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| 184_notes:rhr [2018/07/03 03:53] – [Method 1 - Curling fingers] curdemma | 184_notes:rhr [2026/08/25 19:26] (current) – caballero | ||
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| ===== The Right Hand Rule ===== | ===== The Right Hand Rule ===== | ||
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| The Right Hand Rule is a handy tool to figure out the directions of vectors in a cross product. There are multiple ways to do the Right Hand Rule, we will present two methods below (though there are more). Feel free to use whatever method makes the most sense to you. For the following methods, we will be using a generic cross product: | The Right Hand Rule is a handy tool to figure out the directions of vectors in a cross product. There are multiple ways to do the Right Hand Rule, we will present two methods below (though there are more). Feel free to use whatever method makes the most sense to you. For the following methods, we will be using a generic cross product: | ||
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| In this method, you start with your hand completely open and in an " | In this method, you start with your hand completely open and in an " | ||
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| In the case of these pictures, $\vec{C}$ would point out of the whiteboard. | In the case of these pictures, $\vec{C}$ would point out of the whiteboard. | ||
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| ====Method 2 - Three Fingers==== | ====Method 2 - Three Fingers==== | ||
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| Then, again, your thumb will point in the direction of $\vec{C}$, which in this case is out of the whiteboard. | Then, again, your thumb will point in the direction of $\vec{C}$, which in this case is out of the whiteboard. | ||
| + | ====Method 3 - Shortcut for Magnetism==== | ||
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| + | In this method, you start by pointing your thumb in the direction of the velocity of a point charge, then you curl your fingers. $\vec{B}$ will point in directions tangent to the circle your fingers make as they curl. This works for a positive charge, if the charge is negative, flip your hand and point your thumb in the direction of $-\vec{v}$ instead. | ||
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| + | ==== Video Overview of the 3 Methods ==== | ||
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| + | {{youtube> | ||