one-tenth of a second, but that you now want your initial to move twice as fast.


    1. How could you get that to happen? What exactly does it mean when you say your initial moves twice as fast? How fast is twice as fast?
    2. Move two columns each display change. The letter moves twice as far (twice as many columns) in the same amount of time. Faster speed is now 20 columns per second.

    3. With this new, faster initial, explain how to predict the location of the left edge of your initial when you know how long it has been moving.
    4. Add twenty times the timer number to 25 to find the column number for the left edge.

  4. Repeat Questions 1 and 2 above, this time moving your initial from right to left. You will need to make some changes in the question for 1f, of course.
  5. The thing that changes is that the addition changes to subtraction (or adding the opposite).

  6. Suppose the relationship between the left edge of your initial and the time can be described as follows: Multiply the number of seconds that have passed by two and add that to five to find the left edge of your initial.


    1. Where does your initial start when the display is turned on?
    2. In column 5

    3. Where is your initial after two seconds have gone by?
    4. In column 9

    5. How far does your initial move in one second?
    6. Two columns

    7. How long will it take for your initial to reach column 20? Explain how you reasoned this out.
    8. 7.5 seconds. Starting from column 5, it needs to go a total of 15 (or 20 – 5) more columns to reach column 20. At 2 columns per second, that’s 7.5 seconds.

  7. How are speed, location, and time related in general? Write a rule that describes all your results in Questions 1-4.
  8. Multiply speed by the elapsed time and add that to the starting position to get the location of the object. (This uses a "positive to the right, negative to the left" speed convention.)

  9. For each of the four motions described in Questions 1-3, construct two tables. The first table should list "old location" and "new location," and the second should list "time" and "location." The tables for Question 1 have been started for you.


  10. 1.

    Old Location

    New Location

     

    Time

    Location

    25

    26

     

    0.0

    25

    26

    27

     

    0.1

    26

    27

    28

         
             
             
             

    2.

    Old Location

    New Location

     

    Time

    Location

    25

    27

     

    0.0

    25

    27

    29

     

    0.1

    27

    29

    31

     

    0.2

    29

    31

    33

     

    0.3

    31

    33

    35

     

    0.4

    33

             

    3.(1)

    Old Location

    New Location

     

    Time

    Location

    25

    24

     

    0.0

    25

    24

    23

     

    0.1

    24

    23

    22

     

    0.2

    23

    22

    21

     

    0.3

    22

    21

    20

     

    0.4

    21

             

    3.(2)

    Old Location

    New Location

     

    Time

    Location

    25

    23

     

    0.0

    25

    23

    21

     

    0.1

    23

    21

    19

     

    0.2

    21

    19

    17

     

    0.3

    19

    17

    15

     

    0.4

    17

             

 

Marquee Simulation #1

 

Marquee Simulation #2





Homework 3—Thinking about Figures

   

A matrix can be used to help organize data. One way to use a matrix in working with data points is to have the first row of the matrix include all the horizontal components and the second row include all the vertical components. For example, the point (3,2) can be stored in a matrix as . Storing multiple points may be done the same way. Storing (3,2) and (4,7) in a matrix would look like: .

  1. Create a matrix that includes the locations of all the points in your initial.
  2. Sample: For the letter E stored on the left edge and five high, the matrix might look like:

  3. Matrix addition can be done by adding two matrices (plural of matrix) together, item by item, as long as each matrix is the same size (same number of rows and columns).
  4. For example: + = .

    1. What matrix would you create to add one to all the first row of all the elements in your initial matrix from Item 7 of Activity 4 without changing the second row?
    2. A matrix of size 2 × n with all ones in the first row and zeros in the second.

      Sample:

    3. Create a matrix that you can use to add ten to the first row and 8 to the second row of your initial matrix from Item 1. If you performed the addition, what would the resulting matrix look like?
    4. Sample for the letter E from Item 7:

    5. Plot this set of points on your grid paper. Write down your observations.
    6. Result should be the same letter, translated to the right 10 and up 8. The shape stays the same, the position is just different.

    1. Enter two matrices into your calculator. Store the matrix from Item 1 in matrix [A] and the matrix you found in Item 2.6 in matrix [B].
    2. Hint: To enter the matrices:

      • Go to MATRX EDIT.
      • Enter the dimensions (2 rows and "n" columns depending on the number of points in your initial).

    3. Add the two matrices using your calculator and store the result in matrix [C].
    4. Hint: MATRX [A] + MATRX [B] STO MATRX [C]

      The resulting matrix should match the second matrix you found in Item 2b.

    5. Run the program AADEFAUL and set the window from 0 to 96 and 0 to 64 for the x and y respectively. Create a calculator program named TEST that includes lines similar to the following (depending on your calculator).
    6. Note: N is the number of points in your letter.

      For(I,1,N,1)

      Pt-On([A](1,I),[A](2,I))

      Pt-On([C](1,I),[C](2,I))

      End

    7. Describe your results.
    8. The screen should display the initial twice—once in the original position and the other translated 10 to the right and 8 up from the original.

    9. Edit the program you created in (c) to remove your original initial, then rerun the program.
    10. After the END statement put in the following lines:

      For(I,1,N,1)

      Pt-Off([A](1,I),[A](2,I))

      End

      Describe your results.

