Resources tagged with: Compound transformations

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Broad Topics > Transformations and constructions > Compound transformations

Reflect Again

Age 16 to 18 Challenge Level:

Follow hints to investigate the matrix which gives a reflection of the plane in the line y=tanx. Show that the combination of two reflections in intersecting lines is a rotation.

Rots and Refs

Age 16 to 18 Challenge Level:

Follow hints using a little coordinate geometry, plane geometry and trig to see how matrices are used to work on transformations of the plane.

Grouping Transformations

Age 11 to 18

An introduction to groups using transformations, following on from the October 2006 Stage 3 problems.


Age 16 to 18 Challenge Level:

Make a footprint pattern using only reflections.

Squaring the Rectangle

Age 14 to 18 Challenge Level:

Can you find a way to turn a rectangle into a square?

Frieze Patterns in Cast Iron

Age 11 to 16

A gallery of beautiful photos of cast ironwork friezes in Australia with a mathematical discussion of the classification of frieze patterns.

The Frieze Tree

Age 11 to 16

Patterns that repeat in a line are strangely interesting. How many types are there and how do you tell one type from another?

Parallel Parking

Age 14 to 16

Scientist Bryan Rickett has a vision of the future - and it is one in which self-parking cars prowl the tarmac plains, hunting down suitable parking spots and manoeuvring elegantly into them.

Which Quadratic?

Age 14 to 18 Challenge Level:

This task develops knowledge of transformation of graphs. By framing and asking questions a member of the team has to find out which mathematical function they have chosen.

Paint Rollers for Frieze Patterns.

Age 11 to 16

Proofs that there are only seven frieze patterns involve complicated group theory. The symmetries of a cylinder provide an easier approach.

Sine Problem

Age 16 to 18 Challenge Level:

In this 'mesh' of sine graphs, one of the graphs is the graph of the sine function. Find the equations of the other graphs to reproduce the pattern.

The Use of Mathematics in Computer Games

Age 16 to 18

An account of how mathematics is used in computer games including geometry, vectors, transformations, 3D graphics, graph theory and simulations.