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{{about|three-dimensional vector geometry|the maze-solving technique|Maze solving algorithm#Wall follower}}
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[[Image:Cartesian coordinate system handedness.svg|thumb|The left-handed orientation is shown on the left, and the right-handed on the right.]]
In [[mathematics]] and [[physics]], the '''right-hand rule''' is a common [[mnemonic]] for understanding notation conventions for [[vector (geometry)|vectors]] in 3 dimensions.  It was invented for use in electromagnetism by British physicist [[John Ambrose Fleming]] in the late 19th century.<ref>{{cite book
  | last = Fleming
  | first = John Ambrose
  | authorlink =
  | coauthors =
  | title = Magnets and Electric Currents, 2nd Edition
  | publisher = E.& F. N. Spon
  | year = 1902
  | location = London
  | pages = 173–174
  | url = http://books.google.com/books?id=ASUYAAAAYAAJ&pg=PA173
  | doi =
  | id =
  | isbn = }}</ref><ref>{{cite web|title=Right and left hand rules|work=Tutorials, Magnet Lab U.|publisher=National High Magnetic Field Laboratory|url=http://www.magnet.fsu.edu/education/tutorials/java/handrules/index.html|accessdate=2008-04-30}}</ref>
 
When choosing three vectors that must be at right angles to each other, there are two distinct solutions.  This can be seen by holding your hands together, palm up, with the fingers curled. If the curl of your fingers represents a rotation from the first axis to the second, then the third axis can point either along your right thumb or your left thumb.
 
There are variations on the mnemonic depending on context, but all variations are related to the one idea of choosing a convention.
 
==The right-handed screw==
Imagine the right handed screw to be held in the place in which particle is performing circular motion.  If the right handed screw is rotated in the direction of particle performing circular motion, then the direction in which screw tip of right handed screw advanced, give the direction of angular displacement and velocity.
 
==Right-handed and left-handed coordinates==
[[Image:Rechte-hand-regel.jpg|right|thumb|Use of right hand|178x178px]]
Let the X and Y axes define a horizontal plane with the X axis pointing towards the right and Y axis pointing away from you. Then the Z axis can either point up (right-handed) or down (left-handed). If the coordinates are right-handed, then you can place your right thumb on the first or X axis of the X-Y plane, let your index finger point to the second or Y axis. This forms a curl, as to the image, which allows the middle finger to point up along the third or Z axis.
 
If the coordinates were left handed the thumb of your left hand pointing to the X axis and index toward the Y axis, the middle finger would curl down to point along the Z axis.
 
If X and Y axes define a vertical plane and the coordinates are right-handed, then with the X axis pointing towards the right and Y axis pointing upwards, then the Z axis would point towards you.
 
If any of the one axes is reversed the handedness changes. To preserve handedness one of the other axes must also reverse which is equivalent to switching the labels on the other two axes. Note that the handedness of coordinates has no meaning unless the axes are labeled in sequence: a,b,c; 1,2,3; or x,y,z.
 
==Direction associated with an ordered pair of directions==
One form of the right-hand rule is used in situations in which an ordered operation must be performed on two vectors ''a'' and ''b'' that has a result which is a vector ''c'' perpendicular to both ''a'' and ''b''. The most common example is the vector [[cross product]]. The right-hand rule imposes the following procedure for choosing one of the two directions.
 
:<math> \vec{a} \times \vec{b} = \vec{c}</math>
 
* With the thumb, index, and middle fingers at right angles to each other (with the index finger pointed straight), the middle finger points in the direction of ''c'' when the thumb represents ''a'' and the index finger represents ''b''.
 
Other (equivalent) finger assignments are possible.  For example, the first (index) finger can represent ''a'', the first vector in the product; the second (middle) finger, ''b'', the second vector; and the thumb, ''c'', the product.<ref>[http://www.physics.udel.edu/~watson/phys345/Fall1998/class/1-right-hand-rule.html PHYS345 Introduction to the Right Hand Rule], George Watson, University of Delaware, 1998</ref>
 
==Direction associated with a rotation==
[[Image:Manoderecha.svg|thumb|Prediction of direction of field (''B''), given that the current ''I'' flows in the direction of the thumb]]
[[File:Right-hand grip rule.svg|thumb|The right-hand rule [[screw thread#Handedness|as applied to motion produced with screw threads]]]]
A different form of the right-hand rule, sometimes called the ''right-hand grip 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 decode the rotation vector, to understand how the corresponding rotation occurs.
 