      The only thing on the screen should be the initial in the new position.





Activity 4—What’s My Line?

   

 = 12, 14, 15

As figures move across the screen, three different components must be addressed—Horizontal position, Vertical position, and Time. The following items are designed to help you to think about these three. Assume that you are watching a balloon drift up or down as a car moves left to right on the screen.

  1. Transfer the information from the two-column data charts to a single three-column data chart.
  2. Car

    Time

    Horizontal

    0

    24

    1

    28

    2

    32

    3

    36



    Balloon

    Time

    Vertical

    0

    50

    1

    45

    2

    40

    3

    35



     

    Car

    Balloon

    Time

    Horiz.

    Vert.

    0

    24

    50

    1

    28

    45

    2

    32

    40

    3

    36

    35



  3. Complete the information in the three-column chart, then transfer that information to the two-column charts. (Assume that the motion has a constant velocity.)


  4.  

    Car

    Balloon

    Time

    Horiz.

    Vert.

    0

    9

    20

    1

    13

    30

    3

    21

    50

    6

    33

    80



    Car

    Time

    Horizontal

    0

    9

    1

    13

    3

    21

    6

    33



    Balloon

    Time

    Vertical

    0

    20

    1

    30

    3

    50

    6

    80



  5. Complete the three-column data chart below to match the following descriptions:
  6. Car: Starts at (15,0) and moves 3 pixels to the right each frame.

    Balloon: Starts at (0,28) and moves 2 pixels up each frame.

     

    Car

    Balloon

    Time

    Horiz.

    Vert.

    0

    15

    28

    1

    18

    30

    2

    21

    32

    3

    24

    34



  7. Consider the data chart below, and answer the following questions. Be sure to explain how you came up with your answers, too.


  8.  

    Car

    Balloon

    Time

    Horiz.

    Vert.

    0

    14

    8

    1

    18

    13

    2

    22

    18

    4

    30

    28



    1. At what time or frame does the balloon come closest to a vertical position of 50?
    2. Frame #8 (height = 48)

    3. At what time or frame does the car come closest to a horizontal position of 65?
    4. Frame #13 (location = 66)

    5. Where is the car located when the balloon is at a vertical position of 43?
    6. Location 42

    7. After 9 seconds (frames), how much farther has the balloon traveled than the car?
    8. 9 pixels (difference in velocities of 1 pixel per frame, or 95 — 9*4. Note distributive law here.) *

    9. If you did not write equations for these motions to answer the previous parts of this problem, write appropriate closed-form equations now.
    10. Car horizontal = 14 + 4time, Car vertical = 0*

      Balloon horizontal = 0, Balloon vertical = 8 + 5time*

    11. Explain how to graph the equation for the horizontal motion of the car using your calculator, then graph it and write a summary of what the graph tells you about the motion.
    12. Use x to represent time and y to represent the horizontal location. The slope of the graph tells the velocity of the car. The "y-int" tells the starting location. Tracing gives the time and location of other points along the motion, though in discrete frames most of this tracing information is not applicable.

      T i m e H o r i z o n t a l V e r t i c a l

  9. Rewrite the data charts in Item 4 to indicate that the balloon is moving downward. Suppose you continued the balloon chart until the numbers in the "vertical" column became negative. What would that mean in terms of what was going on with the balloon?


  10. Sample:
     

    Car

         

    Balloon

     

    Time

    Horiz.

    Vertical

     

    Time

    Horiz.

    Vertical

    0

    14

    0

     

    0

    0

    8

    1

    18

    0

     

    1

    0

    7

    2

    22

    0

     

    2

    0

    6

    4

    30

    0

     

    4

    0

    4



     

    Car

    Balloon

    Time

    Horiz.

    Vert.

    0

    14

    8

    1

    18

    7

    2

    22

    6

    4

    30

    4

    Negative heights would mean the balloon was below the zero level, presumably the ground. Not healthy! Thus, the mathematical model—the tabular description—is valid only up through the point at which the vertical value becomes zero.

  11. Describe in words the motion of a balloon represented by the following three-column data chart:


  12.  

    Balloon

     

    Time

    Horiz.

    Vert.

    0

    0

    30

    2

    5

    36

    4

    10

    42

    6

    15

    48

    The balloon is moving both horizontally (from 0 at 2.5 pixels per frame) and vertically (from 30 at 3 pixels per frame) at the same time—diagonal motion!

  13. Look back at your work in Items 4e and 4f. Whether you wrote them or not, there were really two equations for the car’s motion. You wrote the "hard" one in part e. The other one is just Vertical Location = 0. So, if you’re working in the context of both vertical and horizontal motion, it really takes a PAIR of equations to tell the whole story. Grab your calculator and follow along!
  14. Press MODE.

    "Arrow down" to the fourth line, then "arrow right" to Par and press ENTER.

    "Arrow down" to the fifth line, then "arrow right" to Dot and press ENTER.

    Press Y= . Now the list has places for PAIRS of equations. The Xs are for horizontal locations (in the graph, not necessarily in the motion). The Ys are for vertical locations (in the graph).

