VisiTrig

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WHY LEARN TRIGONOMETRY?

The best reason that I have found was given by Thomas Paine:

In Chapter XI of The Age of Reason, the American revolutionary and Enlightenment thinker Thomas Paine wrote:

The scientific principles that man employs to obtain the foreknowledge of an eclipse, or of any thing else relating to the motion of the heavenly bodies, are contained chiefly in that part of science that is called trigonometry, or the properties of a triangle, which, when applied to the study of the heavenly bodies, is called astronomy; when applied to direct the course of a ship on the ocean, it is called navigation; when applied to the construction of figures drawn by a ruler and compass, it is called geometry; when applied to the construction of plans of edifices, it is called architecture; when applied to the measurement of any portion of the surface of the earth, it is called land-surveying. In fine, it is the soul of science. It is an eternal truth: it contains the mathematical demonstration of which man speaks, and the extent of its uses are unknown.

MAKING THE UNDERSTANDING OF TRIGONOMETRY EASIER:

When learning trigonometry, I found that the representation of a rotating unit vector was very helpful in visualizing sine and cosine values.

Please take a look at the following articles to provide a background for what follows:

https://en.wikipedia.org/wiki/Trigonometric_functions

https://en.wikipedia.org/wiki/Unit_vector

The sine value is defined as the ratio of the length of the side opposite the angle in question, to the length of the hypotenuse; in a right (90 degrees) triangle. A hypotenuse length of 1, simplifies things considerably.

The cosine value is defined as the ratio of the length of the side adjacent the angle in question, to the length of the hypotenuse; in a right (90 degrees) triangle.

The tangent value is defined as the ratio of the sine value to the cosine value.

When working with the unit (length of 1) vector, ratios become easier because the sine is now directly equal to the side opposite length and the cosine to the side adjacent length. 

REPRESENTING AN ANGLE BY THE X AND Y AXIS PROJECTIONS:

I discovered the Trammel of Archimedes 3D toy by Igbu on the website ‘thingiverse’.   I was reminded of the fact that sine and cosine values are simply the projection (values) of the unit vector on the x (cosine) and y (sine) axes.  I created a 3D model from this toy to show trigonometric relationships.  Please see:

https://en.wikipedia.org/wiki/Trammel_of_Archimedes

I modified the design in ‘TinkerCad’ to produce this prototype: 

See ‘Thingiverse.com’ and search for GeeEaZy for an opportunity to 3D print the finished model.

To use; you rotate the pointing bar to the angle in question.  In the picture above, the angle selected is approximately +45 degrees.  The Sine value is read from the y axis; the red slider.  The Cosine value is read from the x axis; the green slider.  The values range from 1 to -1.  For the Sine values +1 is at the top (90 degrees) and -1 at the bottom (270 degrees).  0 is in the middle.  Cosine values are +1 on the left (180 degrees) and -1 on the right (0 degrees). 0 is in the middle.

HERE ARE SOME EXAMPLES:

Place the pointer at 0 degrees and read the Sine value (red) on the y axis as 0 and the cosine value (green) on the x axis as 1.

Place the pointer at 90 degrees and read Sine value (red) as 1 and cosine value (green) as 0.

Place the pointer at 180 degrees and read Sine value (red) as 0 and cosine value (green) as -1.

Place the pointer at 270 degrees and read Sine value (red) as -1 and cosine value (green) as 0.

Angles in between must be interpolated to give approximations of the values.

HERE IS AN ENHANCED and final VERSION:

I found that the model also serves in aiding visualization of the tangent value. The tangent value is defined as sine value divided by the cosine value, which can be visualized as a distance on the tangent line. Visualize the distance starting where the tangent intersects the unit vector at 90 degrees, and extends to where the tangent line of the selected angle intersects the x axis. For example: Set the pointer at angle 0, the distance starts and ends at this point, so is 0. Now set the pointer to the desired angle, sight along the tangent line to where it intersects the x axis. The tangent value is approximately that distance.

Please note! That at about 89 degrees (a smidge short of 90) the tangent line is almost parallel to the x axis and the tangent value is quite large in the +x direction. At 90 degrees it becomes infinite, never intersecting the x axis. At about 91 degrees (a smidge past 90) it becomes almost infinite in the other polarity (-x direction). Quite a tangent value change resulting from a small angle degree change! Look at the discontinuous graphs of the tangent value around 90 degrees. Quite strange until you see it with the model!

