MathFest 2003 Workshop Titles
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Computer Vision and Image Processing
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Financial Decision Making: Making Money with Lines
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Fractals are Hiding Everywhere
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Game Theory
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Geometry Logo Style
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Is God a Mathematician?
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Mathemagic in Polygon Land
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Mathematics in Biology - Modeling Population Growth and Decline
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Parallel Knockouts
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Puzzle Solving Strategies
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Solving Third and Fourth Degree Polynomial Equations
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Some Strategies of Problem Solving
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Taking the Mystery out of i
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The Mathematics of Kicking a Football
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The SMART Board in the Mathematics Classroom
Descriptions of Workshops
Computer Vision and Image Processing
by Andy Chang, Youngstown State University
How can a computer see things?
Mathematics! Statistics! Matrix! Algebra! That's
right. In fact, with mathematics and statistics, a computer can do lots of
wonderful things that humans cannot do. In this workshop, basic ideas of
computer vision will be introduced, and the spreadsheet software EXCEL will be
used to simulate Computer Vision and Image Processing.
Pre-Workshop Activities
for Computer Vision and Image Processing.
Financial Decision Making: Making Money with Lines
by Ward Shaffer, Youngstown State University
Everyone--individuals, businesses, organizations, and governments--
would like to make as much money as they can. The question is "How do I choose
between competing options to maximize the amount I make?" This session will
investigate how to do this using linear inequalities and their graphs.
Pre-Workshop Activities
for Financial Decision Making: Making Money with Lines.
Fractals are Hiding Everywhere
by Roy Mimna, Youngstown State University
We will begin with a short discussion of what fractals are and
how they appear in nature. We will show that there are fractals which can be constructed by
hand. i.e., We will construct fractals without the aid of a computer.
Pascal's triangle will be constructed among others. There are also games and puzzles which
have interesting connections to fractals, and we will look at some of these.
There are many fractals which are best constructed by a computer program,
so we will conclude with a look at some of the more exotic ones on the computer.
Pre-Workshop Activities
for Fractals are Hiding Everywhere.
Game Theory
by Nathan P. Ritchey, Youngstown State University
Although the branch of mathematics known as Game theory was first introduced by John von
Neumann in 1928, it took the movie, “A Beautiful Mind,” which is a story about Nobel Prize
winner John Nash, to bring this powerful subject into public view. Applications of game theory
are quite extensive and can be found in anthropology, communications, social psychology,
economics, politics, business, biology, and philosophy.
In this workshop students will be introduced to game theory and its uses.
In particular, students
will study and play matrix games, develop winning strategies using the ideas of dominance,
saddle points, and the “minimax” principle. Students will also be introduced to
non-cooperative
games and the ideas of John Nash and his “Nash Equilibria,” for which he won
the Nobel Prize
for in 1994.
Pre-Workshop Activities
for Game Theory.
Geometry Logo Style
by Eric Wingler, Youngstown State University
Several theorems from geometry will be examined using the
Logo programming language. If time permits, students will
also see a demonstration of how to produce a fractal curve
using recursion. A prior knowledge of Logo is not required
as the few commands that are necessary will be presented.
Pre-Workshop Activities
for Geometry Logo Style.
Is God a Mathematician?
by Angela Spalsbury, Youngstown State University
In a letter written in 1818, the English Romantic poet John Keats wrote:
"Poetry should surprise by a fine excess and not by Singularity - it should
strike the Reader as a wording of his own highest thoughts, and appear almost
a Remembrance." Unlike poetry, however mathematics often tends to delight when
it exhibits an unanticipated result rather than when conforming to the reader's
own expectations. The pleasure derived from mathematics is related in many cases
to the surprise felt upon perception of totally unexpected relationships!
In this workshop, we will investigate and discover a few special numbers
and phenomena that are so common that they never cease to amaze us!
Mathemagic in Polygon Land
Floyd Barger, Youngstown State University
A Magic Square is a square of numbers such that the sum of every row equals the
sum of every column equals the sum of the diagonals. (See the figure at the right.)
In this workshop we will investigate Magic Squares and
then the idea of Magic Squares will be generalized to regular polygons with an even
number of sides. In how many ways can we label these polygons (by numbering the vertices, the
center, and the midpoints)
so that the sum of the numbers on any edge is
the same as the sum of the numbers on any diagonal through the center and the same as the sum of the
numbers on any line joining the midpoints of opposite sides?
Mathematics in Biology - Modeling Population Growth and Decline
by George Yates, Youngstown State University
Mathematics plays an important and often under-appreciated role in biology. It has
played an important part in advances in epidemiology, genetics, ecology, physiology and
other areas of biology. Due to the complexity of biological systems and advances in
analytic methods mathematics will continue to expand its utility in biology. A growing
number of schools recognize the need for quantitative skills in biologists and are
requiring more mathematics in their programs. Opportunities for science and
mathematics majors are likewise expanding, and a wide variety of mathematics is now
being applied to problems with important biological, environmental and medical
implications. The present workshop will explore a small corner of these expanding
fields. The workshop participants will explore and model the dynamics of population
growth and spread of deadly diseases.