    For X1T type your equation from problem 4e for the car’s horizontal motion.

    (The X, T, 0 key now makes Ts instead of Xs. T stands for time, here.)

    For Y1T type 0. (That is the equation for the vertical motion of the car!)

    Press WINDOW. There are now Ts in the window description, too.

    Set Tmin = 0, Tmax = 10, and Tstep = 1.

    Set Xmin = –20, Xmax = 60, and Xscl = 5.

    Set Ymin = –20, Ymax = 60, and Yscl = 5.

    Press GRAPH. (You probably won’t see anything. The axis is in the way.)

    Press TRACE. "Right arrow" slowly around. Notice the numbers displayed at the bottom of the screen.

    Press WINDOW.

    "Arrow right" to FORMAT.

    "Arrow down" to the fourth line, then "arrow right" to AxesOff and press ENTER.

    (Watch fast and) press GRAPH.

    Now trace again.

    1. Sketch what your graph looked like, then write a description of what you think this new graph tells about the motion of the car. Be as complete as possible.
    2. This graph actually shows the path of the car—frame by frame! The time, horizontal location, vertical location numbers are here, just like in the table.

    3. Add a new set of equations that describe the balloon’s motion to your Y= list, without getting rid of the car equations. Graph again. Sketch your graph, trace (jump from graph to graph), and describe what it all means.
    4. This graph actually shows the path of the car and the balloon—frame by frame! The time, horizontal location, vertical location numbers are here, just like in the table.

    5. Why do you think the low values for X and Y in the window were set to –20?
    6. So that the trace numbers would not interfere with the graph dots.





Homework 4—Escalating Motions

   
    1. From the following word equations for the components of a motion, create a three-column data table and write a description of the motion in your own words. (Distances are in feet, time is in seconds.)
    2. Horizontal = 2 + 3 Time*

      Vertical = 3 + 6 Time*


      Time

      Horizontal

      Vertical

      0

      2

      3

      1

      5

      9

      2

      8

      16

      3

      11

      21

      4

      14

      27

      5

      17

      33

      The object moves diagonally up and to the right, traveling up at a velocity of 6 fps and horizontally at 3 fps, so it’s relatively fast and steep.

    3. Write the corresponding recursive equations.
    4. New horizontal = Old horizontal + 3, New vertical = Old vertical + 6,

      Initial horizontal = 2, Initial vertical = 3

    5. How would doubling the horizontal velocity affect the data table?
    6. Horizontal values would increase by 6 starting from 2.

    7. How would the equations change if the horizontal velocity were doubled?
    8. No change in vertical. Recursive: New horizontal = old horizontal + 6. closed: Horizontal = 2 + 6 Time*

    9. How would starting the escalator at (0,0) change the equations?
    10. (Closed Form) Horizontal Location = 0 + 3 Frame, Vertical Location = 0 + 6 * Frame. *

      (Recursive form) Equations stay the same but initial values change.


  1. A certain motion is represented in the following data table. (Time is in seconds, locations are in feet.)


  2. Time

    0

    1

    2

    3

    4

    5

    6

    7

    Horizontal

    1

    3

    5

    7

    9

    11

    13

    15

    Vertical

    6

    7

    8

    9

    10

    11

    12

    13



    1. On a piece of graph paper, plot the actual path of the motion. Label your axes carefully.
    2. Which columns from the data table did you use in making your graph in part a)? Why?
    3. Columns for horizontal and vertical locations. They tell where the object is.

    4. Write recursive equations for Horizontal and Vertical components, and explain what they tell about the motion.
    5. New horizontal = Old horizontal + 2, New vertical = Old vertical + 1,

      Initial horizontal = 1, Initial vertical = 6, horizontal velocity is 2 fps, and the vertical velocity is 1 fps.

    1. On a piece of graph paper, plot the motion represented by a new table, similar to #2 but with the values in the horizontal and vertical columns interchanged.
    2. Write closed-form equations for the horizontal and vertical locations of the object in terms of time.
    3. H = 1 + 2T, V = 6 + T

      Graph each of these component equations separately. (If you use your calculator, use FCN mode, not PAR.) Be sure to label your axes clearly.

    4. How would starting the escalator at (0,0) change the equations?
    5. (Closed form)
            H = 0 + 2T
            V = 0 + T

      (Recursive form) Equations stay the same; initial values are zero.

    6. How are the graphs of these equations related to the graph of the motion?
    7. Note: Since these graphs use time as their independent variable, they are called time-series graphs. They "tell about" the motion, but they do not show it directly.

      The vertical locations on each of these two graphs represent the locations of the object during motion, separately. However, in these graphs, the time also has an axis, unlike in the graph of the motion.

    8. Explain how to use the graphs of part c to determine the time and the exact location of the object as its horizontal location reaches 97. (Watch your WINDOW setting.) Check your answer by solving equations.
    9. Add the line y = 97 to the horizontal vs. time graph. Read the time from the x-coordinate of the intersection, then "look up" from that time on the vertical vs. time graph to the y-coordinate for the vertical location. (97, 183).


