Rotations in nth Dimensional Space

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The discussion focuses on creating a flash animation that visualizes the progression from a point to a hypercube in nth dimensional space, involving rotations and projections. The user seeks help with generalizing rotation matrices for higher dimensions, specifically the skew-symmetric form of a vector. They reference a Wikipedia article that outlines the rotation matrix formula but express confusion about deriving the skew-symmetric matrix from a vector. A response clarifies how to associate a vector with a skew-symmetric matrix in three dimensions, explaining the relationship between the vector components and the matrix entries. The conversation emphasizes the mathematical foundations necessary for implementing the desired rotations in the animation project.
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Let me start by saying I do not have a lot of background in linear algebra, but I'm not afraid of learning. I am working on a flash animation with action script. That does the following:
1. Start with a point.
2. Add width so it turns into a line.
3. Rotate about the x-y plane 360 deg.
4. Add height so it turns into a square.
5. Rotate about the x-y plane 360 deg.
6. Add depth so it turns into a cube.
7. Rotate about the x-z plane 360 deg.
8. Add 4 dimensional length so it turns into a hypercube.
...
I plan on going up to about 10 dimensions before the animation ends.

I have to code to:
-Create the wire frame for an nth dimensional cube.
-Orthographic projection of the verticies into 2d space for drawing.
-Animate the new "dimension being added". The last component of the vector for each vertex starts at zero and approaches the correct value over time.

Basically the only thing I am missing is rotating the cube. I am having a hard time generalizing rotations into nth dimensional space. I came across an article on Wikipedia that looks promising at http://en.wikipedia.org/wiki/Rotation_matrix#Axis_of_a_rotation. The formula is:
R = \mathbf{u}\otimes\mathbf{u} + \cos\theta(1-\mathbf{u}\otimes\mathbf{u}) + \sin\theta[\mathbf u]_{\times}
where
R is the rotation matrix.
u is a unit vector.
\otimes is the outer product.
[\mathbf u]_{\times} is the skew symmetric form of u.

I do not understand though how you get the skew symmetric form of u. Reading the Wikipedia page on skew symmetric matrices does not help me understand how u goes from a vector to a square matrix. Does anybody have any tips or references that might help please?

Thanks!
 
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In three-dimensions we can associate a vector with a skew-symmetric matrix. A 3 by 3 matrix generally has 9 entries. But for skew-symmetric, a_{nm}= -a{mn} we must have a_{nn}= -a_{nn} so all diagonal entries are 0. That leaves 9- 3= 6 entries and, once we have set, say, the 3 above the diagonal, the other 3 are fixed. That is, 3 by 3 skew-symmetric matrix has 3 independent entries, just like a 3- vector. The standard way of associating a skew-symmetric matrix to a vector is to associate the n^{th} basis vector with the matrix having 0s along the n^{th} column and row, -1 above the diagonal and 1 below. (-1 below the axis and 1 above would also give rotations about the vector as axis but with reversed direction.)

Specifically, \vec{i} maps to the matrix
\begin{bmatrix}0 & 0 & 0 \\0 & 0 & -1 \\ 0 & 1 & 0\end{bmatrix}

\vec{j} maps to the matrix
\begin{bmatrix}0 & 0 & -1 \\0 & 0 & 0 \\ 1 & 0 & 0\end{bmatrix}

\vec{k} maps to the matrix
\begin{bmatrix}0 &amp; -1 &amp; 0 \\ 1 &amp; 0 &amp; 0 \\0 &amp; 0 &amp; 0\end{bmatrix}[/itex]<br /> <br /> And so a general vector, a\vec{i}+ b\vec{j}+ c\vec{k} maps to <br /> a\begin{bmatrix}0 &amp;amp; 0 &amp;amp; 0 \\0 &amp;amp; 0 &amp;amp; -1 \\ 0 &amp;amp; 1 &amp;amp; 0\end{bmatrix}+ b\begin{bmatrix}0 &amp;amp; 0 &amp;amp; -1 \\0 &amp;amp; 0 &amp;amp; 0 \\ 1 &amp;amp; 0 &amp;amp; 0\end{bmatrix}+ c\begin{bmatrix}0 &amp;amp; -1 &amp;amp; 0 \\ 1 &amp;amp; 0 &amp;amp; 0 \\0 &amp;amp; 0 &amp;amp; 0\end{bmatrix}= \begin{bmatrix}0 &amp;amp; -c &amp;amp; -b \\ c &amp;amp; 0 &amp;amp; -a \\ b &amp;amp; a &amp;amp; 0 \end{bmatrix}
 
I am studying the mathematical formalism behind non-commutative geometry approach to quantum gravity. I was reading about Hopf algebras and their Drinfeld twist with a specific example of the Moyal-Weyl twist defined as F=exp(-iλ/2θ^(μν)∂_μ⊗∂_ν) where λ is a constant parametar and θ antisymmetric constant tensor. {∂_μ} is the basis of the tangent vector space over the underlying spacetime Now, from my understanding the enveloping algebra which appears in the definition of the Hopf algebra...

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