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In this video, the instructor covers the topic of curvature and torque. They first introduce the concepts and explain how they are related to the length of an arc. They then go on to show how to calculate curvature and torque using a vector's equation of position. Finally, they finish the lesson by demonstrating how to calculate these values in a curve given its equation of vectorial representation.

**00:00:00**In this video, the instructor discusses curvature and tension, describing how these concepts are related to the length of an arc. He then goes on to explain that, in some cases, curvature and tension can be calculated using a vector's equation of position. Finally, he finishes the lesson by showing how to calculate curvature and tension in a curve given its equation of vectorial representation.**00:05:00**In this video, we will be discussing the concept of curvature and torque, and an example. First, we'll say that the module of the vector is the first intersection of the vitrine. If we know this, we can use the vector to find the vector and normal unitary. If it is a curve, then it is the plar basculator. If it is not a curve, then it is normal to each plane containing it, and will have a different value at each point on the curve. We will obtain the vector normal curator by dividing the module of the elevated vector by the vector velocity magnitude cubed. We will then obtain real numbers, and call this an escalar. The curvature here will be represented by an escalar, and we will call this the radio of curvature. The torque will be obtained by multiplying the escalar by the acceleration vector. The curvature and lato will be calculated in terms of the parameter length of arc. We will then see that these are other forms of calculating the curvature and lato, and that these are applied in later concepts when we discuss the length of arc. For now, we will stay with these formulas and calculate the curvature and lato for our given example**00:10:00**In this video, the speaker discusses the third derivative and how it is used to calculate curvature and torque, exemplified with an example. They then need to use the third derivative to erase this element, so they proceed with the following: They will require the third derivative of a partial function before deleting this element. I will require the third derivative of a partial function then we will do the following. I will place here the rapid tutorial that in this case we can represent it here as follows. Here it will show that the root of one more with care square gives us a value this depends on a value in function of that, that is, speed remember when it is in function of this country, this speed changes depending on the value or the point where we are found on this curve. This is our rapidity, and speed because I will require of the third derivative of a partial function then I want it to stay like this. And then the derivative of heroes less zero will be this Here it will be the zero point of our function of vectorial calculus which we will need to compute the torque and then remember when we are working with a curve that represents an ellipse, we will find it oblique**00:15:00**The video discusses the concept of curvature, and demonstrates how it changes depending on the point of measurement. It then goes on to show how to calculate a curvature using the basic trigonometric functions. Finally, it explains how the curvature can be used to determine the speed of a moving object.**00:20:00**In this video, the author discusses the concept of curvature and how it can be used to determine the vector of position. They then go on to discuss how to calculate the curvature of a curve, and how to simplify a curve's equation to a single number. They finish the video by discussing the root of two and how it can be used to calculate the curvature of a curve.**00:25:00**In this video, we look at the equation for the curvature of an ellipse, which is given by r de r of pi. We use this equation to calculate various vectors related to the curvature, such as the vector of position (r), the vector of mediums (r), and the vector of position in first coordinate (101). We then evaluate the mediums, which results in a zero. The angle between the vector of position and the vector of mediums is then the curvature, and the curvature is equal to pi/2 times the angle between the vector of position and the vector of mediums. Finally, we find the vértices of the ellipse and discuss how to draw the ellipse if we know the points of intersection of the vectors of position and mediums.**00:30:00**In this video, the instructor illustrates how to calculate curvature and tension, using an example. First, the instructor defines two vertices of the figure and then sketches in the third vertex. Next, the instructor calculates the curvature of the figure as well as the tension. Finally, the instructor calculates the torsion of the figure. The instructor explains that for a plane curve, the torsion is zero, but for a curved surface, the torsion may be different. The instructor then shows how to calculate the torsion of a curve using the product of a vector and its own vector. Finally, the instructor explains that for a plane curve, the torsion is equal to zero, but for a curved surface, the torsion may be different.**00:35:00**In this video, the author discusses the concept of curvature and torque, using an example. The example is not based on a straight line, but on any other arbitrary parameter. They then go on to discuss how to calculate the time or any other non-line parameter. Finally, they end the video with another example.

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