      Frame

      0

      1

      2

      3

      4

      5

      6

      7

      Horizontal

      12

      14

      16

      18

      20

      22

      24

      26

      Vertical

      4

      5

      6

      7

      8

      9

      10

      11



  3. An object on an animated escalator starts at a point four feet above the floor and twelve feet to the right of a wall. It rises at a rate of 1 unit per frame while also moving to the right at a rate of 2 units per frame.


    1. Make a data table if necessary, then use graph paper to plot the motion of the object.


    2. Write closed-form component equations that describe this motion.
    3. Horizontal location = 12 + 2 * Frame
      Vertical location = 4 + 1 * Frame. *

    4. Use your equations to graph the time series graphs of the components of the motion, and interpret the graphs.
    5. The slope of each graph shows the component velocity; the "y-intercepts" show the starting coordinates.

    6. Use PAR mode on your calculator to graph these two equations in a single graph. The two equations refer to the same object, so they should be put together in the Y = list, as X 1T and Y 1T . Trace your graph to confirm that it matches the data table and graph-paper graph of part (a). Note: Time-series graphs show "when" something happens. This graph shows "where" the object is, but not when; it is called a state space graph.


    7. How would starting the escalator at (0,0) change the data table?
    8. Horizontal values increase by 2 starting at 0. Vertical values increase by 1 starting at 0.

    9. Refer back to part b). Suppose the next floor is 30 units above the floor at which the escalator starts. How many frames would be required to show an object going up one floor using the escalator?
    10. Final – Starting = Displacement
      (Vertical displacement)/(Vertical velocity) = Duration

      Total frames = Duration +1

      30 – 4 = 26 units vertical displacement, thus, 26 frame changes; so 27 frames of animation are needed to see both start and finish of motion (or use graphical methods).

    11. Use part f) to determine the horizontal location of the top of the escalator.
    12. (Horizontal velocity)*Duration = Horizontal displacement

      Displacement + Start = End location

      2*26 = 52 units horizontal displacement, and 52 + 2 = 54 units horizontal end location





Activity 5—Going to the Movies

   

 = 6, 7, 16, 17

You animated single points in previous activities. In this activity, you will make a letter move across the screen of your graphing calculator just as letters appear to move across the screen of a marquee sign. This is the next step on your way to developing more complicated animation.

The matrices used in this animation are 2 × 11 (2 rows with 11 columns) with row 1 containing all the horizontal components and row 2 containing all the vertical components. The matrix below tells the calculator to position the letter E in the lower left corner of the calculator screen.

  1. Define a matrix in your calculator to store the points as listed above. Label the matrix [C].
  2. Begin a new program called Emotion.
  3. Remember to use the first few lines of your new program to restore the default settings, clear the screen, and set the minimum and maximum values for the window.
  4. To display the letter E on the screen, you want to turn on all the points of the letter at about the same time. You need to create a For/End loop within the program that quickly will turn on all eleven points by the time the loop is complete. To do so, add lines similar to the following:
  5. Begin a loop with a For statement. Use the variable N; Begin with 1; Step by 1; End with 11 (because there are 11 points in matrix [C]).

    The next line of the program turns on a different point with each pass through the loop. The coordinates for each point are selected from matrix [C].

    Use the calculator command that selects a value from a designated position in a matrix. One calculator uses the combination [C] (2, 3) to identify the number in the second row, third column of matrix [C]. You need to use N to designate the column because you move to the coordinates in the next column every time you pass through the loop. One calculator uses the combination:

    Pt-On ([C] (1,N), [C] (2,N))

    Use the End statement to end the loop.

  6. Discuss with your group how to make the letter E move from left to right across the screen. Organize a frame-by-frame map for the first few frames. Discuss what changes must happen from frame to frame.
  7. One way is to add a matrix to the current matrix, with the matrix representing how much the horizontal position changes each frame. For example, if you wanted each position to change by 2, you could define a matrix [B] that would have all twos in the first row and zeros in the second:

    ® [B] ; [B]+[C] ® [C] will change the matrix [C] by adding two to all the x-coordinates.

  8. Add the necessary steps to the program Emotion to make the letter E move from left to right across the screen.
  9. Example: Use matrices with matrix A containing the original locations, matrix B being the transforming matrix, and matrix C being the defined figure locations, P being the loop for the number of moves, N being the number of points, and M being the timing loop variable.

    :prgmAADEFAUL

    :0 ® Xmin:98 ® Xmax:0 ® Ymin:64 ® Ymax

    :[A] ® [C]

    :For(P,1,80,1)

    :For(N,1,11,1)

    :Pt-On([C](1,N),[C](2,N))

    :End

    :For(M,1,100,1):End

    :For(N,1,11,1)

    :Pt-Off([C](1,N),[C](2,N))

    :End

    :[C]+[B] ® [C]

    :End

  10. Make the letter E move from right to left across the screen.
  11. The same program as above, with the original matrix changing to reflect the location on the right of the screen and matrix B changing according to negative values.

  12. Make the letter E move diagonally across the screen.
  13. The same program as above, with the original matrix changing to reflect the location on the right of the screen and matrix B changing according to both the first and second rows.

  14. Make a short message or the word "HI" travel across the screen.
  15. Answers will vary but should be similar to the program above.