I have found a number of memory aids for trigonometry, but believe this to be a unique approach.  Thanks to lgbu and to my High School Trigonometry teacher who wouldn’t stop drawing blackboard diagrams until we understood it. 

Pool Bank Shot Practicing Tools

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BACKGROUND:  NOW or LATER either way

A summary of pool (Cue games) rules, equipment, lingo, … can be found here:

Much of the physics and math involved in making a bank (reflection) shot is summarized here:

Additional information for improving your understanding and skill can be found here:

For more than you want to know, but glad to know it exists; check this out:

For those with a physics interest there is a nice tutorial here:

LIMITATIONS:  WAIT a minute

The tools presented here are inaccurate!  To be used only in obtaining an approximate direction to send the cue ball.  The real skill in adjusting the shot direction involves making changes appropriate to the table conditions, the following assumptions and uncertainties.  Practice.

The important assumptions are that the angle of approach (incidence angle) is equal to the angle of departure (reflection angle); and that the ball has no spin.  Neither of these assumptions is valid!  (These conditions exist for light reflecting from a perfect mirror.)  The angle of departure will always be slightly less than the angle of approach because the table cushions absorb some energy.  Striking the cue ball exactly through the center of gravity and level, is extremely difficult to accomplish.  Variations from the ideal will results in a spinning cue ball, which will alter the bounce.

Another obvious assumption is that there are no obstacles (other balls or pockets) already in the chosen path.

TOOL 1:  MIRROR-MIRROR-MIRROR – set me Straight

Using mirror reflections, as an aid for determining, a 1st approximation for, a pool bank shot.

Much of the physics of using reflections is discussed here:

For a 3 cushion bank shot; 3 mirrors are used, one at each reflection (bank) position.

On the miniature table; place the BLUE/GREEN ball at the target location, place the WHITE cue ball (with attached cue stick and archery sighting) at the start location, point the cue stick (attached to the cue ball assembly) in a direction close to the final shot direction.  Make final adjustments by changing the pointing angle while sighting through the archery sight.  When the BLUE/GREEN ball image is contained in the sight circle, the correct shot direction is determined.  Trim your adjustments.   Note: sometimes the BLUE/GREEN ball will be hiding behind the cue ball assembly, use your judgement. 

The basic table setup for a 3 rail shot

Using 3 perpendicular Mirrors

This is the direction to shoot a 3 rail shot

to hit the target ball —->

Similar techniques are used for 2-rail and 1-rail bank shots where one or two mirrors are used.

TOOL 2:  JUST GO STRAIGHT THERE – bumps are Bounces

Using folded overladed transparencies that represent a REAL pool table, and several VIRTUAL pool tables as an aid for determining, a 1st approximation for, a pool bank shot.

I can’t find a reference for this overlay technique … but it works.

You start with a representation of a REAL pool table.  Next to it you place a number of VIRTUAL  pool tables.  The virtual table is the same size as the real table and is placed aligned and abutting the real table.  These virtual tables are attached to the real table with hinging material (scotch tape or real hinges) so that complete (flat) folding is possible.  Multiple virtual tables may be attached to previous virtual tables.  On the real table you mark the location of the cue and target balls.  You then draw a straight line from the cue ball location to a virtual table target ball location (not always easy to determine).  Draw with a marker pen that can be easily erased.  Each time the straight line crosses a table intersection it represents a rail bounce.  After a rail bounce encounter the line continues straight into another virtual table.  Now fold the tables so that they perfectly align. Observe the path of the cue ball when sent in the direction of the line (cue stick).

TOOL 3:  GROUP EFFORT With Big Mirrors

Probably the best tool is a set of 3 mirrors and 3 friends.  The friends hold the mirrors at the location of rail encounters.  The mirrors must be held vertically along the rail.  The cue stick is pointed at the reflection of the target and the cue ball is struck in that direction.  (Be sure to get the mirrors out of the way first.)  Friends can be replaced by C-clamps.

This is the basic table setup for a 1 rail shot

This is the pointing for a 1 rail to target

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to hit the Target Ball ———–>