Gasket--Attractors
Introduction
The concept of an attractor is important in many kinds of fractal
objects. This lesson introduces this concept visually and experimentally,
and suggests activities for exploring attractors using appropriate software.
Objectives
- Students will learn what an attractor is
- Students will learn how to use the computer application Gasket to explore fractal attractors
- Students will be exposed to the following concepts:
- An iterative process
- An infininte process
- A limit
- Students will use/learn about/rediscover the following tools
- Addition and multiplication of fractions
- Inductive reasoning
- Spatial relationships
Standards
These lesson ideas and activities address the following standards from the National Council of Teachers of Mathematics Curriculum Standards:
Overview
Students will first be introduced to the idea of an attractor with the
square root function on a calculator, then with the "chaos game" on
three points. They will see how to explore other attractors by changing the
rules of the chaos game.
Materials
Actvities
Have the students do the following activity:
- Draw a number line representing the positive real numbers from (just above)
zero to any number (well, any number larger than two) you want. Label a few
points on the line. Make the line as wide as the paper you are working with.
- Pick any number on the line, and make a mark on that point.
- Use a calculator
to find the square root of that number, and make a mark on the corresponding
location on your number line. Draw an arc connecting the first number you
chose with its square root.
- Now find the square root of the new number,
plot it on the number line, and draw an arc connecting it to the previous
number.
- Repeat this process until successive points are too close together
to be distinquished.
- When the points are too close together, choose another starting point
and repeat the process. This time, make the marks and the arcs in another
color, or with dashed rather than solid lines, etc.
Ask the students what they notice about the patterns they have drawn. (They
should notice that no matter what point they chose to start out with, they
end up approaching 1.) The process of iteratively taking the square root
of something is said to have an "attractor". The attractor is the number
1. They can further test this by taking the square root of any positive number
iteratively until the calculator simply puts a 1 in the display.
THere are many iterative processes with attractors. Sometimes a process
has more than one attractor. Computers use this type of behavior to
do things like, well, calculating square roots. Often, when you ask the
calculator to do something, it quickly goes through many steps of an
iterative process and prints out the result. The calculator knows how
to pick an iterative process that has the answer you want as an attractor.
Some processes have extremely complex attractors. Even a simple process
can have an attractor that has an infinite number of points. One such
process is the chaos game. (If the students have not seen the chaos
game before, explain the rules and demonstrate the result.) The attractor
for the standard chaos game is the Sierpinski Gasket. There are infinitely
many points on the Sierpinski Gasket, but it is an attractor just like
1 for the repeated square root taking process. Notice the similarities:
- You end up there no matter where you start
- Once you're there, you never get away
If you take the square root of one, you get one. That's all you'll ever
get, no matter how many times you do it. Similarly, if you pick any point
on the Sierpinski Gasket, and move halfway toward any of the control points,
you will be on another point of the Sierpinski gasket.
It is worthwhile to note that the experiments we have done don't prove
that you will end up on the attractors for these two processes. Proving these
results is probably more than we want to get into at this point. However,
there are some things that are easy to understand and which can help the
students see why each attractor attracts.
- For the repeated square root, they can realize that
- Any number larger than one will give a bigger number when squared.
- Similarly, any number greater than zero and less than one gives a smaller
number when squared.
- Since the square root is the "backwards" version of
squaring a number, we can see that taking the square root of a number
larger than one gives a smaller number, and that taking the square
root of a positive number smaller than one gives a larger number.
We can also argue with these facts that repeatedly taking the square root,
if starting with a number larger than one, will never give us a number
smaller than one.
- With the Sierpinski Gasket, it is easy to see that no matter where you
start from, you will eventually end up inside the triangle defined by the
three control points. Even if you started from very far away, all of your
moves will take you toward the triangle. Eventually you will end up
inside the triangle (unless your random number generator decides to quit
choosing one of the points entirely).
Since you only move halfway to the selected point
each time, you will never move back outside of the triangle once you are inside of it.
Next, have the students use Gasket to experiment with attractors for different
setups than the standard chaos game. Have them change the the movement
ratios and see if they can understand what is going on. See if they can
figure out what the attractor looks like, or find settings that produce
an interesting attractor. In particular, they should try using various
numbers of points. Assign them to find an interesting attractor, tell
why they find it interesting, and draw it freehand if possible.
The Big Picture
Thinking Harder
Return to the Help Index.