Animation Assessment—Flash Forward

A camera is programmed to snap a picture of boat traffic in a major harbor at 1-minute intervals. Two ships appear in a particular sequence of photos. In the first photo (t = 0), one ship is at coordinates (0, 4), and the second ship is at (8, 0). In the next photo, 1 minute later (t = 1), the locations of the ships have changed. The first is now at (3, 6), and the second is at (9, 3). If you assume that both ships continue to move at the same rates, will their paths cross? Will the ships collide?

  1. Construct a time-lapse graph showing the projected paths of both ships. Include a three-column table with at least 5 sample points for each ship.
  2. Write a set of parametric equations for each ship.
  3. Will their paths cross? Provide evidence and arguments in support of your answer in as many ways as you can.
  4. Will the ships collide? Explain your answer.
  5. Determine how you could change the location of one (not both) of the ships in the second photograph so that the ships can be projected to collide after exactly 3 minutes.
  6. Suppose the objects in the photographs had been airplanes instead of ships. Explain how your answers to Items 3 and 4 might be different.




Unit Project

It’s time for you to create your own animation!

Include the following in your calculator animation.

On a separate sheet of paper, submit the following with your program:





Unit Summary—Mathematical Summary

Animation is the result of small changes in location for thousands of points over several frames. The computer animator uses mathematics to keep track of the location of each point and communicate the type of change.

A reference system is necessary to locate points. When a point moves only in a horizontal direction, a single number can be used to identify the horizontal distance along a number line. Each location x is paired with a time t.

As a point moves, the location changes by an amount called displacement. The amount of displacement depends on the velocity of the point and the amount of time.

Displacement = Velocity × Time

or, expressed with symbols, D = v × t

Units of time may be measured in real time (seconds, minutes, hours) or animation time (frames). The rate at which a point appears to move depends on the displacement from one frame to the next and on the number of frames displayed per second.

The changing location of a point along a line may be represented with two types of equations.

Closed-form equations relate one quantity to another quantity. In the context of motion, closed-form equations may be used to identify the current location in terms of time or frame number. The current location is the starting location increased by the displacement that has occurred since the point started moving.

Current location = Starting location + Displacement

Current location = Starting location + Velocity × Time

xcurrent = xstart + D

xcurrent = xstart + v × t

Recursive equations relate one quantity to a previous or next value of the same quantity. In the context of motion, recursive equations identify the current location with respect to the previous location based on a corresponding change that occurs in one unit of time. The displacement is calculated from one unit of time to the next.

xinitial = Location when t = 0

xcurrent = xprevious + D1

where D1 = displacement during 1 unit of time

This can be expressed in general terms by:

x0 = a

xt = x(t – 1) + D1

A starting location must be specified when you use recursive equations.

Diagonal movement, or movement in two dimensions, requires a reference system using two variables such as (x, y) to identify the location of a point. An equation of the form y = mx + b may be used to identify the path of an object, but the equation of the path does not tell when the point passes through a particular location.

Parametric equations are used to identify the location of an object at a particular time. Location is determined by the combination of a horizontal component and a vertical component. Both closed-form and recursive equations may be used to find the horizontal and vertical coordinates of a point at a given time (remember, time may be measured in seconds or frames).

Closed form:

x = a + bt
y = c + dt

Recursive form:

xt = xt – 1 + b, x0 = a

yt = yt – 1 + d, y0 = c

The letters a, b, c, and d are called constants or control numbers. The letters a and c identify the starting location for the object (at t = 0). The letter b represents the horizontal velocity, while the letter d represents the vertical velocity.

A negative horizontal velocity means that the point is moving from right to left. A negative vertical velocity means that the point is moving downward. When b and d are both positive, the point moves upward to the right. When b and d are both negative, the point moves downward to the left.

You can alter the path of the point or object, the "where," and the location at a particular time, the "when," by changing one or more of the control numbers.

Symbolic methods have been introduced as a way to convert from one form of an equation to another and from one type of representation to another. Parametric equations with variables x, y, and t can be converted to a single equation with x and y. In the final, combined equation, horizontal location is the independent variable and vertical location is the dependent variable.

Solve the first equation of the form x = a + bt for t. Substitute the resulting expression for t in the place of t in the second equation.

Using a specific example, x = 3 + 2t and y = –1 + 4t may be converted to y = 2x – 7 by following the steps illustrated in the arrow diagrams:

x = 3 + 2t

x – 3 = 2t

t = 1/2 (x – 3)

t = 0.5x – 1.5

y = –1 + 4t

y = –1 + 4(0.5x – 1.5)

y = 2x – 7

Animation involves the movement of many points at the same time. Several points are joined together to form a letter or object. The coordinates of several related points may be organized in a matrix. In this unit you used a 2 × n matrix to list the coordinates of all the points in your animated figure.

The graphing calculator is a useful tool for understanding how important mathematics is to animation. The programming language of the calculator is similar to the programming language used by designers of animation software. The Pt-On(x, y) allows you to light up the pixel at location (x, y), and the Pt-Off(x, y) allows you to turn off the same pixel. The command Pt-On([A] (1, 3), [A] (2, 3)) would light up the point with x-coordinate found in the first row, third column of matrix [A] and y-coordinate found in the second row, third column of matrix [A].

