Exploring the Role of Spherical Unit Vectors in Coordinate Systems

In summary: So, for example, if you go 1 unit in the ##\phi## direction, and then 2 units in the ##\theta## direction, and then 3 units in the ##\hat{r}## direction, you end up at the point (3,2,1).In summary, the vectors ##\hat{r}, \hat{\theta}, and \hat{\phi}## in spherical coordinates are used to specify the direction and distance of a point from the origin. While ##\hat{r}## is always a multiple of the unit vector pointing radially outward from the origin, ##\hat{\theta}## and ##\hat{\phi}## are necessary to determine the exact direction
  • #1
Opus_723
178
3
I'm not sure that I understand the vectors [itex]\hat{r}[/itex], [itex]\hat{\theta}[/itex], and [itex]\hat{\phi}[/itex] in spherical coordinates correctly. I was looking through this link earlier.

I understand that [itex]\hat{r}[/itex] always points radially outward from the origin. That seems to imply to me that any position in space could be specified by a multiple of [itex]\hat{r}[/itex] alone. But that seems odd to me. What is the use of [itex]\hat{\theta}[/itex] and [itex]\hat{\phi}[/itex] if any point can be specified by a multiple of [itex]\hat{r}[/itex] in this way? Does this mean that when we specify a point as a vector in spherical coordinates, we simply write the vector as (r,0,0) where r is the distance from the origin, no matter where it is?

I get what they're saying in that link, but it makes me more confused in other ways.
 
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  • #2
A multiple of ##\hat{r}## would only tell you how far away the point was from the origin. If I told you to walk 20 paces radially outwards to find the treasure, you'd ask me which direction I mean right?

You still need the angles... and you need to know which direction the angles are in.

eg. if I tell you to turn 30 degrees from where you are facing, then walk 20 paces radially outwards ... you would still need to know if I mean you t turn to the left or to the right. The angle unit vectors are a way of writing that in math.
 
  • #3
Another way to put it would simply be to say that [itex]\hat{r}[/itex] changes direction depending on where you are in [itex]\theta[/itex] and [itex]\phi[/itex]. Thus you need the information of all 3 because otherwise you don't know the exact nature of [itex]\hat{r}[/itex].
 
  • #4
I understand that you need to know [itex]\theta[/itex] and [itex]\phi[/itex] to determine [itex]\hat{r}[/itex]. What I'm saying is that, if you follow the logic in that link, the unit vectors [itex]\hat{\theta}[/itex] and [itex]\hat{\phi}[/itex] seem to have no use.

If coordinates are simply specifying a linear combination of unit vectors, it seems that every point in space would simply be a multiple of [itex]\hat{r}[/itex], and its spherical coordinates would be (R[itex]\hat{r}[/itex]+0[itex]\hat{\theta}[/itex]+0[itex]\hat{\phi}[/itex]), or (R,0,0) where R is its distance from the origin. I understand that to determine [itex]\hat{r}[/itex] you need more information, but every point IS a multiple of [itex]\hat{r}[/itex].

Notice in the link that they ask for the students to express each point as a linear combination of unit vectors, and they expect the answer to be 5[itex]\hat{r}[/itex] for every point. This makes sense, but, taken from a linear algebra point of view, that would make [itex]\hat{r}[/itex] a basis for 3-space. Which seems silly, and I want to know if I'm missing something.
 
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  • #5
You are sort-of missing something - you are assuming a particular convention for direction of

Lets say I tell you to find something at 30 degrees, 100m away... even if you know you are facing 0degrees, how do you know which direction to turn 30 degrees in? Do you turn left or do you turn right? That is the information encoded into the unit vector for angle as stated in earlier posts.
 
  • #6
Yeah, basically if you write <r, 0, 0> it looks particularly deceiving. With this notation you're used to assuming that each variable is in reference to a scalar multiple of the same vector that never changes. If you write this expression out you have <r, 0, 0> = r [itex]\hat{r}[/itex] + 0 [itex]\hat{\theta}[/itex] + 0 [itex]\hat{\phi}[/itex]. Now the [itex]\hat{r}[/itex] is staring you in the face, and as we have mentioned that vector is not always the same vector (and it usually isn't).

I mean, basically your whole problem is that in curvilinear coordinates like spherical coordinates there is a different vector space you use (called the tangent space) at each particular coordinate position once you've decided upon a way to arithmetize the space. So basically if I told you that you are at (r, [itex]\theta[/itex], [itex]\phi[/itex]) you are then given a particular vector space to work with at that point. Thus by your method in which <r, 0, 0> can somehow point to all points in space is neglecting the fact that that came at the expense of using an infinite number of different vector spaces to do so. The notation is affecting you for these kinds of things because you are stealing references of a vector ([itex]\hat{r}[/itex]) from an infinite number of different vector spaces! heh, it's an interesting information laundering scheme..
 
  • #7
Exactly. You need the information from all three variables, but if you use the usual convention that coordinates are a linear combination of the unit vectors, you get silly results. And in the link I provided, they explicitly point out that <[itex]r,\theta,\phi[/itex]> is an incorrect answer, and expect the correct answer to be 5[itex]\hat{r}[/itex] for every point given. This seems silly and useless to me, but I'm wondering if it is technically correct? What is considered the proper way to give spherical coordinates by mathematicians? And if we don't actually give coordinates in terms of the vectors [itex]\hat{\theta}[/itex] and [itex]\hat{\phi}[/itex], then what is the use of these vectors?
 
  • #8
Hi Opus_723! :smile:

The paper you linked to is simply pointing out that vectors that start from the origin are always multiples of ##\hat{r}##.

However, most vectors start from somewhere else. :wink:
 

FAQ: Exploring the Role of Spherical Unit Vectors in Coordinate Systems

1. What are spherical unit vectors?

Spherical unit vectors are a set of three unit vectors (x, y, z) that represent a point in a three-dimensional spherical coordinate system. They are commonly used in physics and engineering to describe the direction and orientation of an object in space.

2. How are spherical unit vectors different from Cartesian unit vectors?

While Cartesian unit vectors (i, j, k) are based on a rectangular coordinate system, spherical unit vectors are based on a spherical coordinate system. This means that they represent direction and orientation in a different way and have different mathematical relationships with each other.

3. What is the significance of using spherical unit vectors?

Spherical unit vectors are often used in situations where a spherical coordinate system is more natural or convenient to describe the position or orientation of an object. They can also simplify calculations and equations in certain scenarios, such as when dealing with spherical symmetry or circular motion.

4. How do you convert between Cartesian and spherical unit vectors?

To convert from Cartesian unit vectors to spherical unit vectors, you can use trigonometric functions and formulas. For example, the x-component of a spherical unit vector can be found by multiplying the magnitude of the vector by the cosine of the angle between the vector and the x-axis. The y- and z-components can be found similarly using sine and cosine functions.

5. What are some real-world applications of using spherical unit vectors?

Spherical unit vectors have various applications in fields such as physics, astronomy, and engineering. They are commonly used in celestial navigation, satellite tracking, and robotics. They are also used in mathematical models for describing the motion of particles and objects in space.

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