Patterns and Isometries

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Last updated 8:09 PM on 7/30/26
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8 Terms

1
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Math is a study of patterns (can be numerical, logical, geometric)


  • Geometric patterns are nice to look at because of symmetry

  • Pattern has symmetry; : If you can shift, flip, or rotate the design without messing it up, that’s an isometry that keeps the pattern intact.


2
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Transformation - process shifting points of the plane to possible new locations within the plane



  • Isometry of the plane - mapping preserving distance and shape (same in shape, and size)


3
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TYPES OF ISOMETRIES

  • Translation - moves a shape in a given direction sliding it UP, DOWN, SIDEWAY or DIAGONALLY

  • Reflection  - seen as a mirror image

  • Rotation -  has a point about which the rotation is made and angle that says how far to rotate

  • Dilation - transformation which changes the SIZE of an object

  • Glide Reflection - combinations of translation and reflection


4
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Isometries - transformation which leave dimensions of the object and its image unchanged (location wise)


  • D (f(x), f(y)) = d(x,y)

  • In GREEK - Isos (equal), metron (measure) = Isometric transformations/rigid transformations


5
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Design - figure with at least one NON TRIVIAL SYMMETRY



  • Pattern has a design of translation symmetry


6
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  1. Rosette patterns: finite groups of isometries containing just rotations and reflections



    1. Two Rosette Patterns

      1. Cn (cyclical) - has n fold rotational symmetry and NO reflectional symmetry

      2. Dn (dihedral) - has n fold rotational symmetry and reflectional symmetry (AS LONG AS WHEN U DRAW A LINE AND IS SYMMETRIC IN ALL DIMENSIONS)


7
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  1. Frieze Patterns: infinitely long strip imprinted with a design given by a repeating motif



  1. the pattern repeats itself in one direction — like copying and sliding the same shape over and over

    1. F1 (HOP) - copy, paste to the right; only translation 

-> ->



  1. F2 (STEP) - translation and glide reflection

-> -> 

-> ->



  1. F3 (SIDLE) - Translation and vertical reflection

-> ->  <- <-



  1. F4 (SPINNING HOP) - translation and rotation (half only)

-> -> ->

<- <- <-



  1. F5 (SPINNING SIDLE) - translation, rotation (half), and glide reflection

<- -> <- ->

-><-

  1. F6 (JUMP) - translation and horizontal reflection

-> ->

-> ->



  1. F7 (SPINNING JUMPING) - translation, horizontal and vertical reflection, + rotation

<- -> <- ->

<- -> <- ->

8
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  1. Wallpaper pattern - A wallpaper pattern repeats in more than one direction — not just left to right, but also up and down.



  1. To count as a wallpaper pattern, you need at least one basic shape, a copy of it beside it, and another copy above or below — so you get at least two rows and two columns of repeating shapes.

    1. Basic unit → the smallest piece of the pattern that, when copied and slid around, makes the whole design.

    2. Fundamental region → an even smaller piece inside the basic unit that can fill the whole space when you use all the pattern’s symmetries (like flips, rotations, and slides).

    3. Motif → the tiny design inside that region that doesn’t have symmetry itself, but when repeated using the pattern’s rules, creates the full design.

      1. MOTIF -> REFLECT -> ROTATE -> TRANSLATE