Loops are used for steps that are repeated several times in a program or process. For most loops in programs, it is necessary to identify a "counter" variable, together with its starting and ending values and the size of the steps by which to count.

Closed-form and recursive equations have a different format when included in a calculator program.

x = a + bt becomes a + bT -> X. *

x = xt – 1 + b becomes X + b -> X.

These simple commands and equations are used to animate points and clusters of points on a calculator screen.

Mathematics is the key to computer animation. A lot is happening and a lot is changing in the field of computer animation, so get moving!





Key Concepts

Closed-form equation—Equations that allow you to find the value of one variable given the value of another variable. Equations of the form c = 2p + 4, y = 3x + 2, and x = 2 + 5t are examples of closed-form equations.

Counter—A variable to which a constant (usually 1) is added; it keeps track of the total times a process is performed.

Displacement—The distance in a particular direction. Displacements of –2 and +2 meters represent the same distance, but in different directions.

Frame—A picture in a series of pictures that are displayed sequentially

Iteration—Each instance that a process is repeated. A process that is repeated over and over is called an iterative process.

Loop—A programming structure that allows a process to be repeated several times. The most common loop used in this unit is the For/End loop.

Parametric equations—Two or more equations, each relating a different dependent variable to the same independent variable

Path graph—The graph of y versus x. In other contexts, the path graph is referred to as the state-space graph.

Recursive equation—Equations that indicate the relationship between the current value of a variable and the previous value of the same variable. These equations require a statement of the initial value.

Time-lapse graph—A graph of y versus x that includes sample times displayed on the graph to show when a moving object passes through a particular location on the graph

Time-series graph—Any graph or equation that uses time as the independent variable

Velocity—The ratio of the displacement of an object to the duration (time) of that displacement. It is the rate at which an object moves in a specific direction.




Solution to Short Modeling Practice






Solution for A Look at Air Traffic Control

Part 1

Plot the position data for each aircraft.


Part 2

  1. None of the aircraft is within two miles of another at this time.


  2. We can predict future positions only if the rate of change in position (velocity) remains constant.
  3. The straight-line paths of the aircraft indicate that the velocity is constant for each aircraft. The difference in two consecutive positions is the change.

    Aircraft 1:

    Aircraft 2:

    Aircraft 3:

    Successive positions can be calculated recursively by adding the change in position to the last position. The projected positions 20 seconds into the future are:

    Aircraft 1:

    Aircraft 2:

    Aircraft 3:

    The distance between the aircraft can be measured on the graph or calculated with the distance equation as shown below.

    Table 1 lists the results of the difference calculation for each aircraft, the projected positions, and the calculation of distances between the three aircraft at the end of each 20 second period. The distances that indicate a hazard are in bold type.

    Sweep 2

    Sweep 3

    Change

    Acft 1

    x

    10.5   

    11.5

    1

    y

    20.9   

    20.3

    –0.6

    Acft 2

    x

    13.1   

    13.8

    0.7

    y

    14.3   

    14.7

    0.4

    Acft 3

    x

    15.34   

    15.7

    0.36

    y

    21.1   

    19.2

    –1.9

    Position Projections (Hazards are Bold)

    Last Sweep

    (= 20 sec)

    (= 40 sec)

    (= 60 sec)

    (= 80 sec)

    (= 100 sec)

    (= 120 sec)

    (= 140 sec)

    (= 160 sec)

    Acft 1

    x

    11.50

    12.50

    13.50

    14.50

    15.50

    16.50

    17.50

    18.50

    19.50

    y

    20.30

    19.70

    19.10

    18.50

    17.90

    17.30

    16.70

    16.10

    15.50

    Acft 2

    x

    13.80

    14.50

    15.20

    15.90

    16.60

    17.30

    18.00

    18.70

    19.40

    y

    14.70

    15.10

    15.50

    15.90

    16.30

    16.70

    17.10

    17.50

    17.90

    Acft 3

    x

    15.70

    16.06

    16.42

    16.78

    17.14

    17.50

    17.86

    18.22

    18.58

    y

    19.20

    17.30

    15.40

    13.50

    11.60

    9.70

    7.80

    5.90

    4.00

    S1,2

    6.05

    5.02

    3.98

    2.95

    1.94

    1.00

    0.64

    1.41

    2.40

    S1,3

    4.34

    4.29

    4.71

    5.50

    6.51

    7.67

    8.91

    10.20

    11.54

    S2,3

    4.88

    2.70

    1.22

    2.56

    4.73

    7.00

    9.30

    11.61

    13.92

     




Solutions to Practice and Review Problems


EXERCISE 1

  1.  


