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  #31 (permalink)  
Old 05-May-2008, 09:15 PM
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yawyaw yawyaw is offline
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Originally Posted by Fortis View Post
However,

ds = ct.e0 + i.(x.e1 + y.e2 +z.e3)

is a 4-d vector (with some imaginary components), where I have used bold to indicate a vector quantity, and ei would be the ith basis vector in an orthonormal basis set.

The dot product,
ds.ds = c2t2-(x2+y2+z2)

which is just the usual interval of SR.

There is nothing really stopping you from making space imaginary and time real. As I have said before, the key thing is that the interval is invariant under a coordinate transformation from one inertial frame to another. At times (real ones ) I wonder if you are constructing a strawman version of SR.

See the above. If I stick an "i" in front of the spatial 3-vector, instead of the time scalar, in the 4-vector, it all works equally fine.

So in that sense you don't have a problem with imaginary space, though you seem to have a problem with imaginary time. This doesn't seem to be very consistent.

What is the operation II, or IJ?
Is it the dot product, the vector product, or the dydic product?
its multiplication using Hamilton's Rules you don't have to have dot or cross product, just multiplication by ijk= i^2 = j^2 = k^2 = -1! II=-1 IJ=K...
Why does the coordinatization of space time have to be associative? This seems to be a big issue for you, but I have never felt the need to multiply Alice's location by Bob's location, by Charlie's location.
(II)J = + J could be turn left and I(IJ)= -J turn right. In a control system, one operator writes (II)J and the other I(IJ) two different results unless manual specifies which way to write it, added confusion. But enough said on that.
  #32 (permalink)  
Old 05-May-2008, 10:47 PM
Fortis Fortis is offline
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Originally Posted by yawyaw View Post
No. Do you?
I'm happy with the first term being invariant, but you had said,
Quote:
Quote:
Quote:
Originally Posted by Fortis
Just double checking, because I want to be sure about what it is that you are claiming.

If I carry out a coordinate transformation from one inertial reference frame to another,

p2 = (c2t2-(x2+y2+z2)) + 2.c.t.(i.x.+j.y+k.z)

will be the same in the transformed coordinates. Is that correct?

Or are you just suggesting that it is invariant only in some qualitative sense, not in a quantitative sense?
I think the invariance is quantitative.
Based on this, I assumed that you believed that all of the quaternion product will be invariant, not just the real part.

Please can you be explicit and write down what it is that you believe to be invariant.
  #33 (permalink)  
Old 05-May-2008, 10:56 PM
Fortis Fortis is offline
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Originally Posted by yawyaw View Post
(II)J = + J could be turn left and I(IJ)= -J turn right. In a control system, one operator writes (II)J and the other I(IJ) two different results unless manual specifies which way to write it, added confusion. But enough said on that.
I had thought that we were talking about position coordinates in spacetime. You are quite correct about rotations, but you started this discussion by taking the product of two quaternions describing position, i.e.

P1 = ct1 + ix1 + jy1 + kz1

and

P2 = ct2 + ix2 + jy2 + ky2

Am I missing something?
  #34 (permalink)  
Old 06-May-2008, 12:31 AM
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I had thought that we were talking about position coordinates in spacetime. You are quite correct about rotations, but you started this discussion by taking the product of two quaternions describing position, i.e.

P1 = ct1 + ix1 + jy1 + kz1

and

P2 = ct2 + ix2 + jy2 + ky2

Am I missing something?
Generally multiplying can be seen as a subset of rotation. if the magnitude of the multiplier is 1, then it is a rotation, if not it is a rotation and an extension or reduction of size. This is not inconsistent with the product of two positions. The quaternion can represent a position and a rotation.

For example: p1= r1 + ix1 + jy1 + kz1= r1 + v1, p2=r2 + v2

Then the product is p3= p1p2= (r1r2 - v1.v2) + r1v2 + r2v1 +v1xv2

This is a new position with real art r3=(r1r2 -v1.v2) and vector
v3=r1v2 + r2v1 + v1xv2

This could also be the the rotation of cos(p1+p2) + sin(p1 + p2) with
cos(p1 + p2) = (r2r2 - v1.v2) and sin(p1+p2)= r1v2 + r2v1 + v1xv2

Rotation is the generalization of multiplication or vice versa as you like.

You are not missing anything. The same thing can be called by different names product or rotation. The talk we had earlier. Some things can be a matter of taste.
  #35 (permalink)  
Old 06-May-2008, 12:39 AM
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Originally Posted by Fortis View Post
I'm happy with the first term being invariant, but you had said,

Based on this, I assumed that you believed that all of the quaternion product will be invariant, not just the real part.

Please can you be explicit and write down what it is that you believe to be invariant.
I believe all of the quaternion product will be invariant, the real and the vector part, to changes of reference frames.

Last edited by yawyaw; 06-May-2008 at 03:46 AM.
  #36 (permalink)  
Old 06-May-2008, 06:49 PM
Fortis Fortis is offline
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I believe all of the quaternion product will be invariant, the real and the vector part, to changes of reference frames.
So why do you disagree that each of the individual components, i.e. the real and the vector part, must also be invariant?
  #37 (permalink)  
Old 06-May-2008, 07:37 PM
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Originally Posted by Fortis View Post
So why do you disagree that each of the individual components, i.e. the real and the vector part, must also be invariant?
There may be rotations that switch the axis so that the value on the axis may be differently ordered but still the vector be the same in size but differently ordered, e.g i + oj + k j + > io + j + k.
  #38 (permalink)  
Old 06-May-2008, 07:53 PM
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There may be rotations that switch the axis so that the value on the axis may be differently ordered but still the vector be the same in size but differently ordered, e.g i + oj + k j + > io + j + k.
In that case the quaternion is not invariant. If you can't subtract one quaterion product from the transformed quaterion product and get zero then it is clearly not the same, and hence you can't say that it is invariant (i.e. doesn't change.)
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