This version of the rule is used in two complementary applications of [[Ampère's circuital law]]:
# An [[electric current]] passes through a [[solenoid]], resulting in a [[magnetic field]]. When you wrap your right hand around the solenoid with your fingers in the direction of the [[conventional current]], your thumb points in the direction of the magnetic north pole. 
# An electric current passes through a straight wire. Here, the thumb points in the direction of the conventional current (from positive to negative), and the fingers point in the direction of the magnetic lines of [[flux]].
 
The rule is also used to determine the direction of the [[torque]] [[Euclidean vector|vector]]. If you grip the imaginary axis of rotation of the rotational force so that your fingers point in the direction of the force, then the extended thumb points in the direction of the torque vector.
 
The right-hand rule is just a convention. When applying the rule to current in a straight wire for example, 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.
 
==Applications==
The first form of the rule is used to determine the direction of the [[cross product]] of two vectors. This leads to widespread use in [[physics]], wherever the cross product occurs. 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 product]]s, and use the second form.)
 
* The [[angular velocity]] of a rotating object and the [[rotational velocity]] of any point on the object
* A [[torque]], the [[force (physics)|force]] that causes it, and the position of the point of application of the force
* A [[magnetic field]], the position of the point where it is determined, and the [[electric current]] (or change in [[electric flux]]) that causes it
* A [[magnetic field]] in a coil of wire and the [[electric current]] in the wire
* The force of a [[magnetic field]] on a charged particle, the magnetic field itself, and the [[velocity]] of the object
* The [[vorticity]] at any point in the field of flow of a fluid
* The [[induced current]] from motion in a magnetic field (known as [[Fleming's left-hand rule for motors|Fleming's right-hand rule]])
* The x, y and z unit vectors in a [[Cartesian coordinate system]] can be chosen to follow the right-hand rule. Right-handed coordinate  systems are often used in [[rigid body]] physics and [[kinematics]].
 
[[Fleming's left-hand rule]] is a rule for finding the direction of the [[thrust]] on a conductor carrying a current in a magnetic field.
[[Image:LeftHandOutline.png|thumb|Fleming's left-hand rule]]
 
==Left-hand rule==
In certain situations, it may be useful to use the opposite convention, where one of the vectors is reversed and so creates a left-handed triad instead of a right-handed triad. 
 
An example of this situation is for [[left-handed material]]s. Normally, for an [[electromagnetic wave]],  the [[electric]] and [[magnetic]] fields, and the direction of [[Wave propagation|propagation]] of the wave obey the right-hand rule. However, left-handed materials have special properties, notably the [[negative refractive index]].  It makes the direction of propagation point in the opposite direction.
 
De Graaf's translation of Fleming's left-hand rule - which uses thrust, field and current - and the right-hand rule, is the FBI rule. The FBI rule changes thrust into F ([[Lorentz force]]), B (direction of the magnetic field) and I (current). The FBI rule is easily remembered by US citizens because of the commonly known abbreviation for the [[Federal Bureau of Investigation]].
 
==Symmetry==
{| class=wikitable
|-
! Vector !! Right-hand !! Right-hand !! Right-hand !! Left-hand !! Left-hand !! Left-Hand
|-
| a, x or I || Thumb || Fingers or palm || First or Index || Thumb || Fingers or palm || First or index
|-
| b, y or B || First or index || Thumb || Fingers or palm || Fingers or palm || First or index || Thumb
|-
| c, z or F || Fingers or palm || First or index || Thumb || First or index || Thumb || Fingers or palm
|}
 
==See also==
{{Commons category}}
*[[Chirality (mathematics)]]
*[[Curl (mathematics)]]
*[[Fleming's left-hand rule for motors]]
*[[Improper rotation]]
*[[ISO 2]]
*[[Pseudovector]]
*[[Reflection (mathematics)]]
*[[Vorticity]]
 
==References==
{{reflist}}
 
==External links==
* [http://www.magnet.fsu.edu/education/tutorials/java/handrules/index.html Right and Left Hand Rules - Interactive Java Tutorial] National High Magnetic Field Laboratory
*[http://physics.syr.edu/courses/video/RightHandRule/index2.html A demonstration of the right-hand rule at physics.syr.edu]
* {{MathWorld|Right-HandRule|Right-hand rule}}
 
{{DEFAULTSORT:Right-Hand Rule}}
[[Category:Electromagnetism]]
[[Category:Mechanics]]
[[Category:Orientation]]
[[Category:Vectors]]
[[Category:Rules of thumb]]
[[Category:Mnemonics]]
[[Category:Hand gestures]]

Revision as of 05:38, 27 February 2014

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