  2. (0, $40,000), (12, $16,000)


  3. Slope (m) =
  4. Slope (m) =

    Slope (m) =

    Slope (m) = –2000

  5. The equation is V = –2000t + 40,000.




EXERCISE 2


  1. H

    S

    8

    86.4

    6

    92.0

    4

    97.6

    3

    100.4

    2

    103.3

    1.5

    104.7

    1

    106.1

    0.5

    107.5

    0.6

    108.2

  2. Yes


EXERCISE 3

  1. To solve the equation for the variable v, take the square root of both sides of the equation given and simplify.
  2. =

    v = or v = 8.02

  3. The students’ graphs should appear generally as shown below.


EXERCISE 4

  1. The formula must provide the total cost of producing n packets, each containing 5 colored pages and 27 white pages. For large-volume jobs like this one, there is an additional setup fee of $5.00.
  2. Since each packet has 5 colored pages and 27 white pages, you know that each packet’s cost is

    Cost per packet = (5 × $0.065) + (27 × $0.045)
    Cost per packet = $1.54

    Thus, the formula for computing the cost of n packets is

    C = 1.54n + 5.00

    where C is the total cost in dollars and n is the number of packets produced.

  3. You can use the formula, by solving for n. First subtract 5.00 from both sides.
  4. C – 5.00 = 1.54n

    Then divide both sides by 1.54, leaving n isolated.

    n =

    So, for a total budgeted cost of $2000, the number of packets that can be produced can be computed.

    n =

    n = 1295 (rounded down)

    So, 1295 packets can be produced.



EXERCISE 5

  1. The students’ graphs should appear generally as shown here. Notice that we’re dealing with a nonlinear equation in this problem.
  2. From the graph, the fish population will match the limit that the pond can support at about m = 36 months.


  3. Mario should begin harvesting the fish before the pond fills, at about 36 months.


EXERCISE 6

  1. The sale of x acres of Type-A land will bring 900x dollars. The sale of y acres of Type-B land will bring 700y dollars. The sum of these must equal $60,000.
  2. 900x + 700y = 60,000

  3. The sum of x acres of Type-A land and y acres of Type-B land must equal 75 acres.

    x + y = 75

  4. Of course, these equations could be solved by other methods, but we’ve chosen to require the student to use the determinant method to solve this one. Compare the two equations above with the equations in general form.
  5. ax + by = c ® 900x + 700y = 60,000

    dx + ey = f ® x + y = 75

    We see that a = 900, b = 700, c = 60,000, d = 1, e = 1, and f = 75. We can now apply these numbers to the determinant method and solve for x and y. Solving for x we get:

    x = = = = 37.5

    Similarly, solving for y we have:

    x = = = = 37.5

    Thus, Roberta should sell 37.5 acres of Type-A land and 37.5 acres of Type-B land.

  6. We check our answers by substituting them back into the given equations. For the first equation,
  7. 900x + 700y = 60,000

    900(37.5) + 700(37.5) = 60,000

    60,000 = 60,000

    (It checks.)

    And the second equation,

    x + y = 75

    (37.5) + (37.5) = 75

    75 = 75

    (It checks.)

    The answers check out.



EXERCISE 7

  1. 2x + y = 8 and 5x + 3y = 21


  2. Of course these equations could be solved by other methods, but we’ve chosen to require the student to use the determinant method. Compare the two given equations with the equations in general form.
  3. ax + by = c ® 2x + y = 8

    dx + ey = f ® 5x + 3y = 21

    We see that a = 2, b = 1, c = 8, d = 5, e = 3, and f = 21. We can now apply these numbers to the determinant method and solve for x and y. Solving for x we get:

    x = = = = 3

    Similarly, solving for y we have:

    y = = = = 2

  4. We check the answers by substituting our solutions back into the equations given in the problem. First, the number of drivers.
  5. 2(3) + (2) = 8

    8 = 8

    (It checks.)

    And then the hauling capacity . . .

    5(3) + 3(2) = 21

    21 = 21

    (It checks, also.)

    Our answers check out. You should use 3 of the five-ton trucks (x = 3) and 2 of the three-ton trucks (y = 2).



EXERCISE 8

  1. The students’ graphs should appear generally as shown here.


  2. From the graph it can be seen that at 4 hours the two rental plans are equal.


  3. Since a 6-hour trip is planned, it would be cheaper to use Company B—the graph with the lesser amount at h = 6. We verify this mathematically by substituting 6 hours into each plan and calculating the result.
  4. Company A: c = 5(6) = 30

    Company B: c = 3(6) = 8 = 26

    Company A’s charges would be $30 while Company B’s charges would be only $26.



EXERCISE 9

  1. Substituting into the formula, PV = 5000, i = 0.085, and n = 5.
  2. FV = PV (1 + i)n

    FV = 5000 (1 + 0.085)5

    FV = 7518.28 (rounded)

    So, at the end of five years, the total value of the deposit would be $7518.28.

  3. Similar to above, PV = 1000, i = 7%/12, or 0.00583, and n = 6.
  4. FV = 1000 (1 + 0.00583)6

    FV = 1035.49

    So, at the end of the six months, the total value of the deposit will be $1035.49.



EXERCISE 10

G = 2.1(19) + 3.7 or 43.6 sec



EXERCISE 11

  1. Yes, the graph does seem to show a fairly linear relationship. One characteristic of a linear expression is that it graphs as a straight line. This lowering of blood flow does seem to follow a fairly straight line, particularly after age 35.


  2. Substitute a value for the age, such as A = 50.
  3. F = –1.18 A + 141
    F = –1.18 (50) + 141
    F = 82

    For A = 65. . .

