Right-hand rule

This article is about three-dimensional vector geometry. For the maze-solving technique, see Maze solving algorithm#Wall follower.

In mathematics and physics, the right-hand rule is a common mnemonic for understanding orientation conventions for vectors in three dimensions.

Most of the various left- and right-hand rules arise from the fact that the three axes of 3-dimensional space have two possible orientations. This can be seen by holding your hands together, palm up, with the fingers curled. If the curl of your fingers represents a movement from the first or X axis to the second or Y axis then the third or Z axis can point either along your left thumb or right thumb. Left- and right-hand rules arise when dealing with co-ordinate axes, rotation, spirals, electromagnetic fields, mirror images and the problem of chirality in chemistry.

Coordinates

Left-handed coordinates on the left
Right-handed coordinates on the right.
For Right-handed coordinates use right hand
For Left-handed coordinates use left hand
Axis or vector Two Fingers and Thumb Curled Fingers
X, 1, or A First or index Fingers extended
Y, 2, or B Second finger or palm Fingers curled 90°
Z, 3, or C Thumb Thumb

Coordinates are usually right-handed.

For right-handed coordinates your right thumb points along the Z axis and the curl of your fingers represents a motion from the first or X axis to the second or Y axis. When viewed from the top or Z axis the system is counter-clockwise.

For left-handed coordinates your left thumb points along the Z axis and the curled fingers of your left hand represent a motion from the first or X axis to the second or Y axis. When viewed from the top or Z axis the system is clockwise.

[1]

Rotation

A rotating body

Conventional direction of the axis of a rotating body

In mathematics a rotating body is commonly represented by a vector along the axis of rotation. The length of the vector gives the speed of rotation and the direction of the axis gives the direction of rotation according to the right-hand rule: right fingers curled in the direction of rotation and the right thumb pointing in the positive direction of the axis. This allows some easy calculations using the vector cross product. Note that no part of the body is moving in the direction of the axis arrow, which takes some getting used to. By coincidence, if your thumb points north the earth rotates according to the right-hand rule. This causes the sun and stars to appear to revolve according to the left-hand rule.

Helices and screws

Screw threads form a helix.
For a right-handed screw the threads on the right are always slightly higher than those on the left, regardless of whether the screw is pointing up or down.

A helix, to use a more accurate term than spiral, is basically a circular curve that advances along the z-axis while rotating in the x-y plane. Helices are either right- or left-handed, curled fingers giving the direction of rotation and thumb giving the direction of advance. The two types are mirror images of each other, physically distinct and cannot be transformed into each other by any physical operation such as turning them over.

The threads on a right-handed screw are a right-handed helix. They are basically a long inclined plane wrapped around a cylinder such that turning the screw advances the screw back and forth along the z-axis. From the point of view of the external threads, turning the screw forces the screw up or down the inclined plane. If a screw is right-handed (most screws are) the rule is this: point your right thumb in the direction you want the screw to go and turn the screw in the direction of your curled right fingers.

The Coriolis effect

Viewed from the rotating earth, the path of an object moving in a straight line appears to bend to the right in the northern hemisphere and to the left in the southern hemisphere. This causes low-pressure areas in the northern hemispheres to rotate according to the right-hand rule (thumb pointing away from the earth). Handedness is not obvious here but it is clear in the underlying math (vector cross product).

Electromagnetics

Ampère's right hand screw rule

Prediction of direction of field (B), given that the current I flows in the direction of the thumb

Ampère's right hand screw rule (also called right-hand grip rule, coffee-mug rule or the corkscrew-rule) is used either when a vector (such as the Euler vector) must be defined to represent the rotation of a body, a magnetic field, or a fluid, or vice versa, when it is necessary to define a rotation vector to understand how rotation occurs. It reveals a connection between the current and the magnetic field lines in the magnetic field that the current created.

André-Marie Ampère, a French physicist and mathematician, for whom the rule was named, was inspired by Hans Christian Ørsted, another physicist who experimented with magnet needles. Ørsted observed that the needles swirled when in the proximity of an electric current-carrying wire, and concluded that electricity could create magnetic fields.

Application

This version of the rule is used in two complementary applications of Ampère's circuital law:

  1. An electric current passes through a solenoid, resulting in a magnetic field. When wrapping the right hand around the solenoid with the fingers in the direction of the conventional current, the thumb points in the direction of the magnetic north pole.
  2. An electric current passes through a straight wire. Grabbing the wire points the thumb in the direction of the conventional current (from positive to negative), while the fingers point in the direction of the magnetic flux lines. The direction of the magnetic field (counterclockwise instead of clockwise when viewed from the tip of the thumb) is a result of this convention and not an underlying physical phenomenon. The thumb points direction of current and fingers point direction of magnetic lines of force.

The rule is also used to determine the direction of the torque vector. When gripping the imaginary axis of rotation of the rotational force so that your fingers point in the direction of the force, the extended thumb points in the direction of the torque vector.

Cross products

The cross product of two vectors is often taken in physics and engineering. For example, in statics and dynamics, torque is the cross product of lever length and force, while angular momentum is the cross product of linear momentum and distance. In electricity and magnetism, the force exerted on a moving charged particle when moving in a magnetic field B is given by:

\mathbf{F} = q\mathbf{v} \times \mathbf{B}

The direction of the cross product may be found by application of the right hand rule as follows:

  1. The index finger points in the direction of the momentum vector v.
  2. The middle finger points in the direction of the magnetic field vector B.
  3. The thumb points in the direction of the cross product F.

For example, for a positively charged particle moving to the North, in a region where the magnetic field points West, the resultant force points up.[1]

Applications

The right hand rule is in widespread use in physics. A list of physical quantities whose directions are related by the right-hand rule is given below. (Some of these are related only indirectly to cross products, and use the second form.)

See also

Wikimedia Commons has media related to Right-hand rule.

References

  1. 1 2 Watson, George (1998). "PHYS345 Introduction to the Right Hand Rule". udel.edu. University of Delaware.

External links

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