Example. Suppose a culture of bacteria grows under ideal conditions, and the number of
bacteria doubles every hour. If the initial population was 500, then the population after
one hour would be 1,000. At the end a second hour, the population would double again
to give 2,000 bacteria. Table 1 gives the expected population if sufficient nutrients are
provided and if no diseases are introduced into the culture. This population can be
modeled with a mathematical formula, which will be derived during the workshop.
| Time Interval | Total Population |
| 0 | 500 |
| 1 | 1,000 |
| 2 | 2,000 |
| 3 | 4,000 |
| 4 | 8,000 |
In real populations, the recorded data are usually not such "nice" numbers, and the rate of
growth is rarely exactly two and may even vary over the lifetime of the population.
Several activities will be conducted to model the growth of a population and the spread
of a disease through a population. The workshop participants will develop models for
these populations and compare their model to the actual data observed during the
workshop activities. A graphing calculator may be useful for this workshop.
Some Strategies of Problem Solving
by Jacek Fabrykowski, Youngstown State University
There are many sources that introduce students to solving techniques of
competition type problems.
Most of them however classify the problems according to the topic they belong,
i.e., polynomials, inequalities, elementary number theory, Euclidean geometry, etc.
In this presentation we will introduce students to various principles of
problem solving.
These methods will introduce methodological, rather than topical
classification of mathematical problems.
We will illustrate some of the common principles of the problem solving
including: Invariant and
Semi-invariant Principles, Extremal Principle, Box (Pigeonhole) Principle,
Principle of Specialization and
Generalization and Interpretation Principle. These strategies often reveal the real nature of the problem.
Example 1: Does there exist an integer that is divisible by 2003 and whose all
digits are one?
Example 2: A dragon has 100 heads. A knight can cut off 15, 17, 20 or 5 heads
respectively with one blow of his sword.
In each of these cases 24, 2,
14 or 17 new heads grow back on his shoulders. If all heads are blown
off, the dragon dies. Can the dragon ever die?
Solutions to Examples
Pre-Workshop Activities
for Some Strategies of Problem Solving.
Parallel Knockouts
by Anita Burris, Youngstown State University
In this Graph Theory talk we consider a situation where at each stage of the
experiment every vertex of a graph randomly knocks out an adjacent vertex. We
will compute the expected number of surviving vertices, and discuss some unsolved
problems. Bungee cords and dart guns will be provided for audience participation.
Puzzle Solving Strategies
by Doug Faires, Youngstown State University
Puzzles!
If you ask people what they think mathematics is or what mathematicians do,
they will likely tell you that mathematics involves calculations and that mathematicians
spend much of their time using arithmetic, algebra, and, perhaps, calculus,
to do these rather boring calculations. But while calculations are certainly
connected with many applications of mathematics, what mathematicians really
do is solve problems using logic, and, often, a great deal of clever thinking.
To introduce you to this greater world of mathematics, we will look at some
common puzzles that can be solved systematically, but require a bit of ingenuity.
Some of these you will likely find have solutions that are quite evident, but
we have some that will challenge the best of you!
Pre-Workshop Activities
for Puzzle Solving Strategies.
Solving Third and Fourth Degree Polynomial Equations
by John Buoni, Youngstown State University
One of the more prominent mileposts in mathematics is the quadratic formula
which solves the quadratic equation:
a x
2
+
b x + c = 0.
Key in this formula is the computation
of the square root of a number. It should not be
surprising that the corresponding
formulas for the third and fourth degree
polynomial equations:
a x3 +
b x2 + cx + d = 0
and
a x4 +
b x3 +
cx2
+ dx + e = 0
requires the
computation of a cube and fourth root. This
workshop is aimed at high school students
who have completed a study of quadratic
equations and are interested in using the
elementary capabilities of the TI-83 PLUS
calculators to explore the solution
methods of both the cubic and fourth degree
polynomials.
Pre-Workshop Activities
for Solving Third and Fourth Degree Polynomial Equations.
Taking the Mystery out of i
by David Pollack, Youngstown State University
At one point in history,
when people thought of numbers as magnitudes, the equation
must have seemed impossible to solve.
Someone may have declared that its solution is -1,
but most people would have wondered
what that meant.
How could you add 1 to an amount and end up with nothing?
The number line enhanced
our ability to reason by
providing a visual model for numbers and their
operations that made sense for
negatives as well as for positives.
At a later point in history, the equation
was considered, and it too seemed impossible to solve.
Your algebra book declared that
the solution is i, but you must have wondered what that means.
How can you multiply a number by itself
and end up with -1? Again the difficulty is resolved
with an extended visual model; the (complex) number plane takes
the “imaginary” out of imaginary numbers and their operations.
The purpose of this session is to discuss a
visual interpretation of numbers and their
operations in which the equation
makes just as much sense as the equation -1+1=0.
The Mathematics of Kicking a Football
by Richard Rappach
A thorough discussion of why a football should
be kicked at a 45 degree angle to get the most distance and
where/how some of our formulas that we use were discovered.
The presentation is geared for the algebra II
or precalculus student. The workshop deals with parametric equations,
trigonometry, acceleration, and motion.
Students will need a TI-83 plus
calculator.
Pre-Workshop Activities
for The Mathematics of Kicking a Football.
The SMART Board in the Mathematics Classroom
by Tom Reardon, Fitch High School & Youngstown State University
Students will be introduced to an exciting way of
learning mathematics visually with the SMART Board,
an electronic interactive white board. Students will also be entertained
by Virtual TI -a powerful graphing calculator emulator.
As an added bonus, we will solve the "paper folding" problem.
Pre-Workshop Activities
for The SMART Board in the Mathematics Classroom.
MathFest
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