    F = –1.18 (65) + 141
    F = 64

    Both of these seem to agree well with the graph of the data shown in the text.



EXERCISE 12

  1. The students’ tables should appear generally as shown below.
  2. Distance from start (mi)

    Time (h)

    With constant speed

    With constant acceleration

    0

    0

    0

    10

    7.5

    0.84

    20

    15.0

    3.34

    30

    22.5

    7.52

    40

    30.0

    13.36

    50

    37.5

    20.88

    60

    45.0

    30.06

    70

    52.5

    40.92

    80

    60.0

    53.44

    90

    67.5

    67.64

    100

    75.0

    83.50

    110

    82.5

    101.04

    120

    90.0

    120.24



  3. The students’ graphs should appear generally as shown below.

  4. As seen in the graph, after 60 minutes, the greater distance is reached by traveling at a constant speed (45 miles versus 30 miles at constant acceleration). However, after 120 minutes, the greater distance is reached by traveling at a constant acceleration (120 miles versus 90 miles at constant speed).


  5. An estimate can be obtained from the graph, by looking for the intersection of the two curves—at 90 minutes. This is probably the answer that most students can be expected to give. Your more advanced students may offer the algebraic solution. You can set the two equations for D equal to each other and solve for the value of t that satisfies the condition that the values of D be equal. The answer, in this case, turns out to be 89.8 minutes, or 90 minutes (rounded).


EXERCISE 13

  1. The graph’s curves are labeled to indicate the three types of probes: ungrounded, grounded, and exposed.


  2. The ungrounded type of probe appears most sensitive, as evidenced by the steep slope of the graph. A slight increase in the ungrounded probe’s diameter has a much more pronounced effect on the response time than the other types.


  3. No, for probes of about 0.05" diameter, all three types have essentially the same response time. But for larger probes of diameter 0.25", the three probes have widely different response times. The exposed type of probe has a much faster response time than either of the other types, while the ungrounded type is, by far, the slowest of the three types.


  4. Those sections of the graphed curves that are reasonably straight could be approximated by linear equations. For example, the ungrounded curve, between diameters of 0.188" and 0.25" is essentially linear. Similarly, the curve for the exposed probes between diameters of about 0.125" and 0.25" is very straight and could easily be approximated by a linear equation.

To actually find the linear equation is considerably more complicated (and not required of the students). For those who are interested, the procedure to obtain a rough estimate of the equation’s parameters is given here. An estimate of the slope can be obtained by using the endpoints of the region. For example, the ungrounded region pointed out above would have a slope estimated by using the lower point (0.188, 1.18) and the upper point (0.25, 2.18). This yields a slope m = 16.1. The intercept could be determined by extending the line and the scales on the graph, or by substituting m and one pair of points on the line into the slope-intercept form, and solving for the y-intercept, b. Using (0.25, 2.18) yields b = –1.85. Thus, the linear equation that can be used to approximate the graph in this region is y = 16.1 x – 1.85.



EXERCISE 14

  1.  


  2. : x-component = 30 – 2; y-component = 23 – 4
  3. x-component = 28; y-component = 19

  4. : x-component = 29 – 30; y-component = 24 – 23
  5. x-component = –1; y-component = 1

  6. : x-component = –(–1); y-component = –(1)
  7. x-component = 1; y-component = –1

  8. + (–): x-component = 28 + 1; y-component = 19 – 1
  9.  + (–): x-component = 29; y-component = 18



EXERCISE 15

  1. AC =
  2. AC =

    AC =

    AC =

    AC = 6.4 grid units

    AC = 6.4 grid units × 10 miles/grid unit

    AC = 64 miles

  3. Distance = Rate × Time
  4. 64 miles = 150 mph × time

    64 ÷ 150 = Time

    0.43 hr = Time

    0.43 hr = 0.43 hr × 60 min/hr

    0.43 hr = 25.8 minutes

  5. Estimated time of arrival = 8:08 p.m. + 25.8 minutes
  6. Estimated time of arrival = 8:34 p.m.

  7. BC =
  8. BC =

    BC =

    BC =

    BC = 7.8 grid units

    BC = 7.8 grid units × 10 miles/grid unit

    BC = 78 miles

  9. Distance = Rate × Time
  10. 78 miles = 150 mph × Time

    78 ÷ 150 = Time

    0.52 hr = Time

    0.52 hr = 0.52 hr × 60 min/hr

    0.52 hr = 31.2 minutes

  11. Estimated time of arrival = 8:05 p.m. + 31.2 minutes
  12. Estimated time of arrival = 8:37 p.m.



EXERCISE 16




  1. Slope = –9/100 or –0.09
  2. y-intercept = 0

  3. y = –9/100 x or y = –0.09x
  4. 22,222.222 feet or 4.2 miles


EXERCISE 17

a., c., d.

  1. (44 ft/sec)(2.5 sec) = 110 ft
  2. Resultant = (–110,–100)
  3. The locus in space is a cone. The locus on the ground is a circle.
  4. Radius = 110; Center = (0, –100); x2 + (y + 100)2 = 1102


EXERCISE 18




  1. Use 3 of the five-ton trucks and 2 of the three-ton trucks.